GB Feature: The Surge 2 Review

Following the recent publishing of our review of the first game, we have charged forward and taken Deck13's The Surge sequel for a spin in this four-page critique. A couple of paragraphs to whet your appetite:
While the story in The Surge 2 isn't exactly its strongest suit, it does a decent job of enabling exploration, and that's where the main meat of the game lies. Jericho City is separated into several distinct interconnected districts, and each of those can offer hours of engaging content. You'll be traversing the downtown areas, exploring a power plant turned into a church by a bunch of cultists, dealing with backstabbing hunters in a grassy park area, and exploring the dark tunnels running underneath the city.

Each of these areas can be considered a master class of level design. The Surge already had great levels that offered countless side passages, shortcuts, and secrets, and The Surge 2 ups the ante by introducing even more variety, verticality and large open spaces into the mix. And if that wasn't enough, it also features some “metroidvania” elements. What this means is, initially certain paths are unavailable to you, but as you progress through the game you get access to new traversal tools, which you can then use to explore those previously unavailable areas.