We've had some gameplay before for The Surge and now it looks like it is high time for us to get some more. Of course we always want more but Deck 13 needs to be able to keep some of it to themselves until May when the game lands on the PS4, Xbox One, and PC. Digressing aside though, here we are again with more gameplay for The Surge and this time it is more combat and a few new areas of the game to look at. The first time around I saw that the combat was a bit on the clunky side and barring any real detail it looked a bit broken. Time has passed so maybe things have been worked out and/or the team has captured some better footage to show off their latest work.
Let's have a look at the new gameplay for The Surge and then we'll pick it apart as we see fit. The way that we should do for all gameplay videos but truly don't follow suit all the time. Watch and enjoy with us.
The Surge — Gameplay Trailer 2
Fitted with an industrial exoskeleton, you must fight your way through CREO, equipping the spoils of combat to your suit. Armor and weapons are looted from enemies after duels, in which you will take advantage of The Surge’s unique limb-targeting system to attack and cut off parts of the enemy you want to equip or craft.
Targeting a part of the enemy which is armored will deal less damage, but you will earn the opportunity to deal a finishing blow that will cut off the limb in-tact, allowing you to loot the spoils, gain blueprints, and tech-scrap used to level up your exoskeleton.
The Surge features vertical and horizontal attacks, which are used in combination with parry’s, ducks and jumps as well as a boosted dodge – courtesy of your exoskeleton – culminating in swift, snappy, precise combat situations unlike anything experienced before.
At CREO, you will meet survivors who need help or who can offer assistance. Accepting missions can yield extra rewards, but you will have to balance that against your desire to go deeper into the complex, as the stakes grow ever higher – once dropped, your tech scrap will diminish over time.
Alright, so it does look like the combat for The Surge has either been captured way better or Deck 13 has worked on ironing out some of the weirdness from before. Things totally look a bit more fluid here as do the environments that we get to see the hero stomping on through. I am still a bit confused on their limb-targeting system they keep mentioning as it looks like the character is just swinging wild and hitting what happens to be in the way, but it does look much better than before. Specifically the finishing moves which, if I remember, didn't look as cool the first time around. It also looks to make a bit more sense on how they are triggered. Now it all looks like it is shaping up to be a fun title.
I still have a few doubts on The Surge though, at least as it goes to combat. I do like the level design and the need to revisit specific areas of the game after "leveling up" or getting new gear. Generally it seems like a tactic to pad the gameplay time but if it really is designed to make us want to go back, then it really isn't padding at all. That's just making a full and enriched world that players want to enjoy and spend more time in. Just as a good video game and RPG should really be. Let's just hope the story for The Surge does the same and then we can see more players losing Final Fantasy levels of time in playing the game and exploring everything. That seems like a good reference here…
What are your thoughts on the new gameplay for The Surge that we just had here? Do you think that the combat looks a bit more fluid or are you still confused on the limb-targeting thing too? What do you think about what you saw and the want to re-explore areas in the game? Do you think that will happen or will it only be to push on further in the game and not just for fun? Let us know down in the comments and then discuss. For more on The Surge, be sure to stay right here on the sites. We'll keep all of the updates and news coming and I am sure you won't want to miss out on a single thing.