Tagged: pc game

The GRID series has always played a second, or maybe even third fiddle to the bigger arcade racing franchises on consoles and PC.  The likes of Forza Motorsport, Need for Speed and Gran Turismo get the most love on the PlayStation and Xbox platforms, but Codemasters’ GRID franchise has stood the test of time.  Between the actual games named “GRID” and the “TOCA” titles that Codemasters has released this is one of the longest running driving series in video games.  Codemasters does great work on their racing games, and that’s mostly because they focus on what matters… the actual racing.   In a world where their biggest competitors have a repeatedly shot themselves in the foot by focusing on monetization instead of what matters, Codemasters’ GRID is a refreshing, albeit standard, racing game.

GRID is about what you expect from a Codemasters racing release.  It’s incredibly competent, with much of the love development love sunk into the driving experience instead of progression systems and ways to make you spend more money.  That said, it doesn’t stray too far from it’s own conventions.  It offers a fairly sterile arcade racing experience, rivaling contemporary racers in terms of visuals and presentation, while falling a little bit short on the content side.  It offers a single player campaign where you’re tasked with racing your way to the top of multiple circuits that have you racing in a variety of car-type specific events, a highly customizable multiplayer mode, and free racing.  While the selling points of GRID in terms of marketing are that “no race is ever the same” due to the fact that there are numerous racing personalities, the ability to gain nemeses in a race, and that there are dynamic AI events in each race, the end result is somewhat of a mixed bag.

Codemasters attempts to improve AI racers in GRID to make for a more authentic driving experience

The racing in GRID is good and it’s because of the aforementioned features of the game, but it’s not always apparent what that stuff means.  There are a number of different situations that you can encounter in a given race in GRID as well as many different ways to race.  The AI is as advertised, it’s varied, and you can’t always anticipate how other drivers will react to you in this game.  Sometimes they are super aggressive, swerving into your lane to try to impede your progress.  Sometimes they are passive, allowing you to pass them with little resistance.  Sometimes they’ll put you into a wall in retaliation.  Sometimes, the action isn’t revolving around you and your vehicle at all.   The AI personalities and dynamic events aren’t always easy to point your finger at and identify, but the Nemesis system most certainly is.  If you get a little too wild and start throwing your weight around, the AI will definitely clap back at you and become your nemesis.  This will definitely make things a little bit more difficult for you, however, the in-game system of rewinding the race make any problems you encounter pretty easily remedied.

GRID has approximately 80 cars in the game and there are 13 tracks with each one having different circuits or variants in them.  GRID is by no means the biggest racer in terms of content.  In fact, it’s fairly run of the mill when it comes to the content in the game in terms of cars and tracks, and there aren’t that many ways to play either.  You have your single player career mode, and then you can either play free play or online.  Within all of the modes, everything stays pretty much vanilla.  There is a light progression system that carries over across all facets of the game that allows you to earn things like profile improvements and accolade badges.  You’ll earn levels for competing in and winning races and the rewards don’t really feel all that rewarding.  You’ll also earn currency as well, which can be used to purchase cars which increase in value as you get the rare end of the spectrum.  As plain jane as GRID can feel at times, there is something curated about what’s here that makes it feel like it’s got just the right amount of content for a racer of this type.  You’ll hop into the action from the jump and it will be interesting because you aren’t necessarily starting out at the very far end of the automobile spectrum, far away from anything that would be considered fun to drive.  GRID gets you into the action right away, and it’s exciting because of that, but everything else just feels middle of the road.

A lot of GRID feels “middle of the road” when it comes to features, content, and modes

While the grind through career dangles the carrot of bigger and better vehicles, it just doesn’t have much else to really engage you.  On one hand, GRID is a very simplistic experience and it’s better because of it.  On the other, the standard set of modes with little else keeping you engaged can feel somewhat boring at times.  GRID is still a fine racer though.  It’s got a great racing feel, a wide enough variety of cars and tracks, a slew of difficulty modes and customizable options that allow you to tailor the racing to your likes and skill levels, AND it’s a got a great presentation that rivals the best in the genre.  It’s hard to go wrong with GRID if you’re looking for some good old fashioned arcade racing fun.

