FUSE
While there is an inherent flaw in the priorities set in Fuse, co-op fans will need to worry about little of those.
Reviewed by Daavpuke on Jun 06, 2013
Never forget.
The term “homogenized” has recently started recurring in games as a pejorative means to point out blended game ideas without heart. Sadly, this is one review that will use that same approach to discuss Fuse, though perhaps not as doomy as introduced. Aside from its schlock of focus-tested content, the original idea of bringing balls to the wall gameplay for a shooter with panache is still there. It’s almost spunky enough to overlook any other soulless marketing idea, were it not for one glaring design issue that knocks it back down a peg. So, ups and downs are abound in this strange amalgamation of contradictions.
This wish-wash is already present in the game’s format. Players manage a team of carefully diversified mercenaries in a story that’s inconsequential: Fuse is a strange material being used for bad and it’s up to them to kill bad with bullets. Doing so, they’ll find weapons with Fuse and so they can fight fire with fire. Anything else, from daddy issues to forced love interests, is fluff.
Locations follow the same routine. Some outside environments offer warm colors and soft tones to breeze through the grassy knolls, while other times a snowy wasteland shows such outdated texture blocks; it’s hard to think that this is a high-quality production from EA and Insomniac. More so than just the aesthetic, at least most action sequences take place in some cleverly structured levels. There is plenty of open terrain to go through while playing. Luckily, that’s the important bit. It plays well. Remember that, because it’s where Fuse truly excels.
This is in the game and makes no goddamn sense.
When engaging enemy fire, the team that calls themselves Overstrike agents can choose from a set of 3 weapons, as well as the periodic grenade. Regular firearms range from little pistols to a selection of individual rifles, from big but slow blasters to weaker rapid-fire guns. Finding the right one for each agent requires some experimentation and fingerspitzengefühl, as each person plays differently and leaves enough open for interpretations. This difference is handled by which predetermined Fuse weapon the agent holds. For instance, agent Dalton has a shield gun, which blocks incoming attacks, but only blasts an incinerating wall forward ever so often. He’ll need some backup with a big magazine, more than he needs stopping power. On the other hand, agent Naya has a gun that opens up miniature black holes with tons of bullets. As she can level up to put skill points into a cloak device, she can pack a shotgun to sneak up on unsuspecting enemies and surprise them with an inescapable shot to the face.
Character enhancement yields further finer changes to gameplay. Small additions can be done, like how impactful a gun can be or agents can receive a slightly more robust physique, but not much else. It still makes the team better in total, without it being overpowering or unnecessary. As each member receives their own secondary skill, they also retain their own play style. There will be no homogenizing in this section.
This is in the game and doesn't matter at all.
More so, it’s the combinations of all above positive traits that truly make this game an entertaining venture, certainly given the frenetic aspect of gunfights. Most shootouts happen in large locations where vantage points split up in different sections. One moment, agents may be trying to flank the left side, when suddenly the artificial intelligence (AI) sends enemies literally flying with jetpacks to pin down that location from a crow’s nest, forcing the team to relocate.
Grunts are no joke in this game; they’ll aggressively move up and bring the fight for those that just want to stay behind the shield. In addition, the shield and all other weapons offer a way to combine their respective elements to experiment with effects. For instance, one agent freezes a group in place, then another opens a wormhole and watches the whole disappear in one icy block. To top it off, the more creative the opponent dies, the more experience the team nets for this fireworks display of murderous carnage. No matter how many times enemies get pelted with black hole ammo, only to see a grenade, then freak out and vanish in a beautiful yellow mist; it never gets old.
This is better. Giant mechs are some tough dudes to tackle.
Battles can sometimes be utter chaos, with dozens of foes, each trying their best to get the team members locked down. To ensure no one is left behind, players can switch between members on the fly and control one at a time, while the AI takes care of the rest. It’s capable enough to do its part when attacked, but here comes the big flaw: Any AI trip-up is a death sentence. When 1 agent snuffs it, the game is over, even if that’s not in the player’s hand. As mentioned: Enemy soldiers will not wait while someone is bleeding out on the battlefield, making for many helpless sections where the mission is just doomed to fail. In most instances, the game will fool players that this is somehow circumstance; just bad timing that can be overcome, but it’s not.
A total AI reliance is the most tangible during the final battle, which is the worst designed sum of unfitting parts to cap off a game in a while. Pardon the hyperbole, but there was thought put behind this line. Here’s a list of things that don’t work, when combined:
- Final boss is a 20 minute, dragging struggle.
- Final boss has multiple one-hit kill attacks, frequently used in succession.
- Downed party members lock players in place, unable to further control the playing field.
- If an AI or player dies, the game is over.
- There are no checkpoints during this 20 minute section.
Here’s a tip: Play all the above positive traits of the game prior to this conclusion, then leave the team in limbo for all eternity, because the skins offered as a reward for beating the game aren’t worth the 4 hours of retrying the same section. No matter how the dice are rolled, the battle isn’t decided by the player, but by how the AI reacts to itself.
This is what should always be on the screen. That's where it's at.
Naturally though, Fuse is meant as a cooperative experience; the above point merely present how passive aggressive the inclusion of singleplayer is in the game. As a co-op shooter, these problems melt away, since control transfers to other humans. The more players join in the fluid drop in/out element, the better the game gets, to some hilarious effect even. It’s even better in the separate game mode where the team just fights off waves of armies for big money and big prizes. It features none of the drab story and all of the gratifying gunplay.
There are also plenty of undeveloped side features, such as credits to purchase skills, which complement the whole team. During an entire playthrough, this is used about 3 times, in contrast with the effort of constantly trying to scrounge up credits. Additionally, as a nod to brethren in spirit Naughty Dog, Insomniac wanted to show their Nathan Drake skills, by forcing in climbing mechanisms. These work better in the fluid combat and amazingly natural cover mechanics than in the needless platform sections, which add nothing but another 5 minutes of trying to work out the incompatible pace for this slower game element. Fuse is a great game without any of these things in it, so feel free to ignore those too.
Once more for posterity: Yay, jetpacks!
While there is an inherent flaw in the priorities set in Fuse, co-op fans will need to worry about little of those. They can enjoy a shooter with original gunplay with a ton of variety and renewable gameplay, capable of rivaling any other top-tier peer out there. Those with fewer friends may find a few more hurdles in their way to truly enjoy this breezy romp of evaporating cybermen in creative, destructive ways.
Daav Valentaten, NoobFeed (@Daavpuke)
Editor, NoobFeed
Verdict
70
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