SameTeem
Search titles only
By:
Log in
Register
What's new
Search
Search
Search titles only
By:
Home
Forums
Forums
New posts
Search forums
Streams
Streams
Multi-Viewer
Games
What's new
Media
Resources
Free TeamSpeak Channel
TeamSpeak
TeamSpeak
Vote
Rank System
Make a Channel
Free Channel Information
Servers
Sourcebans
New posts
SameTeem
Home
Forums
New posts
Search forums
Streams
Multi-Viewer
Games
What's new
Media
Resources
Free TeamSpeak Channel
TeamSpeak
Vote
Rank System
Make a Channel
Free Channel Information
Servers
Sourcebans
Log in
Register
What's new
Search
Search
Search titles only
By:
New posts
Search forums
Menu
Log in
Register
Navigation
Install the app
Install
More options
Change style
Contact us
Close Menu
Download TeamSpeak Today
Proudly sponsored by TeamSpeak
Forums
News and Announcements
Gaming News
Superfuse Hands-On: This Diablo-like ARPG Keeps Getting Better
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Admin" data-source="post: 58047" data-attributes="member: 1"><p>When I first saw Superfuse in action earlier this year, I was mesmerized by its chunky, absolutely bonkers superpower creation engine – and that was back when it only had one character. Now that I’ve had a chance to revisit it again with an awesome new character, the long-ranged Elementalist, I’m even more impressed. Superfuse is an action-RPG in the same vein as Diablo, but with a comic book superhero flair that pushes the limits with how much you can customize your hero’s powers. And even if they’ve simplified some of those options in this latest build, it still had me freaking out over all the completely badass stuff it let me do.</p><p></p><p></p><p>After just the first hour of dungeon-delving as the Elementalist, I was already giggling maniacally at the absurd fireball cocktails at my disposal. This new hero essentially serves as a mage class, using long-distance ice and fire attacks to do massive damage. Naturally, this means she’s a lot more squishy than the slab-of-beef Berserker I played previously, who rushes in and smashes things like The Hulk. But once I unlocked a few Fuses that turned my fire-centric Elementalist into an incandescent demon, I didn’t find myself missing the ability to take hits at all.</p><p></p><p></p><p>While at first my primary ability allowed me to just shoot plain ol’ fireballs, after burning through a few levels, I was able to customize that milquetoast power to ricochet off of enemies and surfaces, zigzag around the level, or even shoot out of my character’s back – quite useful for doing DPS while running away from a mob of zombies. Similarly, I turned a stock ability to create a small wall of fire in front of me into an overpowered tidal wave from hell. One Fuse let me make that wall much larger, while another made it do more damage, and finally, one let me send that wall flying forward into waves of enemies to do massive damage. The fact that I was able to turn a defensive ability into my deadliest offensive option was pure joy, and I used it to blast through everything in my path with a smile on my face.</p><p></p><p>"One slightly worrying change is that the power creation options have been reined in a bit."</p><p></p><p>I must say though: one slightly worrying change from the last Superfuse build I demoed is that the power creation options have been reined in a bit. <a href="https://www.ign.com/articles/superfuse-homebrew-your-superpowers-in-this-diablo-inspired-arpg" target="_blank"><u>My last preview</u></a> focused on the frightening number of customizable menus that let you tailor your hero’s abilities down to the finest detail, but in this preview many of those menus were replaced with more streamlined options that reduced that flexibility. It’s certainly an understandable change, as I don’t think there was ever any chance the devs were going to settle on the ridiculously complex and unintuitive flood of menus that were in the early build I saw, but it also reduced the customization options in this newer state. Don’t get me wrong – customization is still front and center, with Fuses allowing me to alter my abilities in dozens of ways just from the few hours I’ve played so far. But the ability to alter the mods on Fuses themselves appears to have been removed entirely, which means you lose a little bit of that chaotic goodness.</p><p></p><p></p><p>I was also allowed a sneak preview of multiplayer in Superfuse for the first time, and while I wasn’t allowed to get any footage of it, so far it looks exactly like what you’d hope for from a Diablo-like ARPG, with the gameplay I saw focused on synergy between the in-your-face aggressive Berserker and the Elementalist. I can only imagine the possibilities when it comes to combining multiple heroes’ ultra-customized abilities, and I can’t wait to try it for myself down the road.</p><p></p><p><a href="https://www.ign.com/articles/superfuse-hands-on-this-diablo-like-arpg-keeps-getting-better" target="_blank">Continue reading...</a></p></blockquote><p></p>