Those looking for the types of customization that we see in the bigger modern racers aren’t going to find it in GRID.  There are a ton of different custom liveries that you can apply to the vehicles in the game, and these can be edited with different color palettes to make them truly unique.  However, you won’t be spending much time doing any creation of your own.  This light touch to customization is also seen in the tuning of your vehicles as well.  Tuning is done prior to the race and it’s really only a handful of sliders to customize the experience per race.  It’s not quite the level that you see from other racers that allow you to really change things about your vehicle with a more granular approach.

The Verdict

Ultimately, Codemasters plays it safe with GRID, for better and worse.  There’s certainly a lack of features, less modes, and a lesser number of cars and tracks than other contemporary racers.  This is a no-frills arcade racer, but a very good one.  If solid racing action is the only thing you care about, GRID has it in spades.  The new features which lean mostly on the AI improvements to better the racing experience are a mixed bag, but they improve the overall quality of the game on the track.

No frills arcade racing action.

The Verdict


The Good: Available On: Xbox One, PlayStation 4, PC, Stadia
Published By: Codemasters
Developed By: Codemasters
Genre: Racing
US Release Date: October 11th, 2019

Anime Dark Souls is the term that’s been thrown around when describing Code Vein leading up to its release.  It’s a game from the creators of God Eater which takes the art style of that franchise and places players into a post-apocalyptic world to navigate with a rule set that’s largely been aped from the Dark Souls series.  In theory, this should be an incredible game and it is … at times.  The reality is that it’s a beautiful game that plays the role of a cringey Dark Souls impersonator.

Code Vein is rather impressive in some spots though.  The action RPG introduces some interesting characters across the course of the 30+ hour campaign.  It does take you to some beautiful locations, setting a compelling premise that has humans and revenants trying to survive a calamity that’s brought about blood lust to the world.  You’ll get glimpses of how things used to be in the world of Code Vein prior to this event, but for the most part you’re fighting your way through this post-apocalyptic dystopia.  There’s plenty of backstory and details regarding the many different characters that’ll meet.   More importantly, there’s an interesting universe that’s been created here.  Code Vein strays somewhat from the zombie end of the world trope to their own unique vampire-themed disaster.  Shift really does nail things from the story front when it comes to the general theme and cohesion of the world.  From the safe haven of your home base to the monster infested areas that you’ll visit, everything gels together to a level that Dark Souls hasn’t really achieved in that series.  That, and presentation, however, are about the only things that Code Vein does better than the popular From Software series it tries so hard to be like.

Code Vein is also quite impressive in terms of the amount of customization you can do.  There’s plenty of ways to create your own character to take into this world, and furthermore, there’s an incredible level of customization when it comes to character builds as well.  This customization allows you to fully tailor each aspect of your character from the way it looks to the way it plays and this is definitely a level of detail that we’ve never seen from the Souls series itself.  Code Vein looks like God Eater.  The art style and presentation draw heavily from that series.  That said, to call Code Vein an Anime Dark Souls is a spot on description, at least that’s exactly what this is trying to be.  It uses many of the gameplay rules from that series and really tries to shoehorn them into this world.  The results are less than impressive.  Where Dark Souls strengths come from solid core combat and the ability to break players spirits only to build them up through small victories throughout the experience, Code Vein feels flat almost all the way through.

Code Vein takes from the Souls series almost all of its gameplay systems, it takes many of its presentation aspects as well.  From small things like sound signals to fonts and notifications, there’s plenty of familiar parallels between the two.  If you went through a checklist of things to lift whole cloth from Dark Souls, Code Vein doesn’t miss any of the important beats.  And there are small similarities as well, with things like title screen, fonts, and many other similarities that go far beyond the core gameplay systems.  Sure, Bandai Namco publishes both games so it’s a in-house copying, but boy does Code Vein look the part of a Dark Souls game.  So much so that if you weren’t any wiser you may think that this is a From Software game.  But that’s all it really does, is look the part.

