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doesn't look cool i think that looks pretty [ __ ] cool that's the quest - ladies and gentlemen and i'm very happy to report that i really enjoyed the wave - i'm happy to do so Can say that because I really like the first Surge despite its many issues and I was hoping that developing a deck 13 would stick with this franchise to deliver a sequel they made and I think it's awesome , it's almost exactly what I wanted from a Surge sequel because yes, I wish I could tell you that this sequel fixes all the problems of the first game, but the honest truth is, here are a few more There are issues carried over from the previous entry, but outside of those things, the surge feels a bit like a fan wish list, fixing and adding so many things that the whole package ended up being extremely bad processed and dense to the touch. I think the word dense is important because if I could summarize the search in one word, that word dense would be a game where everyone sings le level is this rabbit enclosure like a maze you can't walk ten feet without one Find shortcut or secret. It's a game with so many side quests and NPCs hidden around the world that you'll sometimes spend 30 minutes or an hour just carving out enemies and scouting because the side quests are always worth it. This is a game with so many weapons, so many armor sets, and so many implants that the scope for build variety is huge and those looking for the thrill of the new game will have plenty to tinker with, but there are some pretty big ones Cons, here the boss design remains a major weakness of the franchise with a small number of bosses that are often reused and suffer from absolutely horrendous camera issues The clumsy performance style that could have been stronger if it had been given more breathing room, is most concerning, although the performance is absolutely atrocious to those on a PS4 console, at least for us
Times and given how much a game like this relies on quick timing and reliable inputs, this feat could absolutely be a deal breaker for some, despite those issues that the rise - a very well thought out, well constructed and well delivered Souls as with this entry feels like deck 13 found its step where the first climb felt like a proof of concept crippled by the budget - feels like being very aware of what the vision of Deck 13 was, it's not a groundbreaking game that defines the genre, but it is a very rewarding experience that will surely watch over fans of the genre, and if you were just a Surge fan looking for a better Surge than you will love this if you go back and look at how much coverage i think of the original surge i will give you i will find a lot of praise for its setting but also a lot of frustration ion about how limiting it was. The Surge was the first game to apply the soul-like formula to a sci-fi setting, and it did a really good job of being visually congruent. All the way through environments, bosses, weapons, armor, NPCs, all of these things had a visual presence, who was totally consistent with everything else around her. It was very well done from an immersion perspective, but it was also really limiting as there were seven playable areas in the first wave and honestly it was hard to tell them apart because they looked and felt so similar. A fundamental tenant of Souls, like Formula, is exploration, and exploring these worlds was just uninteresting given how similar they all felt to begin with. Take the step to fix this defect directly. Once you exit the game's tutorial area, you'll be greeted with a vista that shows the world you'll lose yourself in Jericho City, a sprawling inner-city metropolis that serves as the first main area in the game and only after a while does you realize it , that this city is actually a hub for the rest of the game world and there are now many spokes to this wheel Vels will take you to swamp-like harbors, abandoned power plants and nature reserves, the city's canal system, research facilities and countless other smaller places to visit during of your journey. However, the total number of main locations visited this time is similar to the first game each of them feels s
much more distinct from each other with completely different layouts, architectural styles, lighting palettes and enemy variety, the range is not as wide as you will see in many other souls like games that have the freedom to swing wildly from gothic fortresses to mythical crystal towers, but there's still more than enough variety to keep you busy and exploring. It is truly in the exploration of these worlds where the wave shines. I don't think it's an exaggeration to say that these worlds are the densest souls like genre in any medbay Checkpoint has at least two or three pars leading to it Every room you enter sure has at least a pickup or two, hidden in an obscure corner or behind a breakable box. Any diversionary path will inevitably lead you to a shortcut or a new piece of loot or a new NPC some people found the density of these rooms overwhelming on first search and said it just felt like a tangled mess that just randomly returns to Elf, for the sake of it I could no longer argue. I absolutely loved getting lost in these spaces, and relished the esoteric thrill of mapping these areas in my mind as I explored the density of the world, further enhanced by the Metroidvania elements upon which the exploration builds. I won't spoil them all because I think they're a unique treat to discover for yourself, but there are four different Metroidvania unlocks that you can access throughout your playthrough rooms that you think you've got Some of these unlocks will transform you completely, as whole new paths and connections open up, forcing you to constantly redraw that map in your mind. One of the biggest motivations for exploring is the NPCs, which you'll meet a lot of, at least a dozen, along the way
maybe more and they each have their own stories to tell and side quests to offer. Some of these side quests are pretty phoney, like engage yourself like exploring the underground to find scientists and form Slade, or craft entire sets of armor so you can give them to someone to sneak into a top secret facility and Can give you information about events that you wouldn't otherwise have access to. These side quests are always extremely lucrative and offer huge amounts of experience as well as new weapons, armor and implants. Best of all, some of these side quests are actually multi-phased. So if you complete a stage of it in Jericho City, the next stage will open up for you in the next playable area side quests in a game like this that don't usually matter much to me but are definitely worth checking out here in Paying attention to them during the tide, not least because of your elimination of them, will have an impact on which ending of the game you associate with it. I think we need to talk about the writing and the narration of the game, and there's a lot to be said here because some of it is actually world-best than the first Surge, while some of it's a huge step down from the original Surge one storytelling model very similar to that of Dark Souls. There was a core narrative to hold on to, but it was delivered subtly and relied much more on illusions and direct portrayal, much like NPCs did, where they were kind of thoughtful and mysterious and as little clearly stated as possible, um leaving the imagination of the other players shrouding all your interactions in an era of mystery, the quest - deviates quite sharply from this template once you step out of your cell A very clear narrative for you to hold onto, to involve a religious order known as the Children of Eli, all of whom worship something called the Spark. The city is dying. The courtyard is our last safe haven. Join me brothers and take back control. Now or never, this cult appears to be at war with the government itself, trying to maintain order amid a cataclysm caused by a nanitic plague. In the midst of all this, a young girl named Athena seems to be at the center of it all and she has been captured by the authorities
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