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Fuse (formally OverStrike) Re-Reveal (and Impressions), releasing Q1 2013

8byte

Banned
Screens uploading. The trailer was delayed due to unforseen legal issues, apparently (as noted on www.fusegame.com). GTTV is running a Fuse Episode tomorrow.

Edit: In response to the Verve saying it's more "serious"...this is specifically what I recall from Ted Prices mouth:

While it was darker, there was still humorous chatter from Dalton and co between waves / missions. Ted Price stated that the shift was made so as not to hold back the design and weapons. They didn't feel like the previous art style, coupled with massively destructive weapons (blood and gibs) meshed very well. I don't really recall him saying it was a more serious story though.

Perhaps he told them something we didn't get, but I don't recall him saying they'd shifted to a more mature and serious story. The characters (specifically Dalton) seemed to joke quite a bit.

http://www.insomniacgames.com/games/fuse/
fusejacobizzyjpg-4411hnulh.jpg

7978319339_d425733818_o.jpg

fusegroup03jpg-44119c48u6w.jpg

If the thread isn't necessary, lock, mock, tar and feather. If it's cool, read on!

So, I got to play Fuse (formally OverStrike) at Insomniac Games one week ago today as a part of a “VIP” community event. Here are my impressions:

Right off the bat: Yes, the art direction has changed a little. There has been a minor shift away from the trailer produced by Blur studios. The characters are less accentuated (their features aren’t as pronounced) and enemy designs are a bit more grounded in reality, so to speak. However, the writing and “humor” is still there. The team chatted it up, injecting humor and substance while we blew shit up. This isn’t a dark grim story, but it does appear to be a military romp with some wise cracking team members (from what I’ve seen / played).

Visually, the game looked sharp, much cleaner than past titles (to include R3, A4O, and the recent FFA beta). Particle effects were still zipping around, though there was no motion blur. The art was consistent, though it did feel somewhat lacking in “pop” (colors didn’t seem saturated, that could have been the TV’s). Very solid frame rate, didn’t notice a drop (even when 10 enemies were on screen, guns blazing, and my co-op partners blowing shit up). Animation was pretty good, too. It felt very animated and over the top (like tanky Dalton sprinting, then going all out parkour and scaling a wall to get to the upper level).


  • The game mechanics were really solid and fun. Here’s a break down
  • Movement was typical for a 3rd person shooter, as was the cover system. Cover was sticky, and you could roll in and out of cover, corner walls, and vault obstacles. Holding the “sprint” button would put you in a roadie run a la GeOW, but traversal in sprint mode was really fluid and useful. Hitting a wall would instantly vault you up if you could get to the next level, you’d jump over cover / tables, etc. It felt really great (though left/right movement while sprinting was pretty stiff).
  • Aiming was tight, responsive, and intelligent. I never felt like I was being “sucked in” to enemies or that the game was playing for me, nor did I feel like it should be doing something it wasn’t.

The big draw here is the co-op stuff. If you were into R2, you’ll probably enjoy this 4 player co-op.
  • Skill trees
  • Co-op XP (ex: Shooting through Daltons shield will net you both XP)
  • 4 different “Classes”
  • Tank (Dalten)
  • Healer (Izzy)
  • Sniper (Jacob)
  • Stealth (Naya)
  • Varied enemy waves requiring different co-op tactics

If you’re playing by yourself, you’ll be accompanied by 3 bots. The cool thing is, you can “Leap” from bot to bot on command to take on different situations. Pinned down with Dalton and can’t reach the enemy because you’re out of Ammo? Leap to Jacob and use your ranged shots to take him down. Crystalize a bunch of enemies with Izzy and ran out of ammo to finish them off? Leap into Dalton and blast them with your shield to wipe ‘em all out. It looked super effective, and most of all, sand boxy and fun. We weren’t given the opportunity to play Solo (we played 4 man teams) but the videos we were shown looked really fun. Almost as fun as co-op.

