Review - Surge Deluxeby Paul Fiander
Format Reviewed on PS Vita |
Creator; Futurlab
Publisher; Futurlabs Formats; PC Release Date (UK); 05/02/14 |
Futurlab seem to have a habit of taking a genre and making it their own. Their previous release was Velocity Ultra which we reviewed on the site late last year . Unfortunately the game was not best suited for the PC as I for one felt it was a Vita game at heart. Now the studio is back to doing what it does best creating games for Sony’s handheld.
The game in question is called Surge Deluxe, the name may sound familiar to some and that is because in a past life Surge was a PS mobile title that has now been updated with loads of new features to help create a more content rich title for the Vita. Below are a few of the enhancements in the new game including Colour blind support. This may seem like a simple idea but for a block breaking game to be considered universal it’s an essential addition. If it’s well executed it can bring your title to more players and help make gaming even more inclusive. We lead off with some of the games enhancements with a little more on the colour blind access;
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100% Colour blind friendly
Each coloured block now has a unique shape that allows colour blind players to compete on a level playing field.
High end game play is more rewarding
The scoring system has been redesigned to better reward advanced players and allow them to show off their quick thinking and combo skills on the leader boards.
New blocks:
New types of bonus blocks have been introduced that allow players to strategically clear the board and create massive combo-chains, but only if they're quick enough!
New modes:
Puzzle mode features 15 puzzles that test the players understanding of the game, and lets them compete against their friends and the rest of the world for the fastest clearance times.
As always the team have worked hard to make a game with high production values this is evident from the sound track created especially for the game by Joris de Man (the award winning composer who made his name on the Killzone series) he's created a little slice of FuturLectro (love this term and had to use it at least once). The music is a handy help to the game play and seems like it functions perfectly with the frantic nature of the gameplay.
The gameplay itself is an extension of the classic match three games. However with a stroke of electrical genius this format has been turned on it’s head with the addition of Electricity. Instead of the usual design where blocks have to be touching in order to be removed Surge requires you to form electrical bonds between blocks of the same colour that are free to do so. This basic conceit is the lifeblood of the game and it’s a rich vein indeed. The precision needed makes each level grab you by the throat and say look at me. |

At first I was disappointed that the developers concentrated on the Vita’s front screen ignoring the rear touchpad. My idea was for a game where vision is everything wouldn’t it be great if I could create my current without obscuring the screen. Unfortunately after spending quite a while with the game I feel that the need for precision would make it too difficult to use the rear pad and so my initial pain has been bandaged over quite nicely. You do however find yourself sometimes missing a few blocks in a chain due to your hands obscured vision. This could just be me as I do have quite wide hands but it could be an issue for some.
The aforementioned chains are the way you build higher scores, there are a few tricks to create insanely high scores and these are taught to you in the early stages of the game. You never feel like the game is out to beat you and you can always look at the tutorials again from the home screen. While there you can also peruse the leader boards, this is where the games true staying power comes from. The ease of looking a friend’s score in both a whole game and an individual clearance can be enough to make you want to play more. It feeds into our basic desire for completion. The problem with this is of course that you need to have people to compare against. There are of course global tables but to be honest friendly rivalry is a lot more fun.
The aforementioned chains are the way you build higher scores, there are a few tricks to create insanely high scores and these are taught to you in the early stages of the game. You never feel like the game is out to beat you and you can always look at the tutorials again from the home screen. While there you can also peruse the leader boards, this is where the games true staying power comes from. The ease of looking a friend’s score in both a whole game and an individual clearance can be enough to make you want to play more. It feeds into our basic desire for completion. The problem with this is of course that you need to have people to compare against. There are of course global tables but to be honest friendly rivalry is a lot more fun.
The other addition to the games staying power is the puzzle mode it’s based on you working out how to create the longest chain possible with the blocks you can see. It’s a nice little addition but in no way a game changer. It would however be conspicuous by its absence. I do see this game a short experience of a few weeks, this to me is not a problem as it will give hours of fun. It also functions well as a palate cleanser when you just want to relax on the sofa.
In conclusion Futurlab continue to produce high quality titles for the Vita and although they may not be considered a AAA studio thankfully no one has told Futurlabs that yet as they continue to delight. I would easily recommend this game especially at the £3.99 price point
Good - Great update, Shows the Vita off, interesting sound track, Universal appeal
Bad - May not have a great deal of longevity, not a genre for all. |
4/5 |
Game Supplied by Publisher
Images - from Publisher
Images - from Publisher