Fusion: Genesis Review

Where no MMO has gone before.

Version tested: Xbox 360

You know that feeling when you really want something to be better than it is, to the point that you're actively willing it to improve even as the sinking feeling in your gut tells you it's too late? That happens a lot in Fusion: Genesis.

Not, as the name would suggest, a revolution in shaving from Gillette, Fusion: Genesis is the first game from Starfire Studios, which already brings emotional baggage to the table. Starfire is made up of former Rare employees whose CVs encompass a whole host of classic games. It's a small indie startup, populated by alumni of a beloved developer, and they've got ambition to burn.

Too much ambition, if anything. It seems weird and wrong to criticise an indie developer for reaching too high, but there's no escaping the sense that while Fusion: Genesis offers a dazzling array of gameplay ideas, few of them have been given any real depth. It's a spacebound action RPG-slash-twin-stick shooter with MMO aspirations, a sprawling genre mashup that struggles to contain all its big ideas.

You start out as a lowly lab assistant, cast to the whims of the spaceways when your mentor is killed. All you have to your name are a dumpy little spaceship, the name of a contact at a nearby space station and a Sentient, a mysterious AI pod that hovers around your ship.

1

Even small, fast ships move slowly without boosting. The larger cruiser class ships barely move at all.

From here you're free to sign up with one of five factions, which tick all the obligatory boxes. The Consortium fulfils all your corporate capitalist needs, with the SunShadow Syndicate their criminal smuggler flipside. The forces of law and order are represented by the Praetoriate, a cadre of hardline space cops, and the Dominion, a loose analogue for Star Trek's Federation, Mass Effect's Citadel and any other galaxy-spanning bureaucracy you care to remember. Finally, there's the Revenant Order, providing the requisite splash of religious zealotry.

Each has their own range of spacecraft, their own ranking system and their own small tier of upgradeable abilities. They also have their own storylines, with plot-nudging missions becoming available over time, but it's here that one of the game's weaknesses becomes clear: the missions are deathly dull.

Obviously, the spaceship motif limits what sort of interactions are possible, but the dearth of entertaining scenarios becomes wearying long before you've reached rank 50, halfway towards the game's level cap.

Most missions can be completed in just a few minutes and involve little more than flying to a "SHIFT" gate, warping to another location, flying around, blasting some enemies, maybe performing some token interactions and flying back again. The fact that the missions have titles such as More Watch Duty or Another Stakeout (sadly not the Emilio Estevez movie) says it all - this is a game with all the grind of an MMO with few of the genre's benefits.

2

Students of Rare lore will get a chuckle out of a nebula called Miremare.

Too many of them don't even bother to hide their purpose as mindless busywork. At one point I got a "destroy space junk" mission three times in a row. Even as a Level 31 Praetoriate officer, one of the missions on offer required me to do nothing more than fly to three waypoints and press A. That took all of 45 seconds, but netted me a healthy chunk of XP and a few thousand credits.

With progress driven by such uninspired grinding, there's no need to delve into the optional but entirely surplus interactions available elsewhere. You can buy and sell cargo but with no variable economy between the different spaceports there's no point. Ditto for the emergent tasks offered by each faction. Smugglers can attack victims and steal their goods, while Praetoriate ships can scan for illegal items and criminal fugitives. The Dominion can commandeer other vessels. It's a nice touch, but the gameworld is so drab and lifeless that there's little incentive to make a career out of such ambient opportunities.

Balancing is also crude, with the majority of enemies falling to your attacks almost instantly. That is, until you come across an inexplicable difficulty spike when suddenly a seemingly identical foe packs an impenetrable shield and weaponry that cuts through you like butter. That's your cue to head back to the mission menu and get back to the grindstone.

There's so much going on in the game that there's often not enough room to adequately explain it all. There are at least three areas of the screen where important information briefly flickers past, while the menus are both opaque and slow to respond. Additional power-ups for your ship can be picked up, but are given no explanation. If you want to make use of your new "strong slow misdirector" you need to burrow through several menu layers, before discovering what it does and how you use it.