Each character has a unique weapon, and a secondary weapon. The unique weapons are ONLY useable by those characters, however, secondary weapons can be picked up by anyone and used at any time.
  • Dalton: Daltons shield acts as his “Fuse” weapon. It can stop bullets and provide cover for allies. If you get in close, you can send those bullets and energy roaring back at the enemy. If you’re too far, they’ll stumble or get tossed back a few feet, but if you’re close enough, some of them will explode into a bloody pile of gibs.
  • Naya: My favorite. Naya’s weapon shoots out “singularities”, basically tiny black holes. Once you lay enough shots into an enemy, they’ll grow and suck the enemy into them, and eventually collapse and send out a pulse of energy that damages surrounding enemies. If you can manage to shoot a few enemies with spray and pray, you can chain some wicked bursts and wipe a huge crowd. She can also cloak, making her ideal for go-to revival for downed allies.
  • Jacob: I didn’t get to play him, but I did watch a bit. He has what looks like a cross bow that pins enemies to their surroundings and immolates them. There’s also a charge shot that can “melt” enemies into a puddle of hot steamy lava-stuff.
  • Izzy: Izzy’s weapon is great for crowd control. Her ammo crystalizes enemies, and after a few shots they’ll sprout huge crystal pillars that raise them up into the air. A few more shots, and they’ll explode, leaving behind crystals, blood, and gibs. Her alt fire is a crystal that acts as a healing beacon, reviving allies within the “pulse” of the crystal. Very good for fast, long range revival. Also cool: When she crystalizes and enemy, if it makes contact with others they'll get covered in crystals as well, making it extremely effective for crowd control.

There’s also “Fuse” mode. This is basically like a bonus that can be activated by a player (when earned) and it affects the entire team. When in Fuse mode, your Fuse weapons will receive a substancial boost. Naya and Izzy get a massive increase in fire rate (without any overheating), Jacob can melt enemies instantly with one hit, and Dalton can send out an unlimited number of shield bursts that have a sizeable increase in range and damage (picture 10 enemies exploding into pink mist and gibs).
While it might sound like all of this is super OP, we were treated to nearly maxed out characters, so our experience was definitely different (read: easier) than people will likely get at home in the final version.

Grenades were "Fuse" grenades. When you toss one and it detonates, it isn't simply an explosion, rather fuse particles that will fly around the map and seek out enemies. When it comes in contact with them, they disintegrate. There were also canisters of "fuse" littered around the lab we played in. Detonating these would send fuse flying around, and the un-detonated orbs would bound around the map and explode.

I'll try to remember more, ask questions if you've got em, I guess.
 

Loudninja

Member
IGN impressions
I played the same 10-minute demo four times when I saw Fuse, once with each character. Each attempt played out radically different than the last. The characters function the same -- everyone is fast and nimble, so they hop up walls or over cover with admirable grace -- but their differences encourage separate play styles. As Naya, I would climb and traverse the environment (something anyone can do) to hack cameras I would later crystalize as Izzy. As Kimble, I’d hang back and pick off turret gunners and blow up walls, while storming into the fray as Dalton before sneaking through sewers changed the pace and feel of the same scenario. The common thread in each play through that impressed me most, though, was that everyone needed to adapt to the situation to keep each other safe. If you're not looking out for your friends, using their skills to your advantage, and capitalizing on your alien tech's powers, you're dead.
Fuse is as much about options and variety as it is personality and creativity. The clever ways characters work together will define the gameplay, and the charm of its funny and flawed heroes will give the narrative a fun identity. Excited though I am to play as friends, the notion of employing new strategies by jumping between all four in a single-player campaign is enticing as well.
http://www.ign.com/articles/2012/09/12/fuse-adapt-or-die-cooperate-and-conquer
 

Man

Member
Sounds like a lot of fun. Skill tree <3
Daltons shield is straight out R2 co-op, love that.

Seems like the Resistance 2 co-op/dungeon raiding very much spawned this game. Hopefully they will have elites etc.
 

Pooya

Member
press release by EA.

EA Partners and Award-Winning Insomniac Games Team Up to Deliver an Explosive 4-Person Co-Op Action Adventure Game with Fuse
A New Arms Race Begins when Fuse Launches March 2013

REDWOOD CITY, Calif.--(BUSINESS WIRE)-- What happens when humans take possession of volatile alien technology they were never meant to have? Today, Electronic Arts Inc. (NASDAQ: EA) and Insomniac Games announced Fuse&#8482;, a 4-person co-op action shooter that thrusts players into the roles of four elite, covert agents with their own unique skills and experimental weapons. Formerly known as Overstrike, Fuse allows gamers to play as Dalton Brooks, Izzy Sinclair, Jacob Kimble or Naya Deveraux as they fight to protect mankind from a deadly alien energy source known as Fuse. Fuse is the first multiplatform release from Insomniac Games, the world-class developer known for creating AAA blockbuster franchises like Ratchet & Clank and Resistance. Fuse is scheduled to launch in March 2013 in North America and Europe.

