Fuse – Playstation 3

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Fuse - Playstation 3

FEATURED Fuse – Playstation 3

  • Over-the-top Action-Shooter action
  • Immersive storytelling ripe with humor
  • A unique blend of high-powered gadgets and futuristic weaponry
  • Powerful enemies
  • 4-player co-op play option

Set in the near-future, Fuse follows a team of four elite agents obliterating enemy strongholds using fringe-tech gadgets and lethal teamwork. The members of Overstrike 9 are comprised of an ex-mercenary, Interpol’s most wanted thief, a gifted young scientist and a decorated detective. Collectively, they are the agency’s outcasts. But a shadowy organization threatens to wipe out humankind. Thanks to each agent’s unique talents and a tendency to completely ignore protocol – Overstrike 9 is the only option left. Fuse blends developer Insomniac Games’ flair for exotic weaponry and immersive storytelling with a touch of humor in this 4 person co-op action game.

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2 thoughts on “Fuse – Playstation 3

  1. 23 of 28 people found the following review helpful
    3.0 out of 5 stars
    The world has been turned upside down- this just doesn’t feel like the Insomniac that we know, June 4, 2013
    G. Denick (Somersworth, New Hampshire) –
    (TOP 500 REVIEWER)

    = Fun:2.0 out of 5 stars 
    This review is from: Fuse – Playstation 3 (Video Game)
    This review is for the campaign, and I will be the first to admit, this is a DNF (Did Not Finish) for me. I just couldn’t bring myself to complete this game. It felt like work. It just wasn’t fun, and I felt like I was punishing myself to continue playing it just for the sake of completing it. So why am I reviewing this game, if I didn’t finish it? To hopefully spare you from blowing your hard earned $60 on it. Fans of Insomniac should steer clear of this one and wait for the next “Ratchet” or “Resistance”.

    As the title states, “Fuse” does not feel like a game by Insomniac, which is one of my favorite developers of all time (I’m a huge fan of “Ratchet”, “Resistance”, and “Spyro”). It does cover-based stop and pop gunplay, climbing/platforming, and “witty” dialogue… just like “Uncharted” and countless other games. But unlike “Uncharted”, everything just feels “off” in “Fuse”, and slogging through its mundane, military campaign was generally painful.

    Prior to this game’s release, if you were to have told me that Insomniac was going to release a title that wasn’t fun to play and that didn’t have a good story, I would not have believed you. “Fuse” has made me a believer- a believer that even Insomniac can drop the ball. This should be a warning to all developers that if you’re going to try to duplicate the success of “Uncharted” and “Gears”, you had better get your formula to a level where it can stand side by side with those games. This game feels like it was developed by some fly-by-night rookie developer on a shoestring budget, with a plot cooked up by teenage boys.

    Everyone is allowed to make mistakes, including heavyweights like Insomniac. I still root for them every day, and I just hope that this kind of tough guy nonsense is not the the new direction of the developer that brought us the wonderful universes of Spyro, Ratchet, and Nathan Hale.


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  2. 5 of 6 people found the following review helpful
    3.0 out of 5 stars
    Not great, not terrible, August 10, 2013
    AM (KS US) –

    = Fun:3.0 out of 5 stars 
    This review is from: Fuse – Playstation 3 (Video Game)

    Fuse provides an interesting mix of good and bad. It is clearly Insomniac making use of a lot of the code from the Resistance series:
    Things that crawl on the ground and then jump at you (Leapers) – check
    Occasional super-armored enemies with a weak spot on their back (Stalkers) – check
    Unstable, explosive orbs stacked in threes that you can shoot and cause explosions (Power Orbs) – check
    Other-world-tech powered weapons – check
    Enemies that expand on the definition of ‘bullet sponge’ – check
    Enemies behind mounted turrets that seem to hit you the second you stick your foot in the open – check
    Power cores that you have to shoot out to take something down (like at the end of Resistance) – check
    Enemies that can turn nearly invisible – check

    As a single person game this ranks as pretty good. The aiming seems a little awkward. It’s annoying that no matter what is happening your character runs at one speed when you’re controlling them. Regardless of how much urgency you feel to get to cover, your character can’t be made to respond accordingly. Your other 3 companions (who you can switch to at any time) are sometimes decent in helping to take out the swarms of enemies, and other times they are strangely incapable of hitting enemies right out in the open. This is especially annoying when you flank the soldiers with riot shields so that the other 3 characters have a free shot at them and somehow none of the soldiers are taken out.

    The campaign is enjoyable in terms of giving you plenty of targets to shoot at, but having to sink 15-25 shots in common soldiers gets old pretty quick. It’s amazing that all this cool Fuse-enhanced weaponry can’t do more damage. The weapons have some neat effects–Izzy’s gun can encase enemies in melanite (a crystal-like substance) giving you the chance to shatter them into pieces before they get out, but you still have to hit an enemy with at least a dozen shots to encase them. Dalton’s shield protects you from most weapons and can reflect damage back on enemies–but they have to be relatively close for that damage to be enacted. Jacob’s crossbow has the most immediate effect on target–often just 2 shots will take down most soldiers. Alternatively, you can fire a couple of shots into an area (hitting either enemies or nearby walls, where they ‘stick’) and then detonate them causing some fiery deaths–but the crossbow doesn’t hold that many rounds so you’ll spend as much time looking for ammo in the middle of a fight as you will actually fighting. Naya’s gun can cause enemies to implode into a black hole/singularity–this is by far my favorite weapon in the game. The nice thing is that you can tag multiple enemies with several shots and then finish one enemy off and the implosion will often chain to the other tagged enemies. The downside is that, like Izzy’s melanite gun, you’ll have to hit a target at least a dozen times in order to get this effect.

    This bullet-sponge tendency for enemies (which started with Resistance and seems to be something Insomniac keeps making worse) is extremely annoying. All this new-space-tech-infused weaponry and it can’t take out a riot shield? A common foot soldier takes a dozen or more rounds to take down–that’s a little difficult to believe. Izzy’s gun, it should be noted, is actually effective against riot shields–again you have to sink 15-20 shots into the riot shield to get it to work, but it does work. It’s even worse when you switch to the normal weapons like the Savager or Daybreaker, which are essentially rifles with normal bullets, where you’ll routinely have to sink about 20 shots into a soldier to kill him. I would much rather have twice the number of enemies then to have fewer enemies that I’m pelting with an absurd amount of ammo to take down.

    As a multi-player game it works a little better as your co-players can perform with more intelligence than the AI that the other 3 characters have when you’re on single-player mode. If everyone effectively learns the strengths of their characters it can be a fun time efficiently dispatching enemies.

    Of course there are some crazy annoyances, whether single or multi-player–the Leadfoot and Leadfire (and a few other enemies) that are encased in armor that seems resistant to everything have to be taken down by hitting the tank on their back. Just like the Stalkers in Resistance, it’s not just hitting the weak spot on the back that’s the challenge, it’s having to hit it several dozen times. More bullet-sponge, more annoyance. The Enforcer is another overly-armored enemy, but its weak spot is in the front, but only exposed when it performs certain actions. This creates another opportunity to frustratingly blow through a great deal of ammo to get very little result. You can take down an Enforcer by continually hitting them even when the weak spot is not exposed, but you’re chewing up a…

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