It’s far, far away from Dark Souls in terms of combat and boss design.  They get the level design mostly right when it comes to the world that’s been created, but it doesn’t have the connected feel that the Souls games have. Each of Code Vein’s level are a puzzle that needs to be solved through exploration and combat.  With each enemy that you kill or treasure that you’ll find you’ll earn points that can be used for upgrades.  Die and you’ll drop them where you lay.  If you want them back you’ll need to fight your way back through a level to get them or they’re lost forever.  There are times when things feel great in Code Vein, but more often than not combat feels loose with wide open windows for dodging attacks.  The parry system feels somewhat off and hard to master.  A general lack of enemy types and recycled environments don’t do the game any favors either.  With the core combat feeling lacking, everything sort of falls apart in one of these games.  To top things off you always have an AI companion in the game and it makes the moment to moment gameplay feel a little too easy.  There’s really no mastery curve, and like a bad button mashing beat ’em up, I found myself bored with the combat in the tail-end of the game.  Code Vein’s only real trick is that things get a little bit harder when you’re not tag teaming single enemies.  At which point the game goes from frustratingly easy to frustratingly hard as enemies just juggle you about.  The tight dodge timing from the Souls series and the intricate dance of dodges and parries just doesn’t feel relevant here, or necessary in most cases.  This is especially true of boss encounters where there just aren’t any standout battles.  Sure, they look good.  But, they just don’t feel that great to play or offer the type of challenge that Souls fans will enjoy.

The gameplay itself in Code Vein is lifted full cloth from Dark Souls.  That means you’ll be collecting “Souls” which in this game is called “Haze” and you’ll need to use it level up your character at a “Bonfire” which is called a “Mistle”.  These mistle save points allow you to fast travel or level up your character and spend your haze points.  You can fast travel back to your home base to purchase different items from vendors and level up or upgrade your weapons and armor.  It’s very much a Dark Souls game in its progression elements.

There are some new ideas here.  Finding Mistle does allow you to reveal a mini-map of the surrounding area. This allows you to track down different treasures more easily.  You can track your footsteps of where you’ve been.  You can even visit a Hot Springs area in the Home Base which will allow you to recover half of your lost Haze if you can’t make it back to the area to recover it yourself (This is pretty helpful if haze gets left in a boss fight area).  There’s also a dungeon master within your Home Base that allows you to play through areas called “The Depths” if you find the maps of these areas on your adventures.  This serves as a way to get haze or items alongside the main story path.  The only problem we had with this is that these Dungeons are a little basic and incredibly easy if you’re over-leveled for them.

Code Vein is a game about memory of a previous life and it does introduce a large cast of characters.  Those characters are represented by different fighting styles and you’ll constantly be unlocking new ones throughout the game.  Characters you meet on your journey or those back at your home base will give you their blood code, which you will then have access to customize and use as your own.  These Blood Codes have different unlockable passive and active abilities and these are unlocked through finding them during exploration in levels.  We found over 20 of these codes in the game and it really does change the way you play the game.  There Codes for casters, or close quarters combatants.  There are codes for ranged attackers or agile stealthy builds.  When you couple that with a variety of different weapons and blood veils (armor) to use, AND the character customization tools there really are quite a few ways that you can build out your character.

Where most games struggle to live up to the From Software standard, Code Vein does fall short as well.  There’s really no sense of mystery to this world.  That feeling of dread you had when facing that ultra-hard boss in Dark Souls just isn’t here in this game and with that it doesn’t deliver that same sort of feedback and feeling of accomplishment that the Souls does.  It’s not an easy task to make a Souls-like.  After all, Dark Souls has become one of the most well regarded series in the ARPG genre.  While Code Vein looks the part, it doesn’t quite get there from a gameplay perspective.  There are some things that you can copy when making a game like this, but Code Vein really misses the mark on some of the most important aspects.

The Verdict

If you go into Code Vein thinking that you’re going to get something on the level of any of the Souls games (or Bloodborne) you’re going to be a little bit disappointed.  The lackluster combat is at odds with an interesting premise, great presentation, and deep character customization.  It’s hard to pass up on it as a God Eater fan, but you’ll have to wade through a ton of mediocre combat to get to the good stuff here.

The Surge 2 is what happens when a developer belligerently strikes forth to prove their worth, and Deck 13 largely succeeds in doing so.

Back in 2014, Deck 13 Interactive released ‘Lords of the Fallen’, and game that shamelessly borrowed from the Dark Souls school of design, right around the time “Soulslike” was a burgeoning term for the growing genre. The game had…issues, to be polite. For every new idea the game had, there were five existing ideas hamfisted into the game. The world felt like a direct clone of Lordran, with the same dark gothic overtures as From Software’s classic. The combat was clunky and laggy, a crushing issue within a genre that relied on measured, tactical combat. As a first outing Deck 13 tried, but they missed the mark far more than they hit it.