3

Missiles and beam weapons must be locked on before firing.

The Sentients are another promising idea, sold short by a game design being tugged in a dozen different directions. These AI assistants can be levelled up by mining crystals from asteroids and other space debris (aka "waiting next to them and pressing A") but, again, opacity creeps in. There are different colours of crystal. Do they provide different benefits to your Sentients? The game doesn't say, so you just set it to upgrade automatically and periodically check back into the menus to spend XP points on incremental improvements to abilities that are equally vaguely explained.

Levelled up Sentients can be bought and sold in an auction house, which operates in harmony with the WP7 mobile game Fusion: Sentient, but this is another element that feels superfluous. With only a few Sentient types to choose from, all of which get the job done without too much work, there's no pressing need to waste your in-game cash on someone else's leftovers.

Even the multiplayer element feels foggy and confused. Other gamers will share the same game space as you, and you can form squadrons of up to four players. Yet there's no way to track the members of your squadron, or to ensure that you're doing the same missions. At one point I found I'd picked up a teammate who promptly began doing different missions. As the game only allows one active quest at a time, that meant I couldn't choose what I wanted to do. Yet when I embarked on the quests my new partner had chosen, they were nowhere to be seen. As an MMO experience, it's sorely lacking.

A couple of bonus modes fare better. Legion War is a co-operative survival mode with tower defence overtones, as you defend Alpha Base from Dark Legion incursions. It's basic, but fits better with the online aspect than the main game. A PVP arena, only open to members of the Dominion and Revenant Order factions, also benefits from having much of the clutter from the rest of the game stripped away.

4

Sentients can act as tanks, healers or stat buffers.

There's no pleasure in finding fault with a well-intentioned game like Fusion: Genesis, but nor is it the sort of game that can be recommended with any confidence. It has good points - the visuals and music are both stunning, and the core concept manages to peek through the tangle to remind you why games like Elite and Freelancer endure - but for too much of its playing time you're doing nothing more exciting than flying sluggish spaceships through empty maps, performing rote tasks in a never ending search for more XP.

Those problems lie at the heart of a lot of MMO games, but Fusion: Genesis never gives you the immersion or sense of ownership needed to get past the drudgery. Spaceships purchased while playing for one faction are taken away should you switch sides, while the top-down viewpoint and absence of any meaningful characters mean you never make that all-important mental leap and imagine that there's a tiny digital you sitting in the cockpit. You're never inside the game's world, in the way a true MMO demands.

Had Starfire focussed on just a couple of elements rather than trying to be all things to all players, had it made the quests more varied, the progression more enticing, this could have been the start of something really special. As it stands, it's the epitome of a game trying to be a jack-of-all-trades, sadly mastering little.

5 / 10

Read the Eurogamer.net scoring policy

Comments (26) Latest comment 6 months ago

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  • woodnotes #1 7 months ago

    So even people who used to work for Rare can't make great games anymore.
  • Ror1984 #2 7 months ago

    A shame. I was hoping this would turn out well, especially considering the link-up with the WP7 game. Still, I'll give both trials a shot and see what I think.
  • Dizzy #3 7 months ago

    A raving preview and then this?
  • neilka #4 7 months ago

    Needs more waggle and/or arm waving.
  • L0cky #5 7 months ago

    @Dizzy Previews are about the concept; reviews are about the implementation.
  • ccfb #6 7 months ago

    @L0cky - yeah, right. Now go back, read the previews for this again and tell me they don't make positive value judgements on the implementation of their "vision".
  • cloudskipa #7 7 months ago

    I've played the (pretty generous) demo and while it's not exactly a classic it is however only 800 MS points. I think this review is good in an informative sense but a little overly critical, maybe it's because of who are behind it.

