![]() The dialogue made me cringe at times, and some of the side missions are a bit strange (like planting flowers for a robot), but the overall vibe established in Jericho is engaging, which enhances exploration. Jericho is a city filled with people to talk to, and far more interesting areas to explore than new sectors of a facility. This narrative hook has more flesh on the bone than the original entry’s, which primarily explored the innards of CREO’s facilities. ![]() Jericho is now at war – monsters roam the streets, and citizens fight to protect what is theirs. You awaken months later in Jericho City, a once-thriving metropolis overrun by a CREO-produced nanite plague. CREO’s latest blunder leads to a plane crash that you just happen to be on. Much like Resident Evil’s Umbrella Corporation, the through line between Surge installments is CREO Industries, a tech conglomerate that may not have the best intentions with its breakthroughs. Developer Deck13 Interactive sticks to its guns on what The Surge is, yet improves upon the predecessor’s systems and flow to create a thrilling pursuit of power backed by excellent combat encounters. This strange rags-to-riches journey is just one reason why The Surge 2 is notably better than its predecessor. Flash forward dozens of hours, and my character stands tall like an angelic being outfitted in unified white armor, a gold halo on his back, and a staff that sizzles with magical power. ![]() His weapon of choice is a spinning sawblade that looks like it should be used for construction work. He had ridged red armor on his left arm, a bulky yellow metal casing on his right, grey leg braces, and a jumble of circuitry on his chest. In the opening moments of The Surge 2, my character looks like a walking junkyard. ![]()
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