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The Surge 2 Boasts Array of New Environments and RPG Systems



In a new interview, The Surge 2‘s creative director Jan Klose unveiled some more details regarding the upcoming sequel, including developments made in environmental, character, and enemy design.

Speaking to, Klose made several references to how the project’s new setting has opened up a multitude of new gameplay possibilities. The game’s new setting of Jericho City is inspired by North American cities, which brings The Surge‘s toolkit to more open and branching paths.

The previous title took place in a factory, which limited the level design’s scale. Verticality appears to be the developer’s focus, with Klose stating:

“You can witness that, and in terms of level design, like you said, it’s a huge difference, because if you think of an urban environment you have always in your mind [that] you can go anywhere at the beginning […] it’s not all open but it’s interconnected, and […] verticality—you can go underground, you’ll be at street level, you’ll be inside buildings.”

Furthering on the above, Klose stated that The Surge 2 also has significant developments in NPC interactions and RPG systems. Namely, players will discover and interact with non-enemy characters throughout Jericho City, and will have to make decisions on whether to support, ignore, or fight against the actions of these people. Klose expands by stating that players will “encounter a lot of people trying to survive” and that they “can sometimes align with them or fight against them, take on quests from them. So [the world is] all much more alive than it was before.”

The rest of the RPG mechanics are relatively soft, including character customisation and multiple solutions to boss battles. A new parry system, as well as greater emphasis on target enemy limbs to seek advantages, will be included in the sequel.

The Surge 2 is currently in pre-alpha, and is expected to release on PC, PlayStation 4, and Xbox One in 2019.

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ARMA 3 ‘Contact’ Campaign Will Take Around Six Hours to Complete




ARMA 3‘s new spin-off expansion will receive a sizable campaign, which is expected to take between four and six hours to complete.

Joris-Jan van ‘t Land, project lead of ‘Contact‘, provided some fresh details regarding the campaign length in an exclusive interview with OnlySP. He confirmed that the campaign will take around four to six hours to complete depending on player ability:

“The length is always hard to specify, because it, of course, depends on each individual player, and how much they explore the terrain beyond the core objectives. We’d estimate normal play sessions lasting between 4 and 6 hours.” He continued, “After that, there’s, of course, a cool box of new toys to tinker with, including the rest of the new Livonia terrain. We also hope community creators get inspired to build their own alien scenarios.”

van ‘t Land also revealed that players will take on the role of a “NATO drone operator” undergoing military training exercises in Livonia. During one of these seemingly routine training exercises, humanity encounters an alien species coming face-to-face with strange technology.

“A big part of the campaign is about uncovering its mystery and exploring what is going on, so we’ll leave most details for players to discover for themselves.” He added, “You will assume the role of a NATO drone operator, deployed to Livonia for military training exercises. Eventually, our alien visitors arrive at the Area of Operations, and from there on out you’re part of an improvised reconnaissance operation to investigate what’s going on.”

ARMA 3 ‘Contact’ is set to release on 25 July 2019 for PC. Our full interview with Bohemia Interactive about the expansion will be available in the coming days.

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