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Very funny to see somebody to disclose his own inability by blaming others.
So funny.
I recommend pushing on a little bit, see if it starts to work out for you. If not, oh well... other games out there.
Thanks for the sensible reply. Yes, I will keep trying with The Surge - I like this game, love the design of the levels (in terms of how it all looks) and genuinely want to experience the whole game (including 'A Walk In The Park' DLC which I was planning to purchase). Just seems to me that with the addition of a simple map, some useful information (something, anything), what now seems like a chore could have been so much more immediate and engaging. Player momentum is an actual, quantifiable thing, after all.
I get that some games are difficult for a good reason and The Surge is one of those. No problem with that. But there's no excuse for entirely unnecessary barriers to player engagement, such as wilfully omitting any direction-finding (not even, as far as I can see, any written quest descriptions). Absolutely baffling.
If you had a full map or objective marker that let you run straight to your objective it would remove all of that.
You make it sound like it was unnecessary and/or done out of stupidity. Instead I think it was a design choice, it just may not be one that's conducive to you personally enjoying the game, which is unfortunate.
Did they execute the design choice perfectly? No, I think the last area in the game is probably the best example of this. However, there are a few little signs, wall maps, pipes and subtle direction cues that can help get you on track if you notice them.
Points taken. I'll definitely try harder to pay more attention to any visual cues dotted around the levels. I agree that the lack of a map/direction finding was almost certainly a design choice. They could have included an *optional* mini map for those of us who would appreciate the help! Thanks again for the feedback.
I can't argue with the logic of your point, tbh. It's almost certainly what the developers intended.
^This precisely. This is how Dark Souls and other games like it work. You don't get a pansy map, you use your brain's ability to compartmentalize through visualization and make a mental map. It takes run after run to do it, but that's where you farm the armor and weapons in the process, so it's a great synergy for this kind of game.
No one is supposed to just be able to look up a map on the wiki and blaze through it. It's supposed to take you 15-25 runs though to collect all the gear/techscrap and learn the area before you progress further. As you progress through, you learn the areas intimately, better than you could ever imagine by using a sissy map, and then you're supposed to run them again through NG+ and NG++ and NG+++ and so on if you want to see all the game has to offer.
Playing this with a map one time straight through would be like playing Diablo 3 and only killing Diablo one time with one class: you've only experienced 3% of the game and are still basically a virgin.
I just beat the second level and believe me my friend if you think first is hard oh boy you're in for a lovely treat..
Me personally I love how interconnected the levels are, yeah sure areas look a bit samy but once you go through them a couple of times you should be OK...
PS: this is a SOULS-LIKE GAME there's no such a thing as map in this kind of games.
Exactly, I love you the feeling when you are full of SOULS... Sorry SCRAPS :) and feel worried... Should I press on or should I go back and Level Up xD