The Surge

What suffering, how much frustration … but also, how exciting and addictive can be the action of The Surge , a fearsome, implacable video game that punishes you over and over again in such brutal, wild ways that it seems that the authors of Lords of the Fallen looking to get away from your last job; make you run away, escape from that futuristic h

 

ell to which they transport us. But something has, something offers the new thing of Deck 13that no matter how much you blaspheme in the end you always come back. You need to put yourself to the test, prove that nothing and nobody can against you, however unjust the f

 

ight becomes on occasion, or as impossible as some of the challenges proposed by this adventure with RPG dyes may seem . True to the style of the Software Souls saga, but also with its own personality , surrendering is not an option.

 

It’s hard to explain to someone who has never enjoyed a game of the style because, honestly, spending hours fighting against an enemy capable of killing you with a single blow does not seem like the funniest plan in the world. And yet there he was, trying without much success; screaming, cursing !, with the heart beating with violence and tension throu

 

gh the clouds knowing that the minimum error is paid dearly. But then the expected moment arrives, you finish with it and you can not avoid it; Victory! Exclamas excited … for a few minutes later, fall into the clutches of another monster. It does not matter if he is a jefazo or the most devious minion of all; in The Surge death lurks relentlessl

 

y. An oversight and you’re lost. What motivates you to move forward? Simple and simply the feeling of progress, knowing that step by step, defeat after defeat, you become stronger, more agile in the fight against homicidal machines that will make you suffer what is not written.

 

 

And the machines took control

Although Deck 13 does not like comparisons with Dark Souls, it is inevitable to refer to the saga of Hidetaka Miyazaki to understand the basic fundamentals of The Surge without walking around a lot. The explora

tionthrough a world with interconnected areas, the control system, the hardness of some combats in which the tactics prevail ov
er the unbridled action … there are many similarities between one and another work, because even death is punishable by similar way, making you lose all experience points– here junk – accumulated until then, which you can recover if you reach your body
in the time limit without dying in the attempt. However, as I said before, this is a game with its own personality; It does not feel like a simple copy with futuristic ambience.

 

The Surge analysis

Exploring has rewards: diagrams to make new defensive equipment, better implants, and raw materials to improve weapons and other equipment.

I liked his combat system and that in the early stages of the adventure I saw something rough, slow and lacking in grace. The sensations change with the passing of the hours. Every time you feel more comfortable fighting against enemies who do not know the mercy, because there is a lot of strategy in these battles. And I do not mean just knowing when to block an attack, when to dodge, or when to strike. Here you must also decide which part of the bodyyou attack if you crush your head or you focus on the arm that carries the weapon, if you hit the legs to make the opponent fall or you strike a mortal blow in his torso. Depending on the blow, and the strength of this, the enemy will react in one way or another … suffering more or less damage on base, also, to his defensive team. That is another! Focusing on unprotected areas helps kill them more quickly but, in return, you lose the opportunity to obtain the precious raw materials with which, later on, you can create new equipment and improve existing pieces.

 

The Surge PC

You feel that every blow you give has a reason to be, contributes to achieve victory

The Surge thus creates a curious dichotomy between risk / reward with which it is difficult not to be happy. The brave, those who fight fac

e to face facing death, will get more resources with which to improve their team … but of course, they are exposed to suffer a cruel defeat. There is more. To extract these precious resources we must cut off the enemies, which we will on
ly achieve after executing a few knocks of gracethat require a certain level of energy that is generated with each blow we strike. I already said it before. This is not going to crush buttons or attack without rhyme or reason; we have to think about every
movement, every thrust we give, because otherwise, death does not wait. More with implacable and increasingly powerful enemies. In the early stages they are slow, clumsy, so it costs little to dodge their attacks but then … then they are killing machines; swift acrobats who will shoot us, or jump over us, or block our attacks with astonishing ease.

 

The Surge PC

The Surge

Who’s there? The Surge has no mercy even in the stage design: there are toxic waste, clouds of poison and dark areas!

There are humanoid enemies, but also machines equipped with various weapons that can be destroyed, piece by piece, to minimize the

 

ir attack strength. It’s something that I love. You feel that every blow you give has a reason for being, contributes to achieving victory beyond the mere fact of reducing health to the contrary, and that is what ultimately motivates you to

 

move forward. It is true that sometimes Deck 13 does not measure the level of difficulty welland ends up frustrating at specific moments of the game with challenges that are nothing short of impossible, there are hellish battles !, although you also have to recognize the merit of transmitting perfectly a great sense of progress, of constant improvement, that s

 

omehow tempts you to try it incessantly. It is brutal in its action, it has no mercy, but you know that in one way or another you will end up overcoming any challenge that may arise before you. What minutes, u hours before! It seemed like a challenge beyon

 

d your reach, it reaches a point where it becomes affordable, not because the difficulty goes down, but because you, without realizing it, have ended up dominating a battle system with wide combat options.