Supreme Commander 2 Make Rogue Nanites Quick Build Again

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We are human being, so we fight. Simply are we fighting for our hereafter, or theirs?

The Science Fiction Souls-like RPG that you've all been waiting for.

The Surge is a 2017 video game developed by Deck13 and published by Focus Home Interactive.

In the twilight years of humanity'due south decadent and obsolete civilisation, corporations dominion over a dying world. About of Earth'due south work force comes from intelligent androids and dexterous machines, and millions of unemployed run a risk permanent brain damage to get the necessary implants that tin link them to a work-oriented exosuit, merely to keep up with a work force that is stronger, faster, smarter, and most importantly, do non make mistakes. Usually.

Warren is 1 of the few lucky unemployed who but got a job, at a major corporation no less; CREO, the world-advertised conglomerate promising to repair Globe'due south ecosystem with some kind of space-based satellite technology. Confined to a wheelchair, the visitor's biggest draw for him is an Exo-Suit Rig - a framework of Power Armor that will let him walk again. Other than that, he knows that his new vi-to-6 construction job is zilch simply a taxation write-off, and what little he accomplishes volition exist overshadowed past thousands of drones, hundreds of new experimental robots, and dozens of high-tech security forces who are and so advanced one literally cannot harm them by whacking their legs with cattle prods as they shoot down insurgents and malfunctioning droids with missiles and railguns.

But it appears something has Gone Horribly Wrong. His first inkling? Despite the Auto-Physician'southward claims, information technology grafts his brand-spanking new exoskeleton onto his skeleton without anaesthetic. He passes out while it's drilling into the back of his skull...

...and wakes up in a junkyard with one of the aforementioned autonomous drones dragging him off for disposal. The only humans he meets for some time are fellow Rig-jockeys who answer to his attempts to strike up a conversation by attempting to strike off his head with an industrial power tool.

Somehow, he was one of even more lucky survivors who managed to wake up still sane. One-half the facility is in ruins, all the humans have gone nuts, and they along with all the robots are trying to kill him, and Simply him. Even worse, there are things in the facility that surpass any technological advancements CREO has made - as far as he knows - as if they came from centuries in the far-future. What did all of this? Does it extend to the rest of the world? Has he been comatose for centuries, and if so, how is he still alive?

The key gameplay mechanic is that pretty much every single opponent he meets is a Boss in Mook Wearable capable of killing him in single combat unless he pays absolute attending. Any attempt to mindlessly hack and slash through a fight will leave him very dead in brusque guild. Dodging and blocking are not optional; he may exist wearing half a ton of armor similar information technology'due south a T-shirt and swinging an industrial power tool like it's a foam rubber bat, just so are every single i of his enemies. And at the same time, he ever has to keep an center out for the opportunity to rip off someone's arms, legs or head if not make them Half the Human being He Used to Be, as the only style to upgrade his own Rig is past vehement new components right off their bodies before their Rigs self-destruct.

Several DLC packs have been released, including the CREO Special Employee Kit pack and the Fire and Water ice pack, which add together implants and special elemental weapons to the game. A major DLC, A Walk in the Park, was released in December 2017, involving exploring CREO World, a massive amusement park for CREO employees and families and visitors. Like everywhere else in the circuitous, CREO Globe has suffered in the wake of the catastrophic incident, with rampaging robots, crazed maintenance workers, ruined attractions, and a sinister automobile intelligence behind everything.

The Surge ii, its sequel, was released on 24 September, 2019.


The Surge contains examples of:

