The Surge 2

Creative Director of The Surge and The Surge 2, Jan Klose, recently sat down with Wccftech to discuss the new project and what changes players can expect.

The interview, which can be read in full on Wccftech’s website, covers a variety of topics including the team’s new approach to level design. The first title followed a similar approach to the Souls series where each section of the map is connected through a labyrinth of interconnected pathways with new areas being unlocked by following the story. The Surge 2, however, Klose expressed that there is much more freedom to players that just want to explore the world. Instead of progressing through the main missions, there are several open environments that can be explored in any order with the city centre acting as a hub.

Klose also mentions that there will be tiered enemies this time around which essentially dictates their difficult and the quality of loot that they will drop. While a player could grind in a certain area to improve their equipment or level their character, eventually, they would become limited by the quality of drop given by the enemies. In an example given by Klose, defeating tier three enemies will only drop tier three materials meaning it would be impossible to craft higher level equipment. By having enemies in the differing areas tiered it provides a much-needed incentive for players to go out and view the open world if only to kill new foes.

A few months back, OnlySP reported on Deck13’s plans to move on to an new IP after The Surge 2 is finished. Check out that story here.

The Surge 2 is set for a 2019 release date on PC, PlayStation 4, and Xbox One. The first game is also available for free for PlayStation Plus owners during the month of April, 2019.

To stay updated on The Surge 2 and the world of single-player gaming, be sure to follow OnlySP on FacebookTwitterYouTube, and join the discussion in our community Discord server.


Richard Flint
Part of the UK team, Richard enjoys a bit of everything. From covering news, to meeting up with devs at events, Rich has done it all and loves every minute of it. No task is too big or too small and each new opportunity is a chance to grow as writer.

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