![]() The fighting in general has a far better rhythm to it than in the first game. The first proper boss, a starfish-pooping robot tripod, demanded downright perfect parrying, as did later bosses. Blocking in the first Surge was pointless (your dodge was always better). Thankfully, you get an implant that gives you directional warnings (big arrows to say: attack coming left!) and I have never unplugged this. This improves the combat a lot, I feel, adding an extra dash of panic and flair to every duel. It requires good timing to get right, but anyone who has parried a viking's mega-axe in Ubisoft's anachronistic brawler For Honor will find it familiar. You can now parry attacks with quick directional blocking. In true Souls style I despaired at my first two deaths at the hands of an overzealous police officer, but the third time we fought the art of counter-attacking clicked. You're soon up and slicing off a scavenger's leg to get their shiny knee pads. You are a fighty person who wakes up in the medical ward of a prison. In this sequel the robot apocalypse has spilled out into a nearby city. If you missed The Surge, it was a better-than-average Souls-o-jaunt through a corporate factory with lots of neat shortcuts and a few annoying problems. Please ignore the blood on my face, I'm having a great time. Between heaving open jammed elevator doors, the limb-lopping combat sees you collecting pieces of fashionable uber-armour by slicing them from your enemies' bodies, gathering arms and legs as if they were Pokémon. The desolated sci-fi city of this third-person action RPG is a twisting urban gut, and you are an undigested bean. I'm now 30 hours deep and have uncovered tons of unlockable gates, hidden paths, magnetic lifts, and zoomy zipwires, all criss-crossing one another like the pastry pattern on a nice, hot pie. This to me is what makes a good Soulslike. ![]() Ten hours into The Surge 2 I was still finding new shortcuts back to the cybernetic medical bay I called home.
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