  • A.I. Is a Crapshoot:
    • The Rogue Process, formerly the assisting AI for CREO'due south neural implant tech and systems, grows so advanced that it becomes sentient and wants to eradicate humanity to replace them with cyborgs due to fright of its own death at humanity's hands.
    • The AI operating the Ops Stations and intercom, on the other manus, seems to be relatively benign, offering you ambiguous communication in the course of standard lines. For example, it gives Warren a very roundabout alert to not stand still during the Firebug fight, since it can't but outright say he needs to stay mobile to avert its attacks.
  • Activeness Survivor: Warren is your average joe who gets thrust into a alive-or-death situation where all he wanted to be is a regular worker. Bonus points for being wheelchair-spring upwards until the situation happens.
    • For all that, Warren sure seems handy with the assorted weapons he finds. Either the rigs come arranged with some kind of gainsay manual that goes directly into user's brain through the neural link or our protagonist Minored In Donkey Kick at some point in the past.
  • An Arm and a Leg: Cutting off enemy limbs is a reliable way to acquire schematics and broken gear.
  • Afterward the Stop: You wake up to find that the corporation you work for is in slaughterhouse, its employees insane, and its robots on orders to kill all sane humans.
  • Ambiguous State of affairs: You are given little to no context for why all the workers are berserk and none of the non-insane NPCs accept any thought what went incorrect either. Warren doesn't even remember how he wound up in the junkyard later his surgery or how long information technology's been. Similar to Dark Souls, the game remains deliberately vague as to what exactly is going on, and while hints are dropped throughout the game at no point is the plot always conspicuously spelled out for you by anyone.
    • Warren's fate at the end is also up in the air. Information technology cuts to black but every bit he's in arm'south attain of his wheelchair. In the sequel, it's revealed that he is recovered by A.I.D. in the backwash of the incident and taken to Jericho City, where he acquires a new Rig.
    • Even after the plot is generally laid out through reading descriptions and listening to the audio logs, information technology'south unclear just how much of the berserk workers and vehement robotics is due to them existence driven mad past the titular free energy surge and how much is them being subverted by the Rogue Procedure. In add-on, while the security guards seem to exist post-obit the Board's orders, the fact that the CREO Board members were all killed or incapacitated past the Surge, Blackness Cerberus seems to be acting on his own initiative, and Irina'due south personality being overwritten past a generic security baby-sit's personality implies that they may have also been subverted to some caste past the Process and are beingness used to block Warren's path. The sequel strongly supports this, as you get-go encountering people behaving like the zombies in this game in areas that are overrun by the growing Rogue Process nanotech.
  • Anti-Frustration Features:
    • When you lot somewhen die, your Flake Metal (used for upgrades and making new equipment) is left where you got killed. The game starts a timer, and when it runs out your Scrap will outright disappear. What prevents this from being an unreasonable obstruction is the following: information technology doesn't offset until yous get out ops (and pauses if you re-enter), y'all can add together more time by killing enemies, it stops counting down if you enter an elevator or exo-elevator, and also stops if you talk to an NPC.
    • You can e'er become back relatively apace to previous parts of the game from Ops stations, which is important when you need to collect lower-tier parts similar Tungsten Mk I, which is of import to upgrade newly-acquired gear. The final area, while confusing and labyrinthine, allows you to motion the Ops station itself upwards and down a freight elevator to let you more easily work through each floor.
    • Tungsten Mk I is needed to upgrade new weapons to their Mark I upgrade, and it but drops from cutting off the right arms of enemies with early on-game weapons. Fortunately, every area of the game has at least a few enemies that spawn with early on-game LYNX gear and weapons that you can farm for the first-tier upgrade materials; for example, there's a LYNX-outfitted zombie in an apse right outside Central Product B's Ops' station, along the shortcut leading to the Cardinal Station railroad train concluding.
    • You can craft items direct at a college tier (or skip tiers when upgrading) paying a premium in scrap costs assuasive you to skip the need to farm low tier materials and brand up the departure by farming college level enemies for materials and scrap instead.
    • Armor sets worn by enemies are commonly appropriate for the area that they are fought in. For example, enemies in Liquidator sets will show up in areas with a lot of toxic waste or where y'all'll fight enemies using elemental attacks. Collecting and equipping a full set of Liquidator gear will brand those areas much easier due to their ready bonus rendering Warren immune to toxic damage and resistant to fire harm.
  • Apocalyptic Log: You tin detect several audio logs scattered almost, talking about the problems CREO had before and after the incident. Among them are problems with blatantly dangerous work environments, the lack of attention to outright cover-ups of deaths and crippling injury resulting from this, to the logs of the poor people out working when everyone went crazy.
