Tl The Soulslike branch of the genre of action role-playing games has become increasingly popular over the years, and one of the best games that has come out is the science fiction title of Deck13, The surge, which garnered many fans and a positive reception when it was first launched in 2017. Next year, Deck13 return to IP with The Surge 2, a sequel that promises to be bigger and better in all possible aspects, and as such, has a lot of fans of the first game quite excited. Recently, we sent some of our questions about the next RPG to Deck13, and got some very interesting answers from creative director Jan Klose. Read below.
"The whole approach of The Surge 2 It is giving players more options."
You talked about the ambitious level design that The Surge 2 Bring the players. Can you elaborate more on this and what it means for the game?
The whole approach of The Surge 2 It is giving players more options. We already try to have several options available in part 1, but we really want to take it to the next level in all aspects with part 2. The level design plays an integral part because now there are many more options, the world is much more interconnected. And there is much more freedom to explore. You can simply follow the direct path, but it could be more dangerous and there are smarter ways to solve a level, and you can also get lost in hidden side missions. In addition, sometimes you can choose the order in which you want to approach a part of the world, which gives it a much more open feeling.
What can you tell us about the extended limb guidance system that will be in the game?
We use limb targets for more dynamism in combat. Robotic enemies sometimes keep fighting after you cut them a piece, adapting their combat behavior! In addition, you can aim at an enemy's special team and destroy it in mid-combat to change the way the fight continues, for example, if you disable an opponent's camouflage device. You can also point to special parts to receive additional weapons or supplies from your enemy.
The configuration this time seems very different from the industrial configuration we had seen in the first game. What can you tell us about these changes in the environment?
Being located in a city gives us many new options. We can be more open, we even have to be, since that is what you expect from an urban environment, and there is also more variety that we can offer in the images. We can show a city in the near future and develop our vision of how humanity evolved. We can show natural places like parks, and we have underground areas and high-rise buildings, we believe there is a solid mix.
What is the story about this occasion?
We are tracking the history of part 1, but at the same time it revolves around a new and new central idea. The city and its surroundings are a completely different environment with its own problems, struggling to survive after the events of The surge. We will talk more about the story as we approach the launch.
"We try to give the player more direct control over their movements, you can react faster to what is happening in combat now."
What are some of the changes that have been made in AI this time?
AI is generally more cunning this time. There are not so many zombies without brains: many of your enemies can now form teams, change tactics according to their positions, and can use the verticality of levels, for example, by using exo lifts to chase you!
In terms of combat, what are the main changes that will impact the player's game experience?
We try to give the player more direct control over their movements, you can react faster to what is happening in combat now. We include many kinds of new weapons to serve more different styles of play and for more variety in general. In addition, there is a new locking mechanism that allows you to stop in several directions, and gives you more options to react to your enemies.
It seems that the drone is going to be much more useful in this game. What are some of the main uses that players can get from their drones?
The characteristics of drones have been expanded in several ways. Now you can also use your unmanned aircraft outside of real combat, using it as an exploration device to detect hidden enemies. You can stun enemies, attack several at once and attack individual parts of the body with the corresponding reactions. In general, the drone is now a much more useful flying weapon and also an assistant in different situations.
What are some of the new types of weapons we can see in this game?
For example, we have a sturdy weapon, a kind of ax class, but you can divide the weapon into two weapons with one hand and make really fast combo spins with it.
You have stated that the game include many important characters that will play a role in the story. What inspires you to make this change with this game?
I think we underestimate a bit how much people like characters and stories in their action role-playing games, so maybe we have greatly mitigated this aspect in part 1. And now with The Surge 2We do what we really want to do all the time and make the game feel more alive, adding many more characters and stories for the player to explore and get involved. In addition, all gameplay has much more to do with the player's choice, so naturally that should also be the case for the characters and their missions!
"We have increased the number of bosses, but we have also changed our definition of "boss meetings" a bit. There will be some smaller and more difficult bosses, as well as huge and fearsome."
The number of bosses in the original game was a little lower. How are you addressing this in the sequel?
We have increased the number of bosses, but we have also changed our definition of "boss meetings" a bit. There will be some smaller and more difficult bosses, as well as huge and fearsome. Now there is much more bandwidth in terms of boss fights, which is expected to increase the variety and also help provide some unexpected events.
Can you tell us how you are handling the final game?
There is not much to tell now, apart from that we have many test players and we want to provide a refined experience. Maintaining a high level of quality for everyone at the end of the game is always difficult when there are many different ways in which players can develop their characters, but we believe we have it quite well.
What can you tell us about the new elaboration system?
We do not get too far from the elaboration system in part 1, but there are very different ways of how we handle the main statistics and how the player can change and update his character with the things they find in the field. Most likely, we allow the player to "hot swap" their implants on this occasion, and we extend the system by having the player obtain parts or items from suppliers and offer consumables that can be looted or otherwise acquired.
Does the game include improvements for Xbox One X? What can players expect if they are playing the game on Xbox One X? Is it 4K / 60fps on the cards?
We are working on it and will pump it as high as possible. We have many things on the screen, but we really want to maintain high fidelity when it comes to combat and movement. Therefore, a higher frame rate is more important to us than the highest possible resolution. In any case, we want to do The Surge 2 Look great on the Xbox One X.
And how is the PS4 Pro version in terms of resolution and frame rate?
We look forward to taking our technology to the limit to go as high as possible, and it looks pretty good today.
From a development perspective, how do you think Xbox One X is? With so much GPU power, we are sure that you must do some incredible things.
It is true. But in the end, the Xbox One base is still an important platform where we can't stop falling short. Then, in the X, things will look and feel more incredible, but still, in the standard Xbox we look for a bright and fast experience.
"We want the next generation platforms to simply be great game environments, they need to focus on the player as they did with the current generation. We will do the rest!"
How does the game work on the original Xbox One and PS4, in terms of frame rate and resolution?
These are still our goal, we will not let these platforms feel inferior.
Do you have any plans to take the game to Nintendo Switch? If not, why?
With a game that has a lot to do visually, performance is a concern. But we are great fans of the Switch, and who knows what the future holds for us.
The next generation comes sooner or later. From a development perspective, what is your biggest expectation for the next PlayStation and the next Xbox?
We want the next generation platforms to simply be great game environments, they need to focus on the player as they did with the current generation. We will do the rest!