"Fuse demonstrates what Insomniac does best: outlandish and gruesome weapons design, over-the-top action and a touch of humor," said Insomniac Games' Founder and CEO, Ted Price. "We're especially excited to see how players utilize lethal teamwork by combining their Fuse weapons to stop a deadly arms race."

"EA is honored to be working with world-renowned developer, Insomniac Games, to bring their first multiplatform release to players everywhere," said Sinjin Bain, Vice President of EA Partners. "This studio is known for delivering high-quality, action-packed, and most importantly &#8212; fun &#8212; games. Fuse is on target to deliver that and more in March."

Fuse is a 4-person co-op, story-driven, action game where even solo players can experience the unique attributes of each agent by using the game's LEAP feature to switch between the four characters at will during combat. Each agent is equipped with unique skills and weapons not only integral for survival, but that also allows for unexpected and extraordinary results. Experimental Fuse weapons are powered by a volatile alien substance that gives players unique capabilities that expand their strategic options in and out of combat. Through lethal teamwork, players can complete objectives and kills to earn Fuse points for powerful upgrades. Players can also play online or offline and level up along unique character paths, allowing players to unlock more powerful Fuse-driven abilities as the game progresses. In addition, the game's progression system is unified between different play modes, allowing players to continue improving their agents regardless of how they play.


In Fuse, the members of contact team Overstrike 9 attempt to thwart a rogue paramilitary organization called Raven from stealing the Fuse source located deep within a classified government facility. Overstrike 9's pursuit of Raven will take them around the world, from the fortified desert facility to underwater bases, island strongholds, icy mountain peaks, palatial hideouts and beyond. Later, as the team closes in on Raven, another more sinister enemy reveals itself as a truly horrendous global threat.

Created and developed by Insomniac Games, Fuse will be available in March 2013 for the Xbox 360® video game and entertainment system and PlayStation®3 computer entertainment system. For more information on Fuse, please visit www.fusegame.com, and for the latest news visit www.facebook.com/fusegame or follow on Twitter at www.twitter.com/insomniacgames. Press assets are available at www.info.ea.com.
 

Aaron

Member
I see this bombing hard.
If they can copy Borderlands's game systems, maybe they can copy its success too. Decent co-op games sell truckloads. Why do you think EA is making another Army of Two?

Wait, this is an EA Partners game? It's completely fucked.
 

Seda

Member
The Verge/Polygon

As the game developed, Insomniac says the lighthearted visual tone of Overstrike didn't match what it was ultimately becoming: a mature, coop shooter with a more serious story centered around the Fuse element.

"We'd started off with a cartoony art style, but it just never felt like the stakes were that high," says Fuse creative director Brian Allgeier. "You really couldn't take anyone seriously. We actually evolved the style quite a bit just to get to the Overstrike trailer from E3 2011. We were still developing the characters, but there was a certain point where we were ready to go to press and get these characters in the trailer. And they were kind of pulling it out of our artists' hands."

...
 

Xater

Member
From the Polygon article: http://www.theverge.com/gaming/2012...-game-formerly-known-as-insomniacs-overstrike

A large percentage [of the team] was relieved that we were embracing a more mature existence because it was more relevant to the gamers we were targeting

Just admit you want that CoD/Gears/popular brown shooter money instead of doing something somewhat unique. My interest definitely is down the toilet at this point. Especially with this coming out in March. There are a bunch of alternatives.
 
Man, those screens do absolutely nothing for me. The gameplay sounds alright, but this game will completely fall off my radar after I close this thread.
 
So that's what happened to R2 co-op. I'm interested as long as it does indeed retain the lighthearted nature the original reveal conveyed. Not in the mood for more gritty, "serious" games.

Edit: Damn, that quote is discouraging. Why can't you have a bombastic, explosive shooter game with a comedic tone? It works for Ratchet & Clank, it works for Borderlands, and it works for Left4Dead.

Getting tired of developers thinking all games need to be taken seriously.
 

