When I first saw Superfuse in action earlier this year, I was mesmerized by its massive, absolutely ridiculous superpower creation engine. I was even more impressed because I had the chance to revisit it again with a fantastic new character, the Ranged Elementalist. It has the talent of a comic book superhero that pushes the boundaries of what is possible. And even with this latest build simplifying some of those options, I was still stunned by all the utterly awful things it could do to me.
After my first hour of dungeon crawling as an Elementalist, I was already laughing maniacally over the absurd fireball cocktail at my disposal. This new hero basically functions as a mage class, using long-range ice and fire attacks to deal massive damage. Naturally, this means she’s much more squishy than the meaty Berserkers I’ve played before, crushing things like Hulk in a hurry. I didn’t realize that unlocking some of the fuses that turn Talysts into incandescent demons completely removes their ability to be attacked.
At first my primary ability allowed me to shoot a normal fireball, but after burning through a few levels I customized the power of that milquetoast to bounce off enemies and surfaces, or zigzag through levels. You could even move or shoot from your character’s back – very useful for performing DPS when running away from hordes of zombies. Likewise, I turned my stock ability to create a small wall of fire in front of me into an overwhelming tsunami from hell. I was able to do some damage. Finally, I was able to fly that wall forward into waves of enemies, dealing massive damage. The fact that I was able to turn my defensive ability into the deadliest offensive option was pure joy, and I used it to blow everything in my path with a smile on my face.
However, one slightly worrying change from the last Superfuse build I demoed is that the power generation options are a bit more limited. my last preview We’ve focused on a surprisingly large number of customizable menus that allow you to fine-tune your hero’s abilities, but this preview reduces that flexibility by replacing many of those menus with more streamlined options. I don’t think a developer would ever have been able to settle for the ridiculously complex and unintuitive menu flood that was in the early builds I’ve seen, so this is certainly an understandable change, but with this customization Options have also been reduced. New state. Don’t get me wrong, customization is still at the forefront, with fuses that allow you to change your abilities in dozens of ways in just a few hours of play so far. However, the ability to modify mods on the fuse itself seems to have been completely removed. That means it loses a bit of its chaotic goodness.
Multiplayer sneak previews in Superfuse are also allowed for the first time. We weren’t allowed to grab any footage, but so far it looks exactly like what you’d expect from his ARPG like Diablo. The gameplay I saw focused on synergies between aggressive Berserkers and Elementalists. When it comes to combining the super-customized abilities of multiple heroes, I can only imagine the possibilities and can’t wait to try it out for myself in the future.