00:06I know, I know, you've heard me say it again and again, but we don't care.
00:14The Surge is an action RPG, we say a hardcore action RPG, set in the near future and it's
00:20really all about a one-on-one combat and cutting off body parts, using them to craft something
00:26for yourself. So you're playing in this game with Warren, he's a new employee at this company
00:31called Creo, it's like a big mega corporation, they're trying to solve a lot of the problems
00:37in the world. Creo really has the task to repair environmental damage by shooting rockets with
00:43payloads in the atmosphere that are supposed to heal Earth's atmosphere. And Warren has
00:49just gotten a job here, so he's showing up for work for his first day, things are a little
00:54mysterious, a little strange, but it's okay, he really needs the work. He gets his industrial
00:59exoskeleton applied to him, but something goes really wrong.
01:19What happens is that a Warren after a blackout wakes up and is in some kind of junkyard and
01:25everything wants him dead basically. And so what you're trying to do is help Warren to survive,
01:32figure out what has happened in this place and ultimately to escape.
01:36To create a believable and credible world, we concentrated us on three major themes and it
01:44was industrial, the corporate and the futuristic theme. We combined that together to create very exciting and
01:52interesting places, which are always credible and helps us to deliver our story with a lot of questions
01:58about tomorrow and to have very interesting places for the player to explore.
02:04What I personally like very much about the combat is the variety that you have. So there's a lot of
02:09choice
02:09in terms of how you want to play the game. If you really want to play bulky and slow, you
02:13can do that.
02:14If you want to be very, very fast, then there's also stuff for you in there. You can do it
02:19in a defensive way.
02:20You can block, you can dodge, you can duck, you can jump. There's a lot of stuff you can do.
02:24So when it came to the technical implementation of the combat system, we rely on physics-based hitboxes
02:30that are positioned specifically according to the input that the player gives. So it's possible for us to really find
02:39out
02:39which limb actually gets hit by the strike by the player. And it's also the case that the same rules
02:44apply for the enemies.
02:46It's very, very detailed and also interesting to play with for the player. And it's also interesting for us that
02:52the enemies follow the same rules.
02:54It's really, really reactive. It's really snappy. You really feel that you can impose your will on the game world.
03:02But that's only half of the equation. The other half is that the game world has to push back. It
03:07has to give you a lot of challenges for you to overcome.
03:09The enemies have to be difficult. You have to learn what they do in order to overcome them. But then
03:15that makes the victory feel so much better in the end.
03:17It's all about horizontal and vertical strikes, and this plays very well into our combo system, our deep combo system,
03:24which is that even within the same weapon type, we have very many different movesets, combos. It has so many
03:32different layers to it.
03:35Where you strike on the enemy really makes a big difference in your combat. Of course, that wouldn't work out
03:40so well unless you're actually able to target specific body parts,
03:43which luckily is a main feature in our game. So, you see an enemy, some of his body is armored,
03:48some of it's not armored,
03:49and then you get to decide, am I going to attack him in a vulnerable area and go for the
03:53kill, or am I going to attack him in an armored protected area,
03:57damage that armor, chop his limb off, loot it, and then go craft it for myself.
04:02And that doesn't feel like you're just some overpowered superhero slashing people away or something. We don't have that and
04:07we don't want that.
04:08We want really this engagement, this fear in the fight, and the reward is something you take from your enemy
04:13in maybe sometimes a very brutal way.
04:17We thought about how can we incorporate, for example, his ExoRig in the best possible way. We wanted to make
04:24it look really heavy,
04:26but at the same time he needed to have this incredible speed and he had this enormous power to him
04:32now.
04:32What we did was we attached like, I think, 20 something kilos to our stuntman and made him do even
04:41the fastest attacks with it.
04:43We really showed the weight we had there. When it came to the finishing moves, of course, we wanted them
04:49to be as cool as possible,
04:50but on the other hand we didn't want them to be that, let's say, fancy. We didn't want to have
04:56ballet-like or dancing moves in there,
04:59but we just wanted to show the brute force of our hero guy.
05:04There is a sense of pretty dark humor in the game, so it doesn't really take itself too seriously.
05:10I mean, it's a violent game, but it's really about fantasy violence. You're basically fighting monsters,
05:15but you will also see that there were and there are a lot of people in this world and some
05:19of them really had some issues with a new situation
05:23and some of that you can resolve and some things you just witnessed, but you need to pay attention.
05:28We really try to have different layers of stories. Some of them are really important for you and some aren't,
05:33and some just lead you in the wrong direction. But again, it's about exploring. It's about you finding out what
05:40it is about.
05:40So you really take a look at things, you explore things, and bit by bit the story comes in, if
05:46you like to experience it that way.
05:49So we think there's really a wealth of possibilities in the game, depending on how you play it.
05:55And we ourselves play it in very different ways at Deck 13, and we really see what you can do
06:00with it,
06:01but we really don't have any idea what players will do with it. We'll really give it in their hands.
06:05So this will be a very, very interesting moment for us to see what other people will do and can
06:10do with our game,
06:11and we expect to see things that we never thought of. And we think this will be a very, very
06:15strong and very important moment for us.
06:19We'll see you next time.
06:20We'll see you next time.
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