Wasteland 3 - 7/10
The Surge 2 - 7.5/10
Two games from my most-played genres of recent times: post-apocalyptic RPGs and Soulslikes.
Both were games were my love for these genres meant I had a much better time with them than many others might. I can certainly see the faults with them both, but I got a lot enjoyment from them too.
Wasteland 3 felt like a bit of a downgrade from Wasteland 2, and isn't up there with Atom: RPG either, but it does still scratch the neo-Fallout itch quite nicely. I enjoyed playing around with builds and weapon mods to find interesting combinations and team synergy. Some great possibilites are available in the game. I would sometimes pause the game to scribble down numbers to crunch theory-crafting new build and weapon synergies. I love that kind of thing.
It has to be said, though, that the balance is horrible. It goes from barely scratching enemies who can one-shot you in the first third to killing three or four enemies per turn with SMG and shotgun users nearer the end. Still combat comes down to who goes first since armor doesn't seem to do much and everyone can kill eveyone else ridiculously quickly. The world is okay, and the story so-so. I had grood fun with it, but not sure if I'd recommend it to someone unless I knew they hold a special love for this genre of game.
The Surge 2 was the opposite on the first point in that I felt it improved on almost all of the elements of its predecessor - except the story and atmosphere. It forgoes the dark and menacing world-bulding of the first Surge in favour of a brighter and more open city environment. The story is... I can't even remember why I was following the leads I was to be honest. Everything was just a lead to the next area, next tier of crafting materials and next boss. But... the combat was great, and far better than the first game. It felt snappy and responsive, the weapons had a great feeling of weight and momentum. There was a balance of spacing, stamina maintenance, energy generation and damage. The limb-focused attacks to incapacitate enemies and gather materials continues to be fun, and I liked the directional blocking and parrying system that was added this time - it was intuitive, engaging and fun to use.
But - after a few hours it was much, much too easy for a Soulslike, and that did kind of kill the drive to keep on the upgrade treadmill. I didn't bother with the last couple of armor tier upgrades because I just didn't need them. Effectively infinite healing from a high energy build is far too overpowered and lets you face-tank pretty much everything, including most of the bosses (the final one in particular, disappointingly). My only deaths in the final three or four areas were to cheap ambushes as an off-screen enemy clattered and stunlocked me. Even this only happened once or twice in the last dozen or so hours. I just dropped all the other quests to power through to the end after a while. Great combat that, like W3, also needed better balancing to keep the player engaged to the end. I am very interested to see what Deck13 do next, though.