Superfuse Hands-on: The Diablo-like ARPG just keeps getting better – IGN

When I first saw Superfuse in action earlier this year, I was intrigued by the chunky, utterly insane superpower creation engine – back when it only had one character. Now that I get a chance to revisit him again with a cool new character, the far-reaching Elementalist, I’m even more impressed. Superfuse is an action RPG along the same path as Diablo, but with a comic book superhero style that pushes the boundaries as far as you can customize your hero’s powers. And even if they’ve simplified some of those options in this latest version, it still makes me freak out about all the totally bad things you let me do.

After only the first hour digging through dungeons as an Elementalist, I was already laughing maniacally at the ridiculous fireball bottles at my disposal. This new hero acts primarily as a mage class, using long-distance ice and fire attacks to deal massive damage. Naturally, that means it’s a lot more squishy than the slab of beef you’ve previously played, which lunges at and smashes things like The Hulk. But once I unlocked a few Fuses that turned a fire-focused Elementalist into a glowing demon, I didn’t find myself missing the ability to take hits at all.

While my basic ability initially allowed me to shoot normal fireballs, after I burned through a few levels, I was able to customize this melquitast power to bounce off enemies and surfaces, zigzag around the level, or even shoot my own. Character Back – Very useful for performing DPS while escaping from a horde of zombies. Likewise, I transformed Stock’s ability to create a small wall of fire in front of me into a tyrannical tidal wave from Hell. One fuse allowed me to make that wall much bigger, another to deal more damage, and finally, one let me send this wall charging forward into waves of enemies to deal massive damage. The fact that I was able to convert a defensive ability into the deadliest offensive option was pure fun, and I used it to blow everything in my path with a smile on my face.

“One change that’s a little troubling is that energy creation options have been reined in a little bit.”


I have to say though: One slightly disturbing change from the last Superfuse build I tried is that the power creation options have been curbed a bit. My last preview Focus on the intimidating number of customizable menus that let you customize your hero’s abilities down to the last detail, but in this preview, many of those menus have been replaced with more streamlined options that have reduced that flexibility. It’s definitely an understandable change, as I don’t think there was ever any chance of developers settling on the avalanche of ridiculously complex and unintuitive menus that were in the early build I saw, but it also has reduced customization options in this latest state. Don’t get me wrong – customization is still front and center, with Fuses allowing me to change my abilities in dozens of ways just from the few hours I’ve played so far. But the ability to change mods to the Fuses themselves seems to have been removed entirely, which means you lose a bit of that messy quality.

I was also allowed a quick preview of Superfuse’s multiplayer for the first time, and while I wasn’t allowed to get any screenshots of it, so far it looks just like what you’d hope for from a Diablo-like ARPG, with the gameplay I’ve seen focused on synergy between an aggressive in-your-face Berserker and Elementalist. I can only imagine the possibilities when it comes to combining the ultra-customizable abilities of multiple heroes, and I can’t wait to try it out for myself on the road.

#Superfuse #Handson #Diablolike #ARPG #IGN

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