The Surge is a sci-fi spin on Dark Souls, from the Lords of the Fallen team. A catastrophic event has knocked you out during the first day on the job... you wake up equipped with a heavy-grade exoskeleton, in a destroyed section of the complex. Robots gone haywire, insane augmented co-workers and rogue AI - everything wants you dead. Defy deadly enemies and huge bosses in tight, visceral melee combat. Target and slice specific limbs off your foes, with a next-gen loot system where you loot what you dismember. Equip, upgrade and craft new weapons and armors sliced from enemies, and make yourself stronger through a fresh take on leveling-up.


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The Surge 2
The Surge 2

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This game is extremely clunky and awkward to control, but I absolutely love the setting and the limb dismemberment system. But the gameplay is super rough

Very decent game, a Souls clone in terms of gameplay and how the game is played, but much easier.
Cool mechanics especially the limb amputation and the drone.
The only hard thing about this game was the exploration, this game is very tortuos and you get no fast travel and no map/minimap. Sometimes my brain was in pain because there were so many routes to take and i was getting lost very often but at some point you learn every shortcut there is :)))
Took me about 30-40 hours to get the 100%

Good and successful attempt at a futuristic souls-like with interesting mechanics, fashion, and locations. Few bosses though, even if they're good. Story is interesting.

simply love this kinda working class industrial horror. starts off tonka souls then pulls the rug out and goes all in on daedalic technomazes, gloomy maintenance tunnels, and the kind of homogeneity that makes for the best kinda fevered n fraught navigation. very reminiscent of early 90s pc dungeon crawling, and very much a product of outsized ambitions and design choices; the kind of thing that punches well above its weight and isn't shy about bringing new ideas to the table. we should be thrilled that a developer best known for sludge like lords of the fallen was capable of this much growth in a three year span. that's fuckin sick dude, good on them

it's a shame no one seems to want to engage with it on its own terms, but the pitfall of wearing the mask of a clone is that you'll naturally be treated like one. there's a question of who's at fault here and to what extent, but the response seems especially heightened when it comes to the souls games. nearly every deviation here is done with deliberate intent, for better and worse, yet nearly all of them are treated as if deck13 misunderstands fromsoft, rather than granting even the faintest possibility that fromsoft's fanbase misunderstands deck13

iframes were reduced to bring a greater sense of dimension and purpose to spacing and positioning. limb targeting and its balance between armoured + unarmoured parts create a risk/reward situation where efficiency and economy are at odds with one another while solving the grind dilemma. guard break and overflow damage penalize poor stamina management. dial-a-combo strings provide situational offensive options and punish mashing. duck/hop reward pattern recognition with stylish defensive maneuvers. fast startups hint to get the fuck out of kissing range. and the list goes on. attempting to untangle the R1/O meta isn't easy (tanimura found that out too) but it's evident most of these choices draw directly from fighting games / 3D brawlers and try to shift the dynamic to one where the entire toolbox is equally utile and necessary. these aren't boneheaded mistakes, they're a conscious uprooting of the established verbset

now that doesn't mean you have to like any of it. you don't!! this isn't even really about whether the game's good or not but the strange refusal to consider other modes of exploring a similar foundation. browsing all the long winded steam reviews started to make me dizzy; all this time and all these words dedicated to an almost intentional misunderstanding of what was in front of them. I have infinitely more respect for the guy who says "naw this feels bad" than the guy who puts on their souls veteran uniform and postures as authority like a hall monitor

starting to wonder if any of these games will please an audience that doesn't particularly want to be pleased. it's very telling that Lies Of P's the standout fan favourite because it's the only one where if you close your eyes you could pretend it was miyazaki; a body pillow for ppl whose most formative life experience was beating the capra demon. even dark souls 2 gets berated for experimenting indulgently and drawing more from fromsoft's naotoshi zin era, so pretty much no one's safe. I don't envy anyone working in this space; you either make Demon's Souls 6 or you have to deal with immovably uncharitable weirdos with literally no interest in making adjustments outside their comfort zone

I guess it makes sense, souls fans always struggled with adaptability

Underrated soulslike which tried something new (and succeeded, in my opinion). Not all great, but combat was innovative.

Destroying limbs to unlock upgrades for yourself was kinda neat. Some areas were really cool to explore and check out. And some bosses were really cool. Notice I keep saying "Some." this is a very middle of the road game. No part of it is absolutely fantastic. Just some parts are neat.