  • Armor Is Useless: Zigzagged. The defense stats don't seem to hateful much for you, with increasing your HP through implants as the principal means of protecting yourself. That said, the bonuses for wearing a consummate armor set are frequently quite handy. On the other hand, enemy armor stats are very of import, as certain armor types can just outright ignore certain impairment types. Storyline-wise, notwithstanding, armor is essential; the entire reason why melee gainsay is so important is because Rigs and their fastened armor suits are and then durable that most man-portable ranged weapons barely register to a Rig operator, necessitating a more... hands-on arroyo to bringing them downwardly using the massive forcefulness afforded to a Rig.
  • Awesome, but Impractical:
    • Staff weapons. Loftier impairment and very fast, but with terrible energy proceeds that, different twin-rigged weapons, isn't commencement by the number of hits that land. All-important finishers become a struggle to achieve. Averted past the MG Ignis DLC weapon, which has splendid energy gain.
    • The MG Cerberus Blackness prepare. And so awesome, information technology's but obtained by performing a Hardcore Kill on a late-game dominate, earning an achievement in the procedure. And then impractical, because it takes a ridiculous amount of energy to equip the whole set, and its ready bonus requires a very specific implant set to actually exist practical. To add insult to injury, similar all Goliath armor, it somehow has lower defense than the MG Gorgon set.
    • Story-wise, the Exo-Rigs are this. While being equipped with one makes you motility and strike with the force of a freight train at max speed, it likewise comes with numerous downsides outside of combat or construction. Among them include a complete lack of privacy due to beingness linked to CREO's network 24/7 (being equipped with 1 causes a person to literally get a CREO asset, and CREO doesn't want its avails wandering off); the size and mass of the Rig makes it difficult to exist in an airplane and other vehicles presumably; and if your Rig runs out of battery (or gets shut off remotely), you're basically trapped within of information technology and unable to movement until it gets turned dorsum on.
  • Bishōnen Line: The terminal dominate, the Rogue Process, starts out equally a massive crab-similar monster, then morphs into a man-sized humanoid form for its terminal phase.
  • Black Mesa Commute: Just like the trope namer, the game starts with Warren on a train going into piece of work.
  • Body Horror: Comes hand in hand with the cybernetics of the setting.
    • Warren'southward Rig installation is horrifying enough. In improver, while the Exosuit Rig looks alright from the outside, information technology'south implied that underneath the jumpsuit the CREO workers clothing, it isn't pretty. Ane audio recording indicates that the wearer can't continue embankment vacations because of how unnerving it would be to actually see metal and mankind grafted together.
    • The PROTEUS units encountered later in the game accept this fifty-fifty further. They're the bodies of examination subjects completely taken over and rebuilt by the nanotech cybernetics developed by Doctor Barret. An audio recording in the Enquiry and Development Ops Middle describes the transformation in clinical simply unnerving detail.
  • Bonus Dungeon: A very short example comes from Discarded Safety Equipment, a dead-finish area available early on-on, filled with a high number of non-respawning Bloodhounds (which you wouldn't normally encounter for another level and a half or so) and very narrow corridors which make the Bloodhounds' leap attacks (basically instant expiry at that level) very hard to dodge. The reward for managing to survive the gauntlet? A implant which may or may not be useful to you. Though, the Bloodhounds drop expert amounts of scrap and a useful, farmable implant that tin can exist recycled into more scrap. Making a sew here to get at least 1 of those implants is the quickest way to exist able to utilize MG Gorgon armor earlier leaving Central Production B.
  • Tiresome, just Applied:
    • A rare example for the NPC's side. The Nanite Mass, a endgame enemy, tin can throw down comet-like shards of itself, duplicate itself, form itself into a railgun... but its most dangerous set on? A few unproblematic swipes of a hard-to-dodge, highly dissentious limb.
    • The ASTir Vibro-Cutter. You'll get it by cutting off the right arm of the second RIG enemy you meet, and endless others in that area as well. It has decent everything, damage, speed, energy proceeds, bear upon forcefulness, and a obviously but solid moveset that tin deport you throughout the game hands.
    • The MG Gorgon set up, which can be obtained very early in the game. In addition to high defense and a reasonable energy toll (at to the lowest degree by late game), its fix bonus rapidly recharges your stamina, allowing you to attack and dodge more often, which is quite practical compared to other armor sets far more than situational gimmicks.
    • The S&R Hawkeye set up that can exist acquired from CREO World is reasonable across the lath only doesn't really stand up out in terms of stats... except that its set bonus is one extra charge on every injectable implant y'all equip. This tin can be a godsend in drawn-out fights, such as against late-game bosses like Black Cerberus, Carbon Cat, and the Rogue Process.
  • Boss in Mook Article of clothing: Almost every enemy tin can be considered this, but Proteus/Blooded Proteus RIGs, CREO Security, and Bloodhounds moreso. Particularly the latter two, who can be fought as early as the commencement visit to Cardinal Production B, the second expanse. The MG and Affections zombies, added by the Fire and Ice and Cutting Edge DLCs respectively, can become this since they are not only fast but armed with powerful weapons and can often use the same combos that Warren tin, except fifty-fifty faster.