Rather than roll credits and call it quits, Deck 13 pressed on with the release of The Surge in 2017, a sci-fi influenced Soulslike with intuitive crafting, a setting that stood apart from its peers, and a substantially improved combat system that revolved around strategic dismemberment. Compared to Lords, The Surge was an absolute revelation; a sign Deck 13 could learn from community feedback and critique. The game, however, was still far from perfect; the environments all bled together, boss fights were few (and not exactly well designed) with trash mobs often proving deadlier, and it was all tied together by a threadbare story filled with plot-twists so obviously signposted a sci-fi neophyte could predict them. The Surge was an improvement, sure, but it felt like Deck 13 was still finding its footing.

If the first Surge was Deck 13 proving they could listen to feedback, then The Surge 2 is proving that the third time’s the charm: better in almost all regards, but still recognizable under the vast array of improvements.

Welcome to Jericho City

The Surge 2 takes place two months after the events of the first game, when the ethically dubious tech conglomerate CREO’s nanobot loaded rocket was destroyed by leading man Warren as it launched. Rather than reach the upper atmosphere, where the “nanites” would go about reversing climate change at the expense of damn near all life, they instead rained down over Jericho City, the new and infinitely better setting of The Surge 2. Of course, this led to social decay, chaos and eventual quarantine to keep the “Defrag Virus” (an infection derived from the nanites) in check. No one in; no one out.

It’s a good thing your now custom-crafted main character happened to be on Flight 221, which was struck by debris from the exploding CREO rocket and crash landed within the city. Players wake up from a coma within the medical ward of Jericho City’s police department with a foggy memory, low-cut hospital gown, and twin defibrillators strapped to their hands to better deprive the other inmates of their lives. It’s a bog-standard sci-fi opener, and I can’t fault anyone rolling their eyes upon starting the game. However, once the initial tutorial is over and the player is deposited within Jericho City proper, the game blossoms into something truly fantastic.

A Better, Deadlier World

Jericho City is a winding, vertical maze full of survivors, looters and crazed cultists. It’s Deus Ex by way of Fallout, a neon-laced calamity of crumbling buildings, police roadblocks and failing infrastructure in the wake of the nanite storm building overhead, a dark violet reminder that things have gone very, very wrong. It is in this early level where you cut your teeth on the familiar yet improved combat, with smarter enemy placements ensuring each death is not only fair, but less about being dog-rushed by every enemy within range simultaneously; an issue the first game suffered from.

Jericho City has some of the best level design within a game, period. The map peels back on itself, with logical routes lining every zone. Every corridor, every building; everything feels intelligently connected within The Surge 2. There are wider combat spaces where the smarter enemies don’t all leap onto you like you’re Piper Perri on gangbang night, where you can dance and kite effectively and draw enemies into engaging you on your terms. Instead, enemies now work in tandem, sometimes with one in the back taking pot shots at you as their cohort bleeds you of your stamina. Better enemy AI and placement go a long-way in making each area of the map feel like a minor combat arena than a death-slog, unlike the first game’s corridors of death. There are also collectibles littered everywhere, rewarding the most attentive explorers with scrap, loot, and lore-heavy audiologs.

Even environment variety has been spruced up from the first game, with each zone having its own identity and set of unique enemies. Gideons’s Rock is a wildlife park infested with nanite beasts, cloaked mercenaries and golden statues with a penchant for murder. Port Nixon is a run down port taken over by transhumanist cult Children of the Spark who worship their mysterious namesake. The music fades in, and while never bombastic, works to augment each area of the city and provide a touch of personal flavor. Each zone feels unique, with a clear theme tying it together, and more shortcuts back to the bonfire-esque Med-Bays than you’d assume at first glance. Even some light Metroidvania flourishes from two pieces of equipment you find in game further open this maps wide open to exploration and repeat trips.

If there is one draw-back, however, it is the limitations that come from being a more “grounded” sci-fi setting. The Surge 2 does not suffer from this problem near as much as the first game, but there is only so much you can do with the setting. Sure, the nanites make for some spectacle, but in the end, Jericho City still falls firmly under the “dilapidated city” design aesthetic. It’s a shame, considering what the nanites are capable of within the game’s lore. While there is a shift later in the game that spices things up, it would have been cool to see a zone that lean harder into the nanite-infested side of things. Nonetheless, what Deck 13 does with the world is admirable, but if players were expecting more fantastic or outlandish settings they better temper their expectations.