    I think it's well worth a punt for it's cheap and cheerful price, you get a lot of game for that money. I'd describe it as a cross between a space themed twin stick shooter (take your pick) and Dark Star One. It's not incredible sure and I'm far too busy playing Skyrim atm but I still think this is worth a buy. There's nothing else out there quite like it.
  • onegoodman #8 7 months ago

    I was going to get this and stopped by Microsoft because my money isn't good enough to buy the extra 500 points needed to get it. Thanks MS it looks like you did me a favour!
  • killuminati2911 #9 7 months ago

    I guess that they needed more time, thought it would be out next year sometimes instead than now
  • agparrot #10 7 months ago

    Well, I've been playing it the last couple of evenings, and it's brilliant once you get into the co-op bits, and I'm itching to have a go at the PVP bits. The game itself draws heavily on a lot of sci-fi references, and it has the gaming standard loot-a-thon thing going for it.

    There is no denying that the game doesn't tell you anything about what anything does or how to use it or how to level things up or how to improve your skills or what the different crystals do or that you can generate a whole new set of random encounter missions just by flicking the right and left triggers in the mission selection screens.

    The co-op, whilst brilliant fun, is counter-intuitive to instigate, and the concept of squadrons and joined games is all a bit ephemeral. It is brilliant once you get playing it though.

    However, this isn't a 5 out of 10 game, despite those faults. The lack of meaningful instructions actually seems to make it more rewarding when you figure something out, and is the same criticism you can level at a host of recently released boxed games that don't include manuals.

    The deep and broad menus have certainly not been designed with any real refinement, either, making even equipping modules an exercise in uncertainty.

    It's still brilliant, though, and a real change of pace and style from anything else on the XBLA. It's like Too Human meets a hybrid, console version of Eve and Elite. It is a kind of Space version of Torchlight, with co-op and PVP.

    At 800 points, it is content rich, too.
  • RedSparrows #11 7 months ago

    I agree with agparrot.

    The game is not perfect, and it certainly suffers in some regards. I also WANT it to be more than it is, and so I am willing to overlook some issues.

    However, when it works it really does. I don't think it's trying to be a master of too many trades, more that if you only play SP and don't actively seek a change up, then it will get dull. No denying that. The side-missions in solo are pretty dull. The story/faction story missions are much more interesting, but the system to unlock them is a little boring, considering it requires you to do the side quests.

    However, the interaction and co-op stuff is great fun, and the PvP is good thusfar - there are so many abilities that actually, fights tend to play out quite interestingly. You didn't mention the Raid at the end-game either, which seems like fun from what I've heard.

    As for some other points - you don't make a career out of said ambient opportunities. They are just that - opportunities. It's a little touch in order to get XP. The game's other chief flaw is a focus on XP over all, but if you're happy for an XP action RPG title to do that, then I'm not sure that's really a problem. Not brilliant game design, but considering people love CoD for it, meh!

    Yeah, it needs some tweaks - the economy should be more than it is... but at the same time, why did you expect different? It's NOT Freelancer or Elite, but it's LIKE them in some respects. Do prices change by region when you sell your loot in WoW?

    Social interaction needs some form of guild/clan structure too.

    /ramble

    In conclusion: it's a very ambitious game, and yes, perhaps too ambitious. But it's more focused than this review suggests, and if you're willing to engage with its duller sides, which are by no means unredeemable or shoved down your throat for hours at a time, it's a game well worth exploring and supporting. The more people online the better, for everyone will be able to do more stuff.

    5/10 is harsh, in conclusion, but a decent review anyway.

    Edit: the 'sluggish' ships thing is a criticism I've read elsewhere. I positively fly with my afterburner going. The cruisers are slower, obviously, but even they rocket with their burners going, and the burners are almost always on.
    Edited by RedSparrows at 11/11/11 @ 15:04
  • Gastrian #12 7 months ago

    Post deleted at 17:56:43 13-04-2012
  • RedSparrows #13 7 months ago

    Yeah, the lack of tutorials is really odd, and potentially extremely infuriating.

    However, I have run in to 0 issues because of it. Again, not great design, but the game isn't mindbogglingly complex. Just a bit more than usual.
  • DFawkes #14 7 months ago

    Absolute XBLA Game of the Year for me, it's just incredible how much scope there is. It gives you so much to do, so many challenges to complete, so many places to explore and lots of ships, weapons and skills to unlock it can be dizzying!