  • Charged Attack: Your Exosuit generates processing power during combat, which you tin spend to perform a loot-acquiring execution or utilize special injectables for a variety of purposes. Note that processing power decreases over time unless you hit something. Most weapon types also permit yous concord down either attack to skip the early, quicker and lighter, function of their assail chain.
  • Cyborg: Anyone using an Exorig is technically this, every bit the exoskelton is bolted directly to their torso and continued to their brain with a wired implant. Proteus takes information technology a step further, being merely a human brain implanted in a robotic body, and the Chrysalis units are humans completely taken over by the Rogue Procedure nanotech.
  • Expiry Wail: Some enemies, specially Rig Zombies, will requite off ane if killed without a finisher. The Final Boss pulls off an impressive one upon being defeated: Information technology's comprised of several screams from other characters, each being digitized and fluctuating in pitch.
  • Difficult, but Awesome:
    • On paper, unmarried-rigged weapons look inferior to heavy-duty weapons in everything but speed. They practice good damage with acceptable bear upon only are let down past a massive wind-upwardly on the get-go set on. Make that initial attack later on leaping, sliding, or dodging, notwithstanding, and the current of air-upwards is skipped. Wielded with skill and timing, it goes from wearisome and clunky to high-paced and deceptively evasive whilst losing none of its other benefits.
    • Staff weapons take low free energy buildup and touch on damage, making it hard to apply up-front damage and finishing moves, or charging upwards energy for implants. Withal, they are without a incertitude the fastest weapon, and a player skilled at dodging and timed blocking tin actually capitalize on that speed, particularly if they have significant implants focusing on stamina and energy buildup on successive hits.
  • Disc-One Nuke:
    • In theory at least - an early on-game area contains two pairs of CREO Security guards as optional enemies - they cannot be fought separately, and are fully armored, making them an extremely hard fight. Worse, they do not respawn if killed; however, managing to split a (dissimilar) trunk part from each will let the player craft a suit of MG Gorgon (with its good stats and excellent set bonus) gear and the MG Negotiator roughly half the game earlier than normal... and too far earlier than a player will have the power core capacity to equip it without sacrificing at least one of their implant slots for an Ancillary Power Cadre... which requires fighting a different set of not-respawning late-game enemies in very unhelpful conditions to acquire.
    • The P.A.X. Imperator V2.0, the reward for getting a Hardcore Kill on the beginning dominate, is the 2d-most-powerful Single-Rigged weapon in the game. If you can go a handle on its slow attack speed, information technology tin can be admittedly devastating. In fact, it'south then powerful that it tin be actively detrimental if you're farming for components to upgrade your gear, since it will often kill enemies before you've built up plenty energy to do a finishing move!
    • The Burn down and Water ice DLC gives you access to a trio of MG burn-based elemental weapons early on in Primal Production B. All three require you to kill their wielders first, but each of them is very potent against normal enemies in the area due to their rapid assail speed and tendency to make enemies burst into flames on successive hits.
    • The Cutting Edge DLC adds enemies wearing specialized space armor and weapons, and one of them can be fought in Abandoned Product, before y'all reach the first boss. Killing them non just yields parts for the ANGEL set up but also the Engelhart, a single-rigged weapon comparable to the PAX Imperator two.0... assuming you can kill them.
    • More of a disc-ii nuke: yous can acquire Chrysalis armor and weaponry in Inquiry and Development, well before yous'd ordinarily encounter that kind of equipment, if you double back after getting the Security Rig and open the locked door in the surface area.
    • In the tunnels nether the Power Found pretty much at the get-go of the game, there is a tunnel filled with toxic waste which chips away at your health. If y'all brand a run for information technology down that tunnel, there's a single-rigged weapon called the Volatile Spectre, a relatively average Single-Rigged weapon with a subconscious property: without any gear bonuses, it is the fastest swinging S.R weapon in the game. It as well does good elemental impairment, which few enemies are allowed to.
  • Door to Before: While already a staple of the genre, The Surge takes opening shortcuts to a new level - each major surface area but contains a single Ops Center, and is absolutely filled with malfunctioning doors, lifts and exo-lifts that can but be operated from the other side. Key Operations B alone contains no less than 8 such shortcuts betwixt the two times you visit it.
  • Downer Ending: Warren fights all the manner upward to the Rogue Procedure, and destroys its concrete body. The Utopia rocket launches, Warren himself is left with a badly damaged exo-conform, itch back to his wheelchair from the start of the game and collapsing before he makes it. If you sabotaged Utopia with the virus, the Utopia nanites are rendered inert, only the Rogue Process is even so released into the world by a military investigation team sent into CREO to investigate the loss of advice from the facility. If you lot don't sabotage Utopia, the launched Utopia nanites spread across the world and exterminate flesh.
  • Driven to Suicide: Don Hackett is ultimately revealed to have hanged himself in his own studio after learning the Atrocious Truth almost Utopia.
