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Review of The Surge on PlayStation 4 (PS4)

by Jay Aborro Jay Aborro photo May 2017
Cover image of The Surge on PS4
Gamefings Score: 7/10
Platform: PS4 PS4 logo
Released: 16 May 2017
Genre: Action Role-playing
Developer: Deck13 Interactive
Publisher: Focus Home Interactive

Introduction

In an age when magazines were still stacked on newsstands and reviewers smoked metaphorical cigars over a stack of review code, The Surge arrives like a polished slab of cybernetic metal and asks you to wade into a scrapyard for the future. Deck13 Interactive trades gothic knights and cursed swords for exoskeletons and corporate catastrophe, aiming a Soulslike blueprint at a dystopian, industrial future. This is not a game trying to reinvent the wheel. It is a game determined to saw the wheel into parts and sell you the axle as loot. I approached The Surge with the wary respect of someone who remembers when difficulty was a design choice and not a marketing hook. The game parlays that old-school appetite for challenge into a modern setting: CREO, a monolithic tech corporation whose Project reSOLVE and the ill-fated UTOPIA give the plot a slow-burn corporate horror heartbeat. You play Warren, a new recruit rendered catastrophically entangled with CREO's systems. The setup is serviceable if unflashy - the meat of the experience is in combat, customization, and the relentless, sometimes rewarding grind.

Gameplay

If The Surge had a pedigree tattoo, it would read: 'Dark Souls, but with socket wrenches.' Deck13 borrows patiently from the Souls formula - deliberate movement, stamina management, checkpointed progress - and grafts on a limb-targeting system that genuinely spices encounters. Combat encourages surgical thinking: aim at an enemy's arm for a chance to lop off a gauntlet and claim it, go for the leg to trip foes and open finishing opportunities, or breach a torso for heavy plating. These tactical slices are accompanied by a satisfying bullet-time flourish when you clinch a finishing move. It provides that delicious, slightly macabre feedback loop that keeps you trying 'just one more run.' The exoskeleton and modular upgrade system is the game's pride. Gear is not mere stat-padding; it is the narrative of your survival. You scavenge and tailor components, slotting mods that alter resistances and perks. Unlike some action-RPGs where loot is wallpaper, The Surge forces you to weigh which piece to risk equipping. The weight and power trade-offs are tangible; you can be a nimble ripper or a lumbering tank that hits like a crane. Crafting and inventory loops are serviceable, though the weapon progression can plateau - after a certain point the novelty of new gear peters out and numbers begin to blur. Enemies are, alas, where ambition sometimes runs into repetition. Many foes feel like animated junk-perfectly in-universe, occasionally less inspiring in design. The AI leans on predictable telegraphs and attack strings; once you learn them, the danger is more a test of patience than ingenuity. Boss encounters land with mixed results: some are inventive set pieces with unique alt-states, others recycle concepts and ask you to simply repeat the same avoidance and punishing counter for five minutes. Exploration rewards the persistent. The world design is not sprawling metropolis-level awe, but its levels hide shortcuts, secret upgrades, and narrative scraps in audiologs. Those logs flesh out CREO's moral rot and the calamity of the nanite surge, nudging the atmosphere from 'corporate cliché' to unnerving slog. The Surge sizes up to roughly a 30-40 hour commitment if you savor gear and tackle optional content, longer if you grind to feel godlike.

Graphics

Graphically, The Surge is a decidedly modern mid-generation title. Deck13's FLEDGE engine renders CREO's facilities with a gritty, industrial sheen: rusted catwalks, humming generators, and the claustrophobic geometry of corporate hardware. Textures and lighting do a fine job of selling the world's decay, and the Nvidia GameWorks integration adds believable particle effects and post-process polish where it counts. Character models and exoskeletons are detailed enough to make limb-dismemberment visually gratifying, though up close the faces and human animations sometimes betray the game's smaller budget. The aesthetic leans into a 'junkyard futurism' motif. For some players this will be a triumph - a believable, grimy future where tech and refuse coexist. For others it will feel monochrome after prolonged play; color palettes and set dressing rarely surprise. The audio design and Markus Schmidt's score underpin encounters well, providing industrial pulses and eerie ambiance that elevate otherwise routine corridors. Sound effects for clanks, servos, and the visceral impact of blades against metal are particularly satisfying; they help sell every skirmish as personal, mechanical warfare.

Conclusion

The Surge is an earnest, occasionally brilliant experiment: transplant the cerebral cruelty of Soulslike combat into a near-future, corporate graveyard and let additions like targeted limb dismemberment and modular exoskeletons do the rest. It succeeds most when it keeps fights close, tactical, and meaningful; it sputters when level variety and enemy design slip into familiarity. Fans of deliberate challenge who have a soft spot for gear tinkering and surgical violence will find their groove here. Those expecting a transcendent narrative or a world studded with jaw-dropping set pieces will be less thrilled. Deck13's effort is commendable, especially given the clear lineage from Lords of the Fallen and a respectful nod to its inspirations in the Dark Souls family. The Surge is not without rough edges - occasional repetition, some visual compromises, and moments where weapon progression stalls - but it offers a compelling, if niche, package. Consider it a solid mid-to-upper-tier entry in the Soulslike catalog: not necessarily the crown jewel, but a heavy, useful cog worth adding to your rig. If you like your action role-playing served with equal parts grime and grievance, strap in and prepare to cut something off for keeps.

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