[QUOTE="Admin, post: 58047, member: 1"] When I first saw Superfuse in action earlier this year, I was mesmerized by its chunky, absolutely bonkers superpower creation engine – and that was back when it only had one character. Now that I’ve had a chance to revisit it again with an awesome new character, the long-ranged Elementalist, I’m even more impressed. Superfuse is an action-RPG in the same vein as Diablo, but with a comic book superhero flair that pushes the limits with how much you can customize your hero’s powers. And even if they’ve simplified some of those options in this latest build, it still had me freaking out over all the completely badass stuff it let me do. After just the first hour of dungeon-delving as the Elementalist, I was already giggling maniacally at the absurd fireball cocktails at my disposal. This new hero essentially serves as a mage class, using long-distance ice and fire attacks to do massive damage. Naturally, this means she’s a lot more squishy than the slab-of-beef Berserker I played previously, who rushes in and smashes things like The Hulk. But once I unlocked a few Fuses that turned my fire-centric Elementalist into an incandescent demon, I didn’t find myself missing the ability to take hits at all. While at first my primary ability allowed me to just shoot plain ol’ fireballs, after burning through a few levels, I was able to customize that milquetoast power to ricochet off of enemies and surfaces, zigzag around the level, or even shoot out of my character’s back – quite useful for doing DPS while running away from a mob of zombies. Similarly, I turned a stock ability to create a small wall of fire in front of me into an overpowered tidal wave from hell. One Fuse let me make that wall much larger, while another made it do more damage, and finally, one let me send that wall flying forward into waves of enemies to do massive damage. The fact that I was able to turn a defensive ability into my deadliest offensive option was pure joy, and I used it to blast through everything in my path with a smile on my face. "One slightly worrying change is that the power creation options have been reined in a bit." I must say though: one slightly worrying change from the last Superfuse build I demoed is that the power creation options have been reined in a bit. [URL='https://www.ign.com/articles/superfuse-homebrew-your-superpowers-in-this-diablo-inspired-arpg'][U]My last preview[/U][/URL] focused on the frightening number of customizable menus that let you tailor your hero’s abilities down to the finest detail, but in this preview many of those menus were replaced with more streamlined options that reduced that flexibility. It’s certainly an understandable change, as I don’t think there was ever any chance the devs were going to settle on the ridiculously complex and unintuitive flood of menus that were in the early build I saw, but it also reduced the customization options in this newer state. Don’t get me wrong – customization is still front and center, with Fuses allowing me to alter my abilities in dozens of ways just from the few hours I’ve played so far. But the ability to alter the mods on Fuses themselves appears to have been removed entirely, which means you lose a little bit of that chaotic goodness. I was also allowed a sneak preview of multiplayer in Superfuse for the first time, and while I wasn’t allowed to get any footage of it, so far it looks exactly like what you’d hope for from a Diablo-like ARPG, with the gameplay I saw focused on synergy between the in-your-face aggressive Berserker and the Elementalist. I can only imagine the possibilities when it comes to combining multiple heroes’ ultra-customized abilities, and I can’t wait to try it for myself down the road. [url="https://www.ign.com/articles/superfuse-hands-on-this-diablo-like-arpg-keeps-getting-better"]Continue reading...[/url] [/QUOTE]
Insert quotes…
Verification
Post reply
Forums
News and Announcements
Gaming News
Superfuse Hands-On: This Diablo-like ARPG Keeps Getting Better
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.
Accept
Learn more…
Top