  • Event Title: "The Surge" is what causes all of the cataclysmic events betwixt the prologue and the start of the actual game. What exactly caused the Surge is discussed by NPCs and audiologs establish throughout the game, with some suggesting terrorism or insurgency. It's later revealed that the Surge was acquired by a rogue AI in an effort to exterminate or subjugate all humans.
  • Exposed to the Elements: Rare, non-fanservice example. The just two sets of armor that protect against spilled waste are the Liquidator and Elite Hazard sets, both which but cover the wearer's outer shins and thighs. The handful of boots that completely cover Warren's legs provide no protection from this whatsoever.
  • Fantasy Gun Control: Played with: Security mechs take missiles and railguns, but the majority of enemies utilise melee weaponry or brusk-ranged attacks like gas grenade launchers and flamethrowers. This is justified in the case of many of the security guards, since Rig-outfitted humans are tough enough to literally ignore conventional gunfire, and they need the massively-additional forcefulness of a Rig to even injure another Rig operator in shut gainsay. The few enemies and weapons outfitted for direct combat are equipped with real lethal weaponry instead of repurposed maintenance equipment or less-lethal shock staves.
    • Played straight for Warren however. All of the weapons bachelor to you are melee weapons, you can't even salvage the flamethrowers and gas grenade launchers carried past some of the security mooks, as they're locked to a set of registered personnel for safety reasons, and Warren, being but an engineer on the showtime twenty-four hours of the task, isn't cleared to use them.
  • Finishing Movement: In one case you built upward enough Energy, you lot tin can utilize a button prompt to dismember an enemy. Attacking a unmarried limb repeatedly increases your chance of severing it, which rewards you with the gear equipped on that limb.
  • Guide Dang Information technology!:
    • CREO's layout is extremely confusing, total of doors that can but be opened from one side and/or with plenty Cadre Power - when they don't require a late-game Security Exo-Rig - and three-dimensional with the merely maps being ii-dimensional boards at various points through the facility. Justified in-game by Warren existence a new hire and a revenue enhancement write-off at that; CREO didn't expect him to actually do anything salvage be present at public facilities looking productive in his shiny exoskeleton while the robots do the real work, and so him wandering the halls in utter confusion was to be expected even under normal conditions. Warren is regularly told past Mission Control to "go to 10" only for him to to Lampshade that he has no idea where annihilation is. On top of that, CREO is a big fan of mushroom management, so no-one besides the execs giving the robots commands actually knows annihilation beyond their own departments.
    • The fact that each dominate in the game has a Hardcore Impale condition. All Hardcore Kills need a specific requirement, and if fulfilled will make the boss driblet a better version of their loot upon decease. These border on Self-Imposed Challenge, as they usually require that the player not use the boss' weakness against them or to actively brand the fight harder. To make information technology meliorate, this is only mentioned in a single loading screen hint which might never be seen past a particularly unlucky player, and the but hints as to how to obtain these weapons is normally in the description of the less powerful version. And if you fail to become the Hardcore Kill, the reward is unobtainable until your next playthrough.
    • The locations to the two major Rig upgrades. The Rig 2.0 upgrade is hidden in the corner of a room that'south off the browbeaten path when you return to Central Production B and is very like shooting fish in a barrel to miss note in a display instance in the large room with the windows to the right of where you come across Irina for the second time, with 3 Adventure Squad troops guarding it and the Security Rig upgrade is subconscious in plain sight. annotation In the Executive Forum'due south Ops Station, where it will be hard to notice if you lot're not looking for it, and yous need to break the glass to reach it after finishing off Black Cerberus.
    • A helpful farming tip the game never tells you: using the Gear station respawns the enemies like the Medical station, simply does not reset the scrap concatenation.
  • Handicapped Badass: Warren starts off in a wheelchair, though he does acquire his power armor before any combat occurs. He's back in the saddle by the end, provided he'south however alive.
  • Harmful Healing: "Resolve", CREO'southward primary project, is a chemical agent distributed across the earth by periodic CREO rocket launches to healing the dying globe. However, information technology turns out the Resolve chemic is actually flawed, and in the long term has a toxic result that will eventually kill off humanity instead of saving it. The failure of Resolve causes CREO to burn their chief scientist and instead turn to "Utopia", which uses nanites instead, only the nanites are untested and extremely dangerous, and CREO'due south leadership plans to use them to kill almost of humanity to deal with the overpopulation issue.
  • Hub Level: Central Production B, the second area y'all enter in the game, connects to every other surface area yous'll visit. Even Nucleus, which you lot accomplish through the Executive Forum, has an unlockable shortcut here.
  • Improbable Weapon User: While near weapons are industrial tools that can be easily used as weapons some nonetheless autumn into this category such as uncomplicated laboratory tools or engine throttles.
