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{"id":3112470,"date":"2018-02-14T12:00:00","date_gmt":"2018-02-14T11:00:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/the_surge_2-erste_details_kampfsystem_offenere_spielwelt_schwierigkeitsgrad_und_kampf-individualisierung\/3112470"},"modified":"2024-05-11T17:19:19","modified_gmt":"2024-05-11T15:19:19","slug":"the_surge_2-erste_details_kampfsystem_offenere_spielwelt_schwierigkeitsgrad_und_kampf-individualisierung","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/the_surge_2-erste_details_kampfsystem_offenere_spielwelt_schwierigkeitsgrad_und_kampf-individualisierung\/3112470","title":{"rendered":"The Surge 2 – Erste Details: Kampfsystem, offenere Spielwelt, Schwierigkeitsgrad und Kampf-Individualisierung"},"content":{"rendered":"

Bei Focus Home Interactive hatten wir im Zuge der Hausmesse “Le What’s Next de Focus 2018” die Gelegenheit mit Jan Klose (Creative Director) und Adam Hetenyi (Head of Game Design) \u00fcber das j\u00fcngst angek\u00fcndigte The Surge 2<\/a> zu sprechen. Themen waren die Verbesserungen des Kampfsystems, die offenere Spielwelt, der Schwierigkeitsgrad und die Individualisierung des Kampfstils.<\/p>\n

Laut den beiden Entwicklern von Deck 13 soll das Sci-Fi-Action-Rollenspiel auf den St\u00e4rken des ersten Teils aufbauen und “etwas offener” werden. Vor dem Story-Hintergrund eines drohenden technologischen Fallouts verl\u00e4sst man in The Surge 2 den CREO-Fabrikkomplex. In neuen, teils st\u00e4dtischen Umgebungen trifft man auf andere Charaktere, f\u00fcr die man Aufgaben l\u00f6sen bzw. mit denen man sich verb\u00fcnden kann. Diese Nicht-Spieler-Charaktere geh\u00f6ren verschiedenen Fraktionen an und bieten Zugang zu unterschiedlichen Ausr\u00fcstungsgegenst\u00e4nden, Technologien, Quests usw. Als Begleiter k\u00f6nnen diese Charaktere aber nicht eingesetzt werden. <\/p>\n

Von einer offenen Spielwelt ist explizit nicht die Rede, aber davon, dass die Entwickler gezielt Erkundungsanreize setzen wollen. Es soll sich demnach lohnen, sich abseits von dem Hauptweg in der Welt umzuschauen, um weitere Gegenst\u00e4nde zu finden, die Geschichte zu vertiefen und Gegner zu bek\u00e4mpfen.<\/p>\n

Das Kampfsystem soll im Vergleich zum ersten Teil vertieft und optimiert werden. Es wird mehr F\u00e4higkeiten, Implantate, Drohnen und Waffen geben. Au\u00dferdem wird man Finishing-Moves an Roboter-Gegnern durchf\u00fchren k\u00f6nnen – und je nach abgetrenntem K\u00f6rperteil soll sich das Kampfverhalten der Gegner ver\u00e4ndern. In The Surge war es m\u00f6glich, vertikale und horizontale Attacken\/Hiebe zu setzen und dieses “direktionale System” haben die Entwickler nun auf das Blocken \u00fcbertragen – als “harte Konterattacke”, wie sie es selbst bezeichneten. Diejenigen, die das Spiel wirklich “meistern” wollen, sollen somit Attacken gezielt aus der richtigen Richtung abblocken k\u00f6nnen. <\/p>\n

Auch die Drohne (“Drone Assist”) kann individualisiert und in die K\u00e4mpfe einbezogen werden. Drohnen lassen sich somit nicht nur zum Anlocken oder zum gezielten Schw\u00e4chen der Gegner verwenden. Wie zu erwarten, spielt der Fernkampf in The Surge 2 nur eine untergeordnete Rolle. Prim\u00e4r dreht sich das Geschehen um den Nahkampf. Das neue Szenario wird Deck 13 erlauben, mehr Waffen- und R\u00fcstungsvielfalt einzubauen und zusammen mit allen anderen Elementen des Kampfsystems (F\u00e4higkeiten, Implantate, Drohnen) daf\u00fcr sorgen, dass die Spieler ihren Kampfstil individualisieren und auf ihre Bed\u00fcrfnisse zuschneiden k\u00f6nnen. Au\u00dferdem soll es mehr gro\u00dfe und kleine Bossk\u00e4mpfe geben – teilweise sogar optionale Boss-Begegnungen.<\/p>\n

In The Surge 2 spielt man einen anderen Charakter als in The Surge. Die neue Hauptfigur kann man mit einem Editor zu Beginn einer Partie erstellen. Aussehen und einige grundlegende F\u00e4higkeiten (zum Beispiel “schnell und drahtig” oder “Tank”) lassen sich festlegen. <\/p>\n

Am grundlegenden Schwierigkeitsgrad m\u00f6chten die Entwickler nicht viel ver\u00e4ndern. The Surge 2 soll schwer und fordernd sein, aber durch die offenere Struktur wird es M\u00f6glichkeiten geben, den Schwierigkeitsgrad “individuell zu beeinflussen”. Schafft man zum Beispiel einen bestimmten Gegner nicht, kann man ihn links liegen lassen, einige andere Quests machen, den eigenen Charakter dadurch verbessern und danach erneut den bisher unbesiegten Gegner gegen\u00fcbertreten.<\/p>\n

The Surge 2 wird auf der hauseigenen FLEDGE-Engine (Delta-Ausf\u00fchrung) basieren. Es soll 2019 f\u00fcr PC und nicht n\u00e4her benannte Konsolen erscheinen. Abschlie\u00dfend lobten Jan Klose und Adam Hetenyi noch Focus Home Interactive als Publisher. Sie seien sehr dankbar daf\u00fcr, dass sie die M\u00f6glichkeit erhalten haben, einen zweiten Teil ihres Sci-Fi-Action-Rollenspiels zu entwickeln – vor allem vor dem Hintergrund, dass es in Deutschland kaum gro\u00dfe Spiele-Entwicklungsstudios mehr geben w\u00fcrde.<\/p>\n","protected":false},"excerpt":{"rendered":"

Erste Details: Kampfsystem, offenere Spielwelt, Schwierigkeitsgrad und Kampf-Individualisierung<\/p>\n","protected":false},"author":549,"featured_media":3003825,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"The Surge 2: Erste Details: Kampfsystem, offenere Spielwelt, Schwierigkeitsgrad und Kampf-Individualisierung","_yoast_wpseo_metadesc":"Bei Focus Home Interactive hatten wir im Zuge der Hausmesse "Le What's Next de Focus 2018" die Gelegenheit mit Jan Klose (Creative Director) und Adam Hetenyi (Head o 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