![]() I won’t spoil what happens, but it’s worth digging around for these if you want to get the full experience.Īs is to be expected, there are a host of new weapons, pieces of armour and core implants to discover in the DLC. There are audiologs to pick up along the way, which act as The Surge’s primary method of exposition. Of course, this just mean making your way through hordes of robot pirates (y’know, because of the mutiny) until you meet the sinister ‘bot in question.Īlong the way, you hit a couple of mid-bosses, larger enemies that halt your progress until you take them out, as well as a few sidequests that you can optionally tackle. You’re the avatar of justice, and you must dispense it where you see fit. Sure, it’s not particularly original, and it follows a similar beat to the main story. ![]() You meet up with someone who’s partly responsible for why this has happened, as she was the one who sent the beacon out, thus setting you on your mission. But that’s not the weirdest thing, oh no.Īs mentioned earlier, the ship’s AI has gone on the defensive, programming robotic guards to kill anything that tries to stop it. You’re greeted by a man just nonchalantly having a barbecue, and you’ve landed in his back garden. But this idyllic and somewhat Fallout-looking garden is all a facade for what’s really going on, and it’s not long until you get stuck in. Upon landing on a rocky outcrop nearby, you take a zipline up to the ship, landing in what looks like a garden from one of Tim Burton’s movie suburbs. I say out of place, because it’s bright orange and somewhat old fashioned in the sharp, cold City 17 look that Jericho City has going for it. To get to the Krakow, you have to board a weirdly out of place looking lifeboat. Y’know, because you’ve had the distress call relayed to you. Turns out, as is surprisingly thematic for a Surge game, the ship’s AI has gone a bit wonky, and you’re the only hope. On your way back to the port, you get a transmission from H.A.R.O.L.D, a friendly AI telling you that the VBS Krakow has rocked up in the port and sent out a distress signal. But you should be able to tackle the extra mission with a decent core level and some upgraded gear.Īnyway, you’re tasked with trekking it back to a previous area, Port Nixon, after freeing Athena from her nano prison-y thing, causing a significant change in the city of Jericho. By this point, you should be more than familiar with the game’s mechanics by now, as whilst there is no level cap per se, the difficulty will be starting to ramp up. Yet it is some way in, after you take out General Shields and trigger the first of several points of no return in the storyline. Granted, a lot of DLC is usually endgame stuff anyway, it shouldn’t really be a massive surprise. What did initially put me off about The Kraken DLC is just how far you have to be in the main game to access it. The big question though: is it long enough, for what is essentially one main mission, to justify its asking price for those that didn’t invest in a Season Pass? So it’s nice to see the recent piece of DLC, The Kraken, injected some good ol’ fashioned colour and variety into this wacky side adventure in a world gone wrong. But it still had that similar look throughout, all copy and paste metal structures intertwined with nanomachine damage creeping in throughout story progression. Whilst a sci-fi spin on the Dark Souls formula was tentatively welcomed, the gloom just added to the frustration somewhat when you couldn’t see what was going on.ĭeck13 went back to formula with the sequel, going for a overground setting, full of bloom and bright, metallic surfaces. It was said of the first Surge that the idea was there, but the execution was too dark. A much-needed injection of colour and levity into an otherwise serious game, but is it long enough to justify the asking price? The Finger Guns review:ĭisclaimer: there will be some mild story spoilers for The Surge 2’s main game ahead.
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