

I żeby to jeszcze była tylko sama walka, że ginę i wczytuje się zapis gry tuż przed walką, to bym próbował zrozumieć system. Dodatkowo walka z bossami jest nieintuicyjna i nie wiadomo, co trzeba zrobić. Jakieś zakamarki ciemne, nie wiadomo gdzie co jest. Jeszcze pierwsza lokacja była spoko, bo łatwo dało się otworzyć je z drugiej strony i całe to centrum medyczne było w porządku, że można było wrócić naokoło, uleczyć się i iść dalej. Wszędzie trzeba naokoło, bo wszystkie drzwi pozamykane. Wrogowie wyskakujący znienacka, ginę i szukaj gdzie teraz byleś, bo oczywiście żadnej mapy nie ma. Do tego dochodzą zbyt ciemne lokacje, a latarka jest słaba i źle ustawiona.

Nie kilku, nie czasem, w niektórych miejscach. I co teraz? Muszę na nowo pokonać wszystkich wrogów, którzy się odrodzili dokładnie w tych samych miejscach. Jak zginę, to tracę zebrany złom i chcę po niego wrócić. Problemem jest jednak to, że gra ma za dużo negatywów.

#Should i play the surge before the surge 2 plus#
Na plus jest cały system walki, crafting, odradzanie się, zamysł montowania implantów i rozbudowy naszej postaci. I even had a decent time with the first half of the game, but it just started to bore after a while.ħh 10m ProgressGra wygląda świetnie i posiada swój klimat. The graphics are decent, but more effort should have been put into making areas feel unique than look photorealistic. Maybe some of my negativity comes from the aesthetics, it's just so damn bland. But there's so much polish needed to make it work well and when your game also has outstanding issues it's hard to recommend. I think the Souls formula is good and it's generally well implemented here. Overall I think the game is slightly below average. The Surge can't really hold a candle to that so ends up just being "okay". The standard dodge -> hit combat hold up in FromSoft games because of the impeccable animation, variety, aesthetics, music, sound design, and story the game spoils you with consistently. There are some enemies unique in the late-game, but they're not very fun to fight. The late game really suffers here as you face the same 4-5 enemies every encounter for hours on end. A more substantive issue is with enemy variety. It wasn't even that difficult, just weird.

Balance in general feels that way, with most enemies hitting like trucks, having strange telegraphs, and beaten with strange tactics. I found that the knee move could be used to stun lock one of the harder bosses from 100 to 0 extremely reliably, it just all feels strange. Both defensive options also have attack follow-ups which are similarly weird. Not that many moves can be jumped over or ducked but the ones that can don't offer much benefit over a standard dodge. The duck and jump mechanics are strange and utilized inconsistently. But there are some weird issues with the combat. Crafting and upgrading isn't inherently fun, but making players target specific limbs to cut off to acquire equipment and materials based on which they targeted makes it more dynamic. The limb cutting mechanic is unique and well implemented. The movement is definitely better the LoTF, so that's an improvement. As far as the core combat goes, more ups and downs. It's an uphill battle from the start, and The Surge suffers in it's dull, repetitive environments. Most people can model a pretty forest in unreal engine, but see if they can make a factory look as nice. Melee combat in a futuristic setting feels silly, and futuristic settings are hard to make aesthetically pleasing. The setting sets itself apart from the normal dark fantasy of the standard souls game, but shoots itself in the foot for two reasons. The game is also really bad a signposting where to go next, doesn't help that every area looks like the same factory. And I *really* wish the game had more bosses and less massive maze like levels with little aesthetic or enemy variety. Quality and balance towards the end really soured the experience for me. The surge is blatant about it's inspiration, and has a few unique qualities to set it apart, but maybe not enough.
