Superfuse Hands-On: This Diablo-like ARPG just keeps getting better

When I first saw Superfuse in action earlier this year, I was mesmerized by its clunky, absolutely insane superpower creation engine – and that was back when it only had one character. Now that I’ve had a chance to revisit it with a great new character, the ranged elementalist, I’m even more impressed. Superfuse is an action RPG in the same style as Diablo but with a comic book superhero flair that pushes the limits on how much you can customize your hero’s powers. And even though they simplified some of those options in this latest build, it still freaked me out because of all the totally badass things it made me do.

After just my first hour of dungeon diving as an elementalist, I was giggling madly at the absurd fireball cocktails at my disposal. This new hero essentially serves as a mage class, dealing massive ranged damage with ice and fire attacks. Of course, that means she’s a lot squisher than the berserker I’ve played before, who rushes in and smashes things like The Hulk. But after unlocking a few Fuses that turned my fire-centric elementalist into a glowing demon, I didn’t miss the ability to take hits at all.

While my primary ability initially allowed me to shoot plain old fireballs, after burning through a few levels I was able to adjust that milquetoast power to bounce off enemies and surfaces, zigzag through the level, or even shoot out of the character’s back – very useful for making DPS while running away from a mob of zombies. Similarly, I morphed a standard ability to turn a small wall of fire in front of me into an overwhelming tidal wave from Hell. A fuse made me make that wall much bigger while another made it do more damage, and finally one made me fly that wall forward into waves of enemies for massive damage. Being able to turn a defensive ability into my deadliest offensive option was pure joy, and I used it to blast everything in my path with a smile on my face.

“One slightly worrying change is that the power generation options have been somewhat restricted.”

I have to say though, one slightly worrying change from the last Superfuse build I showed off is that the power generation options have been narrowed down a bit. My final preview focused on the daunting number of customizable menus that allow you to fine-tune your hero’s abilities, but in this preview many of those menus have been replaced with slimmer options that limit that flexibility. It’s certainly an understandable change, as I don’t think the developers would ever agree on the ridiculously complex and unintuitive barrage of menus I saw in the early version, but it’s also reduced the customization options in the more recent ones Condition. Don’t get me wrong – customization is still a priority, with fuses allowing me to alter my abilities in dozens of ways in just the few hours I’ve played so far. But the ability to change the mods on Fuses themselves appears to have been removed entirely, meaning you lose a bit of that messy goodness.

I also got to preview multiplayer in Superfuse for the first time, and while I wasn’t allowed to get footage of it, so far it looks exactly how one would hope for a Diablo-like ARPG, so the gameplay I saw focused focuses on synergies between the aggressive Berserker and the Elementalist. I can only imagine the possibilities when it comes to combining the ultra-custom abilities of multiple heroes, and I can’t wait to try it myself later.

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