Top of the Line Combat

A well designed world would be for naught if there wasn’t something fun to do within it, and that is where The Surge 2 absolutely crushes other games of its ilk. Combat still revolves around attacking your enemies with either horizontal or vertical attacks to build up a battery bar, where a fully charged segment allows you to dismember your opponent for their armor, weapon, or implants. Armored body parts have a visible shield icon on them that now decays as you attack that limb, better highlighting the damage you are doing and if you are close to breaking it. You can still attack blue unarmored limbs for faster kills, but will miss out on acquiring equipment or crafting materials.

It’s the same well thought-out dance of risk-reward, incentivizing more tactical play than out-right button mashing. This would mean nothing, of course, without the context of what has changed: better animations, smarter blocking, and a drone that can now be used more freely and be augmented to better match your build. Combat animations in The Surge 2 are some of the crunchiest, bloodiest symphonies of violence in a video game: as if Issac Clark of Dead Space fame decided to put down the cutter and instead rage-punch the limbs off everyone he ever met. There is no shortage of meaty bludgeoning, torso’s being kicked clean off, and legs being pulled off as if they’re delicate insect legs. Every weapon has unique animations tied to the type of attack and limb, which keeps the combat visceral from the early hours till the very end. It’s some of the best animation work I’ve seen in a game, and makes every encounter something you look forward to.

That’s not to mention how fluid it all is. Dash attacks, dodge-counters, jump/crouch dodging for a counter; all of this combines flawlessly with the new Directional Block that allows you to risk eating the entirety of an attack for the chance to parry an opponent’s attack and follow-up with a devastating attack of your own. Factor in the ability to block full damage at the cost of stamina, and you have a wealth of combat options to play with, before you even factor in the various weapons, armor sets, and implants.

Equipped for the Job

Each of the nine weapon variants – four of which being new to The Surge 2 – have unique animations and attack combos, lending each a distinct feel in battle. Like dashing in and out of combat: try the Twin-Rigged weapons. Want to pummel your enemies into a fine puree of gore: use Heavy Duty weapons. Or, if you prefer, meet in the middle with the trick-style Double Duty weapons that act as heavy, stagger weapons with slow presses of the attack button, but split into stamina-hungry flurries of speed when the button is pressed rapidly. With every weapon having its own set of vertical and horizontal attacks, plus newly added charge attacks, the weapons alone could carry a lesser game. Furthermore, the nine weapon classes in The Surge 2 each have combos that have cost less stamina when executed properly.

Throw into this grab-bag of evisceration armor sets with gameplay affecting stat bonuses, resistances, and now an additional three-set bonus to pair with the full six-set bonus, and you can build your character precisely around your preferred style of play. I’ve always been a fan of stomping into battle with heavy armor, stocky single-hitters, and a refrigerator door strapped to me arm, face-tanking my enemies while staggering them with my swings. I can do that in The Surge 2 by wearing heavy Goliath-class armor with high stability (preventing me from staggering), a massive Heavy-Duty weapon, and speccing my talent points into stamina and health to better block and soak. It works wonderfully, and by endgame I was an indomitable force of wrath marching down the streets, bowling down anyone bold enough to attack me.

Every Tool Has a Place

Now capstone all of this with implants and your drone. Leveling in The Surge 2 not only ups your suits energy consumption, allowing you to install different armors and implants, but now gives you two talent points to spend among Health, Stamina, and Battery, thus freeing up the implant system to be as weird as it wants to be. No longer do you have to return to a checkpoint to re-slot hardwired implants to move those stats around, but instead you now pay a modest fee to reorganize those talent points. This allows implants to not only focus on the various passives and active abilities one would want to use in their build, but they can now all be freely swapped around from anywhere within the game.

You can plug in injectables – The Surge 2’s consumables – to give you an edge in combat for the price of a fully charged bar of battery. Your primary heal works off this, and if you wanna stay healthy, you need to press the attack and accumulate battery charges. Consumables all work this way: attack to build up battery, use the battery to trigger the injectable, or bank an injectable charge for later by holding down the injectable button. These injectable implants round out the combat loop nicely: do you go for the dismemberment even though you are low on health, or do you burn the battery charge and fight another day?

You can also install passives via implants that make your damage increase at low health. Deck 13 has also rolled in soft-difficulty tuning via the implants, allowing players to enable or remove different UI elements at a whim. Confession time: I am terrible at parrying, but there was a mod that would show which direction and enemy’s attack was coming from. It came at a steep five energy cost, but I was able to directionally block and stagger enemies far more frequently. Those who are comfortable reading enemy attacks won’t ever need this implant, but its there for scrubs like myself; it’s a fine middle-ground for balancing difficulty within a genre notorious for being harder than diamond.