8byte

Banned

They must have played a different game from me. While it was darker, there was still humorous chatter from Dalton and co between waves / missions. Ted Price stated that the shift was made so as not to hold back the design and weapons. They didn't feel like the previous art style, coupled with massively destructive weapons (blood and gibs) meshed very well. I don't really recall him saying it was a more serious story though.
 

cw_sasuke

If all DLC came tied to $13 figurines, I'd consider all DLC to be free
<65K first npd month would be my guess. But i hope it`ll turn out well and become a sleeper hit...
 

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
R2 style co op? MOTHER EFFIN' SOLD!

And i guess that the legal issue is due some song or something like that.
 
It sounds like it could be fun but it sure as hell doesn't look fun in screenshots.

Yup.


Those screens aren't doing much for me. I look forward to seeing gameplay though. That original trailer looked like Pixar's Incredibles with a sci-fi shooter twist. These screens give me none of those feelings.
 

Xater

Member
They must have played a different game from me. While it was darker, there was still humorous chatter from Dalton and co between waves / missions. Ted Price stated that the shift was made so as not to hold back the design and weapons. They didn't feel like the previous art style, coupled with massively destructive weapons (blood and gibs) meshed very well. I don't really recall him saying it was a more serious story though.

Yeah because cartoony and being bloody did not work for TF2. Oh wait...

It just sounds like such a cop out.
 

thuway

Member
Sighhhhhhh....... I really liked the concept of the old game. I miss the light hearted Insomniac narrative :-/.
 

wrowa

Member
Optically it reminds me of Binary Domain.

It's this certain kind of visual style that has written "bomba" all over it, sadly.
 

AHA-Lambda

Member
March next year? FFS EA learn to spread out your damn games! Stop blowing your load so damn quick just to hit some fiscal year cutoff.
 

wrowa

Member
WHY? Why the fuck would you do that?
Why not play to your strengths as a studio and build a game that look unique and filled with humor?

It's even more disappointing when you've read the OP before where he claimed that the humour is still in place and that it's not another grim dark shooter. :/
 

8byte

Banned
Yeah because cartoony and being bloody did not work for TF2. Oh wait...

It just sounds like such a cop out.

Could you guys be more negative, lol.

The game was fun, the art style really wouldn't have changed that for me. Maybe if you're into that kind of thing more than mechanics and fun, sure. That said, the game is still light hearted when it comes to the teams writing and banter. It literally only felt like the art style shifted.
 

McBradders

NeoGAF: my new HOME
Game sounds great.

Screens look so fucking boring.

How can you go from the fun and vibrant art style of the first that was dripping with character to something that looks so fucking cookie cutter and absolutely indistinguishable from every other game this generation?

You can have a "dark and mature" story with stylized visuals. You really can. Also, saying your story is dark and mature... come the f on. Who does that get excited? Really? I'm guessing less people than this exciting new art direction.
 

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
About as generic as you could possibly shoot for. A Third Person Co-Op Shooter. There, you know everything there is to know.

Maybe the gameplay is slick as fuck, but it doesnt even have the interesting setting of something like Binary Domain to save it, and that bomba'd into the prehistoric age.
 

jstevenson

Sailor Stevenson
Lead platform?

Nope.

Yeah because cartoony and being bloody did not work for TF2. Oh wait...

It just sounds like such a cop out.

See the thing is, I don't actually think the style, outside of the weapons and perhaps some enemy design, has really changed that much. It's evolved, and it's a more grounded take on where we were. Still a lot of humor, character, development. It's a crazy story that isn't trying to be hyper realistic, just grounded and believable.
 

Xater

Member
Could you guys be more negative, lol.

The game was fun, the art style really wouldn't have changed that for me. Maybe if you're into that kind of thing more than mechanics and fun, sure. That said, the game is still light hearted when it comes to the teams writing and banter. It literally only felt like the art style shifted.

The problem is everything looks the fucking same these days. You could have told me these screens are from the next Killzone or maybe the new Binary Domain and it would not entirely seem unplausible.


See the thing is, I don't actually think the style, outside of the weapons and perhaps some enemy design, has really changed that much. It's evolved, and it's a more grounded take on where we were. Still a lot of humor, character, development. It's a crazy story that isn't trying to be hyper realistic, just grounded and believable.

I really think we have enough of that.
 
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