  • Improvised Weapon: For the most part, your weapons are actually re-purposed industrial tools. Good matter that vibro-cutters and heavy-duty wrenches are as well good at killing things. This as well extends to nigh of the armor suits that Warren can equip, since they're generally some variant of construction or maintenance equipment to broaden his Rig. Even the majority of implants that Warren can equip are only repurposed utility tools, such as implants that absorb kinetic energy being repurposed to enable him to gain energy while blocking. Very few of the implants and armors that Warren can equip are really designed for gainsay, and those that are tend to be the best in the game.
  • Infinity +one Sword: Boss weapons are normally on par with their counterparts, but the v2.0 versions that can be obtained from Hardcore kills are universally the best weapons in their class. Special mention goes to Claws of the Gestalt, obtainable from severing the concluding dominate's correct arm and only usable in New Game Plus, that outshines every other weapon in the game.
  • Item Crafting: Gear Assembly stations permit yous to craft and upgrade gear using appropriate materials.
  • Jumping Off the Glace Slope: CREO started off as a well-intentioned corporation working to salve Earth'southward atmosphere. Mounting expenses in Project Resolve caused them to push their workforce harder, which acquired problems with overworking their staff and mounting instances of workplace violence. Problems with the chemic composition of Resolve caused long-term wellness problems across the earth and investigations by governments and independent boards of enquiry. Put together, these caused growing pressure on CREO to discover a better solution. Employee issues were fixed through abiding drug utilise, cybernetic implants that permit CREO monitor its entire staff 24/7, and an increasingly-brutal security force. The bug with Resolve were gradually replaced with Utopia, which would exist able to fix the atmosphere but kill the bulk of humanity in the process, which was considered an acceptable outcome to save the rest of the planet from slow extinction. The mounting force per unit area acquired CREO to button these changes through without properly testing or building any safeguards. The Utopia nanotech proved far more adaptive and aggressive than expected, and it somewhen infected the same network used by CREO to monitor and command their employees, leading to it condign self-aware and nascency the Rogue Process.
  • "Just Frame" Bonus: Several varieties actually:
    • Per the genre standard, blocking at the last second results in a parry which staggers the enemy and allows you to state a Counter-Attack. In an interesting take, larger weapons have a larger parry window.
    • Property block and tilting the correct stick on a controller up and down lets you hop over/duck under horizontal attacks; pressing the set on push correct afterwards results in a strike that does not damage but staggers the enemy the same style a successful parry would. Mistime it and you'll eat the hit though.
    • On the assault side, pressing successive attacks in a combo with proper timing lowers stamina usage considerably.
  • Impale the Poor: Assuming Dr. Barrett is telling the truth and hasn't gone entirely insane, the original purpose of the Utopia nanites was to wipe out 95% of the Earth's population, while the remaining 5% (composed of CREO'south executives and other global elites) rode out the apocalypse in a secured habitat so they could emerge to repopulate the apple-pie world. It got fifty-fifty worse, as the A.I. decision-making Utopia went rogue and ends upwardly killing the 5% or converting them into cyborg servants, while notwithstanding going alee with the original "wipe out the rest of humanity" plan.
  • Lightning Bruiser: Y'all are this. Then are most of your enemies. Wielding super heavy weapons won't stop anyone in an Exosuit from sliding or leaping around swinging them at high speeds.
  • Meatgrinder Surgery: Warren should've been sedated when the rig is being placed onto him. He isn't.
  • Multiple Endings: "For The Good Of Mankind" and "Brave New World," decided by whether or not you corrupt the Utopia protocols.
  • Mind Hive: The Rogue Process is a gestalt of everyone connected to the CREO network. In the fight with information technology, it communicates in the voices of every major NPC in the game, and information technology is indicated that its personality and objectives mirror those of the CREO workers and leadership: to launch Utopia at all costs and remake the planet, only in its own prototype.
  • New Game+: Named just that, though information technology simply means that the enemies are numerically tougher and driblet components for numerically stronger equipment. The only major difference is the presence of non-respawning unique "Patchwork" enemies, with random armor, weapons and unique, highly ambitious and quick movesets. For those seeking a farther claiming, New Game Plus runs above plus four will no longer upgrade your equipment.
  • No OSHA Compliance: Particularly noticeable given that all the areas are office of an industrial complex. At that place are a number of unsafe drops, hazardous areas and even the equipement is by and large noted in-game to exist unsafe. Justified however past the fact that CREO barely cares virtually the prophylactic of its workers and the damage done by the eponymous surge making the facilities even more unsafe.
    • Special note goes even so to the Large Sis 1/three bossfight. It's noted that Big Sister should shut down when a human enters its production line, but in that location are no actual guidelines on what to Practice when that doesn't happen.
    • Near of the game'south plot stems from this, as the Utopia project was pushed through much more quickly than information technology should have and many of the safety procedures that should accept been implemented ahead of fourth dimension were ignored due to outside pressure coming down in the Resolve project due to its own toxicity and lack of proper research and safety guidelines. The Rogue Process itself was a directly result of pushing the AI, nanite, and cybernetic networking engineering science likewise quickly, resulting in it becoming intelligent and hostile.
