The Surge 2 - Interview, Preview and Screenshots

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Spaceman
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Wccftech has an interview and a preview about The Surge 2. In addition DSOGaming has some screenshots for the game.

Chris: So the use of nanites carries on and is a core story concept. How has the world changed in gameplay aspects from The Surge? From what I've seen, it seems a lot more open with more directions you can take.

Jan: Yes, it's a city so you expect that you can go to a number of places and not just in a straight line. One thing is the variety, we can show many different environments. You can already see with the forest like park area, we also have some underground areas, a run-down harbour district and places like that. Also, and what's even more important, is we can offer much more variety in terms of gameplay. So what we wanted to do is move away from the linearity in the first one. We did open up the game world in the first one as you played, but there was little reason to go back to previous levels even though we tried to incentivise it a little bit.

This time it's really different. So you have the city centre as your hub of exploration and you can go in whatever direction right from the beginning. You could say "Okay, I want to follow the main quest" or "Let me go explore a little bit", "Where does that lead me?", "Maybe that's too strong for me now" or maybe "Hey, I've found some cool stuff. That will help me in the main quest". However you want to play it, you can take on major tasks in whatever order you want and have different outcomes that affect how you continue playing the game.

[...]
Another area improved is the actual combat mechanics themselves. Whereas in the original - if memory serves - blocking was limited, though offered options to jump or duck, now you have full directional blocking. Look where the attack will hit you and block in that direction. It makes combat more intuitive and can really help because blocking the right way can knock an enemy back, opening them up for a flurry of strikes. It's all performed in a way that I can't help but like, it's the act of learning an enemies movements and patterns and targeting what benefits you the most - though be warned, chopping off a robots arm won't kill them, they'll just adapt the way they fight.

It all makes for a tense and challenging combat system, combining your requirements for tactical thinking while choosing what to attack, precise movements or at least blocking/dodging because you will get torn into fairly easy and of course the abilities, weapons and armour you bring into battle with you. You can also get a few tips from other players because, in a brand new addition, you have graffiti. Graffiti that you can leave for, or can be left by other players, that seeps through the internet and shows in your game, much like the messages from Souls' titles.

[...]
Thanks Farflame!

More information.
 
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