Finally, add in your drone, which no longer uses battery charges. Instead it uses ammo, which can be bought from vendors in the hub areas or lopped off of enemies the same way crafting components are. See ammo on someone’s leg? I guess it’s your leg (and ammo) now. By moving to ammo, The Surge 2 allows the drone to become a more active tool in your kit, with a gaggle of different upgrades and weapons for it lying around to either find, or forcefully retrieve from soon-to-be dismembered foes. That heavy armor build I mentioned above: throw in the sniper drone and now I’m breaking armor before dashing into an opponent, shortening the engagement. I can use incendiary grenades, stationary turrets: the drone is a much more useful gadget in The Surge 2 than it ever was in the first game.

Throw all these ingredients into what is perhaps the most intuitive UIs within the genre, and everything is easy to grasp. You can min-max your builds with easy to parse information on one page, see exactly what you need to upgrade your equipment the next, and browse your implants on another. The combat loop is made all the more satisfying because the core UI doesn’t fight you along the way, instead empowering you to make intelligent choices about what to equip, how to upgrade it, and how to augment around it. Pair this with an easy to understand and intuitive crafting system that allows you to downgrade higher tier materials for lower tier ones, and you’ll find every piece of equipment is not only viable, but easy to level up if it fell behind.

More to Love

Bosses are another area Deck 13 has improved, with The Surge 2 offering not only more dastardly foes to take on than there were in the first game, but better fights overall. The first boss required I take out five coolant tanks on his mech, with optional arms that would provide an upgraded version of the boss’s weapon if taken out. The fight has well-telegraphed attacks, multiple threats to balance (such as taking poison damage if I tried to sit under him too long), and a well-measured pace. If anything was off about the fight, it was how sticky the camera was to the coolant on his legs. The camera performs admirably throughout the game, but this encounter and a few other bosses were the only times I’d say the camera was biting off more than it could chew, trying to spastically follow the boss as he moved around the arena.

The other fights follow this mantra, with only the human-based fights proving the weakest. That’s not to say they were bad; they were actually rather well done as well, but they lacked the spectacle of conquering some large, impossible monstrosity.  All the bosses have clear mechanics that don’t rely on new gimmicks not seen elsewhere in the game, instead leaning into The Surge 2’s combat strengths, such as tying dismemberment to easing a fight by removing certain attacks from the boss’s rotation. All in all, bosses were a fun challenge this time around with few frustrations.

Can’t Always Bat 1000

There is one large issue I had with the game, despite all my gushing: the main story. The main narrative has your character tracking down a little girl named Athena, another survivor of the Flight 221 crash. Fine, nothing too inventive, but fine. Where the story falls apart is in its hamfisted attempt to force a villain into the narrative. The “sudden, but inevitable betrayal” that starts the antagonist’s arc is groan inducing with how obvious it is, and the story does nothing to improve this character’s position in the story. The game tries to fake you out by pivoting to a second antagonist, but ultimately the plot twists prove too blatant for any of it to stick.

To Deck 13’s credit, the narrative is more cohesive in The Surge 2 than it was in the first game, but it still feels very paint by numbers. It’s a shame, considering most of the audiologs do a decent job adding to the game’s lore and world-building. But, like the narrative, even those have issues when they try and make the main bad compelling. The story also can’t decide whether it wants to be a serious take on trans-humanism and the pitfalls of relying on technology, or a schlocky B-movie full of absurd action-movie machismo. It’s not bad by most accounts, but it’s not good either. The story exists to get you from Point A to Point B, and to provide a frame in which the lore scattered across the game can rest. In those pursuits it works, but barely.

The Verdict

The Surge 2 is an exceptional Soulslike, with top of its class combat, stellar level design and a crafting system that makes experimenting fun and simple. Where the game falters it doesn’t do so tragically, instead being victim to its devout adherence to its more grounded setting and mediocre-at-best story. Where The Surge 2 has improved over its predecessor it has done so by leagues, and anyone looking for an aggressive Soulslike will absolutely enjoy their time here. Deck 13 has proven that third’s a charm, and The Surge 2 stands as one of the best games in the genre this year.

The Verdict


The Good: Available On: Xbox One, PS4, PC
US Release Date: September 24th, 2019