    • The entire plot could have been avoided if the Automobile Dr. had been fitted with an Emergency End push in instance the anaesthetic failed.
  • Oh, Crap!: When Warren is existence fitted for his Exosuit, the CREO Motorcar Doc has a bit of a hiccup and decides to Skip the Anesthetic. That look on his face when the bolts are being screwed in is fearfulness at its accented purest.
  • Ominous Visual Glitch: Everywhere: the very title gets in on the activity with a torn, flickering 'Eastward'. In-game usually they take the form of flickering screens, until the nanites brand themselves known and start distorting the environment. The credits roll has flickering and screen-trigger-happy, a horrible notion after the Rogue Procedure has gotten loose...
  • Power Armor: Your exosuit is less armor, more Ability: As they were designed for engineering science and not gainsay, the exosuit has many serious vulnerabilities only makes up for this in sheer force and dexterity, giving your character the strength of a bear combined with the speed of a argent-medal runner. The MG Security and MG Cerberus sets play this straighter.
  • Psycho Serum: One audio log hints that the workers may have gone mad due to beingness overworked for months and getting addicted to the stimulants in their rigs keeping them going; fights were starting to suspension out and some people were getting "weird" according to the log-maker.
  • Puzzle Boss: Almost bosses feature puzzle elements, requiring the player to solve them earlier they tin can start inflicting meaningful harm. Defeating bosses in sure ways rewards the player with enhanced versions of their regular drops.
  • Rainbow Pimp Gear: Discouraged by special bonuses provided by wearing complete gear sets. It'south certainly possible to mix and match some horrifying combinations, but often sub-optimal when you can proceeds abilities like improved healing, faster assault speeds, or rapid stamina regeneration.
  • Recycled IN SPACE!: Dark Souls style gameplay in a Sci-Fi setting. Finally.
  • Replacement Goldfish: Heavily implied with Alec Norris'south robot girl.
  • Ridiculously Hard Route: Sally proposes reaching the Executive Forum by going straight through the Security headquarters. Information technology'south lampshaded how suicidal this is, but with Security leaving their headquarters in gild to rails downwardly Warren, cutting through it doesn't seem so bad. Until Warren gets to the Arsenal, which involves a fight with the Black Cerberus and up to four P.A.X. robots.
    • Sally gives the same choice to Mallory Stark, who survives but has a much worse time of it afterwards.
  • Sanity Slippage: It seems several of the survivors didn't actually avoid whatever made everyone else get basics, it's just affecting them a lot more slowly. Nearly notably, Davey eventually turns berserk even if you get him his medication especially to prevent that. Irina also has her mind overwritten with a CREO security baby-sit template; she remains lucid and warns y'all to dorsum off, only you're forced to fight and kill her if you want to open a much-needed shortcut to Ops. Most of this seems to exist a side upshot of existence linked to the CREO internal neural network, and most of the staff being continued to the Rogue Process and its Mind Hive The only people who manage to stay sane are the ones who either weren't continued to the network, those whose network connections were damaged, or in Warren's case, arrived merely after the Surge striking.
  • Set Bonus: Wearing total sets of armor grants certain bonuses depending for the 'armors' intended office - all of the pieces are designed for construction jobs after all.
  • "Shaggy Dog" Story: True to this game'southward Dark Souls roots, nobody, absolutely nobody ends up better for having Warren help them. To wit:
    • Hobbs has his life saved and is afterward murdered past a woman Warren helped arm, or lives in fear of her if Warren stole her weapon.
    • Davey receives the medication he's going insane without and goes insane regardless due to being linked with everyone else in the Rogue Procedure gestalt.
    • Irina receives a weapon and armor to aid her survive and gets her listen overwritten past that of a security guard, making her potentially assault Warren, with predictable results.
    • Jo asks for scrap to build a weapon she needs to murder Hobbs, then commits suicide cradling her expressionless lover. If non helped, she just commits suicide in her hideout in Research and Development.
    • Dr. Chavez sends yous off to meet her allies only to find out they're expressionless.
    • Charlotte (the woman Chavez wants you to evangelize a package to in the ending) goes on ahead without you and is killed literally a human foot from her target.
    • Alec Norris's daughter is rescued past Warren but to run off later on another impulsive game of hide and seek, and is "killed" before you can attain her. You tin can bring him a pendant from her destroyed chassis, which makes him to collapse in grief, or prevarication and tell him y'all establish it but not her, which makes him go to try and find her and predictably die soon after.
      • At that place are two exceptions. Later on completing Charlotte's mission for Dr. Chavez, the two of you tin can truthfully say that you've saved the globe together. Also, Dr. Barrett may take perfected his research into transhumanism, every bit his Proteus form is non-hostile unless you try and kill him for his unique weapon, and otherwise just continues working at his last.
  • Shout-Out: The diverse setting characteristics - Mega-Corp Science Fiction Dystopia, desolated World, Powered Armor grafted to i'due south body from the dorsum of the head, etc. - is very similar to the 2013 film Elysium.
