"Welcome to CREO, the megacorporation saving the world! 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."
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01-22-2024 at 05:42 AM.
Quote
from FairShoe6352
:
Very difficult game. Very repetitive. Probably worth it for someone who enjoys brutal games.
I agree completely. I kept almost liking the game....almost. The core combat is pretty cool once it makes sense (took me a while), the upgrade system is a mess but after learning that (youtube) things are fine. What got me was how hard the game was AND the (purposely) maze like levels AND the complete and total lack of any kind of navigation aid. You die over and over and over again with no clue where you are wandering, just to lose all your process because you didn't make it back to your body in time. Worst still then you have to double back, or triple back to deliver your loot back to homebase just so all the enemies can respawn to kill you again.
Either give a fool a map OR give the fool the ability to turn down difficulty OR have the enemies not respawn every time you go back to HQ to save / upload loot. Get rid of one 'and' or add one 'or.'
I get it, some people want to be punished by a video game, sure, let them turn off waypoints / maps / breadcrumbs etc. But don't completely forgo those elements in the game to punish everyone. This game feels like the type you either have 2 hours of gametime or 200+. No middle ground. Love it or hate it.
I wouldn't necessarily claim this game is any more difficult than the average Fromsoft Souls experience. Perhaps some would regard the combat as more difficult because you cannot cheese enemy engagements with ranged attacks. The timer for retrieving your lost souls is definitely an unnecessary layer of frustration added seemingly only to raise the stakes. Even so, the extra anxiety shouldn't really affect a seasoned souls genre enjoyer. I never found myself particularly stressed about the timer. Once you play enough of these games you realize dying is part of the learning process and you shouldn't let it discourage you. That said, I certainly wouldn't recommend this game to anyone who is not already familiar with souls-type games.
I'd have to say the weakest aspect of The Surge would be the combat itself. Despite the selection of different weapon choices, the combat just does not have enough variety. You will not want to replay this game just to experience a different weapon type. I constantly found myself appreciating the level design far more than the enemy encounters. Despite the flaws I still enjoyed it much more than Mortal Shell, for what that's worth.
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Our community has rated this post as helpful. If you agree, why not thank FairShoe6352
Our community has rated this post as helpful. If you agree, why not thank WooHoo2You
Either give a fool a map OR give the fool the ability to turn down difficulty OR have the enemies not respawn every time you go back to HQ to save / upload loot. Get rid of one 'and' or add one 'or.'
I get it, some people want to be punished by a video game, sure, let them turn off waypoints / maps / breadcrumbs etc. But don't completely forgo those elements in the game to punish everyone. This game feels like the type you either have 2 hours of gametime or 200+. No middle ground. Love it or hate it.
I'd have to say the weakest aspect of The Surge would be the combat itself. Despite the selection of different weapon choices, the combat just does not have enough variety. You will not want to replay this game just to experience a different weapon type. I constantly found myself appreciating the level design far more than the enemy encounters. Despite the flaws I still enjoyed it much more than Mortal Shell, for what that's worth.