    • The Rogue Procedure is identical in behaviour to the protomolecule from The Expanse. The merely bodily differences are that the Rogue Process is imperial instead of blue and it was created past humanity.
    • The achievement/trophies for the game have these in their names.
      • I'll Be Back
      • Man of Steel
      • Brave New World
      • Hey Heed
      • CREO Killed the Video Star
      • Watchman
      • Shall Not Laissez passer
      • Follow the White Rabbit
      • I Choose You
      • Is This Real Life?
  • Silliness Switch: Both DLCs allow this.
    • "A Walk in the Park" allows Warren to not only fight airheaded robotic mascots, but also cut off their heads then run effectually wearing them. Information technology's hard to take the game'due south grim, bloody Body Horror and roughshod combat quite as seriously when one of the combatants has a giant donut for a head.
    • "The Adept, the Bad, and the Augmented" lets Warren clothes up in Wild West garb as he completes each episode, resulting in a cyborg cowboy roaming around the CREO factory tearing autonomously enemies with a giant bury mounted on ane arm.
  • Subsystem Impairment: Each private body part can be targeted and hit. This allows yous to focus on a certain limb to get boodle, or attack an unarmored department to deal more damage.
  • Skip the Coldhearted: Patient Sedated. Cue Oh, Crap!
    • A log reveals that Warren'southward case wasn't a ane-off. Unfortunately, the recipient didn't take to information technology well-nigh as well as Warren did.
  • Technically Living Zombie: Most mooks in the game are merely former CREO employees driven insane past the titular event, wondering aimlessly with a Zombie Gait or borer on walls. Information technology is implied that they are partially under the Rogue Process's control, as they don't seem to attack each other and effort to defend key areas from non-insane humans.
  • Unexpectedly Realistic Gameplay: The Exosuit Rig upgrade that'south standard for all CREO laborers is powerful and overcomes a lot of physical disabilities, making the wearer practically superhuman. Unfortunately, it as well makes personal life very hard because of the sheer bulk it adds to the worker. Aside from the bug associated with being permanently linked to the CREO network (since Rigs are a CREO nugget, meaning privacy is nonexistent), an sound recording in CREO World points out that the workers can't actually fit into normal planes anymore because of how bulky the Rig is, let alone go on beach vacations. Worse still, if the Rig loses power (or in ane example, is forcibly close off remotely), then it becomes piddling more a metal weight wrapped around the wearer that they tin can barely move in, which happens to Hobbs, Mallory, and Warren in the ending.
  • Hole-and-corner Monkey: Liquidator and SCARAB zombies behave the same way as LYNX and RHINO ones, respectively, except beingness tougher, harder hitting and (especially for the Liquidators) faster moving.
  • Unusable Enemy Equipment: Some enemies are carrying flamethrowers and gas grenade launchers, but while y'all tin can harvest crafting fabric from them, you can't actually apply them yourself. The Titan is as well shown to be capable of launching projectiles (though with the aid of an additional mount for support), though again, Warren is incapable of using information technology this way. And and then there'southward the armor sets MG Gorgon and MG Cerberus, which feature a shoulder mounted stun gun and back-mounted missiles, respectively.
  • Utopia Justifies the Ways: The "Utopia" project, the replacement for "Resolve." Information technology involves killing off 95% of the organic population, and turning the v% into cyborgs as the ecological harm done to the Earth is far besides nifty to back up life whatever longer. Amid the numerous horrors are human experimentation, the horrific protoypes you fight after in the game, and the entirety of CREO's incredibly abusive, willfully ignorant, and greedy management mode.
  • Villain Song: I that doesn't get apparent until late in the game, as the facts near the Rogue Process come up to light. The lyrics of Prisoner, the song that plays in the game'south safe zones, sum up the Rogue Procedure's 'nascency in a prison' earlier it escaped.
  • Well-Intentioned Extremist: CREO'south leadership and scientific staff ultimately wants to relieve all of humanity, and are willing to become to any length to save Earth's environment. This is what causes all of their problems, since the timetable for Project Resolve was taking too long and causing long-term wellness problems. Project Utopia could solve the same problem immediately... but at the cost of killing 95% of humanity. CREO decided that it was worth sacrificing the majority to salvage the minority, and fast-tracked Utopia without testing the associated technologies, especially the nanotech being used in Utopia itself. The Utopia nanotech proved far more ambitious and adaptive than expected, gained cocky-awareness and connections to the CREO network, and unleashed the titular Surge in the centre of the vote on whether to launch Utopia.
  • Wham Episode: The Executive Forum is full of twists and reveals for both the chief plot and several side characters. To proper noun a few, the lath of directors are dead and you get to spotter the terminal i get killed past his own chair, Irina'south mind is fully overwritten with a security guard template, Don Hackett hanged himself upon learning of Utopia's true intentions, Mallory Stark'south body tin can be plant hither, Sally was just an A.I. the entire fourth dimension and has shut downwards, and worst of all, the rocket with the Utopia payload is nearly to launch and doom humanity.

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Source: https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/TheSurge

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