    I could see the lack of hand-holding putting some people off, but it really is worth sticking with it - once you've got your head around certain things like how Sentient's work and to actually read the mission text (I did have difficulty a couple of times where I skipped the text that suggesting :)

    There's not even that much grinding early on - you could easily avoid having to ever repeat a mission within the first 15 or so hours by working for the separate factions. Don't be scared to switch from one to the other, you can switch right back without penalty and even though you have to buy new ships per faction, you get to keep your skills. Having trouble with a Consortium mission? How about switching to the Syndicate for a while to unlock and upgrade their Cloak ability?

    I've only just scratched the surface and have so much more to do, yet almost all of my grinding was voluntary and completely non-mandatory, just so I could afford some entirely optional weapons change. Hope to see some DLC in the future. Nice work Starfire Studios!
  • RedSparrows #15 7 months ago

    The faction changing is another example of the game being a bit odd, but good in its way.

    Ships aren't important. Your skills are. You can change at any time, and that's a bit odd too.

    One downdside of it, however, and it's a really odd one, is that you can't co-op with chums of a different faction. However, given how easy it is to change, it's not tooo bad. But it's one reason why a clan system would be good, because then people could band together in their favourite factions and have wars.
  • peppebar #16 7 months ago

    Is a great game despite the lack of a tutorial-and yes, crystals give different abilities to the sentients. The four colours improve their level but you need to mix them to obtain a black one, each one of that gives points to add to their abilities. The same way to obtain a purple one, needed to cancel pilot's abilities.
    The only little complain is for the short and easy missions, the other things work very well. I think that is a very good game, despite I haven't tried yet the pvp and pve section.
  • WinterSnowblind #17 7 months ago

    @woodnotes Rare made three great games on the 360. They resorted to avatar and kinect games because nobody bought them. And while EG may not have liked this game, a lot of gamers seem to love it.

    Rare's downfall was because of people like you refusing to play the great games they did release. Don't blame the developers themselves.
  • agparrot #18 7 months ago

    I don't think there's anything wrong with Dan Whitehead's score, it is obviously his personal interpretation of it, but as with Dead Island, I guess I just play games in a really different way to him, because mixing up the Story missions with a bit of co-op 'grinding' (where grinding is tooling up a bunch of spaceships and shooting things with other people) is an absolute joy, and anyone who has ever played a game without an instruction manual, you know in the olden days when Commodore 64's had rife tape-to-tape copying, won't feel at all out of place drilling down through the comprehensive back-button-menu to figure out what everything does for yourself.

    The lack of direction in guiding the player, early on, from the game is a pretty major omission, and perhaps one it should be marked down for, but actually underneath the extremely pretty, great-sounding interface is a satisfyingly diverse title that has had no trouble in immersing me in the cockpit, even though that connection clearly never happened for Dan W.

    You do need the sort of eagle-eyesight you would use for Renegade Ops and Gatling Gears, as some of the dropped cargo containers, or mined minerals and pickups, do appear to be very small on the screen, as are some of the missiles you should probably be trying to dodge.
  • Gastrian #19 6 months ago

    Post deleted at 17:56:43 13-04-2012
  • kazuya69 #20 6 months ago

    Post deleted at 09:51:24 12-12-2011
  • Tiedemann #21 6 months ago

    If you change faction, do you loose the faction skills you acquired then?
  • RedSparrows #22 6 months ago

    @Tiedemann

    No. You keep all, skills, loot, XP, sentients, everything but the ship. You can store all your ships in respective faction hangars, so they're just waiting for you upon your return.
  • Tiedemann #23 6 months ago

  • RedSparrows #24 6 months ago

    @Tiedemann No worries. Have got a site for this game at www.theconvocation.org. Forum includes a game manual!
  • Tiedemann #25 6 months ago

    @RedSparrows Nice. Lots of small details I've missed before.
  • Madder-Max #26 6 months ago

    there are some postive reviews of this lying around the net and some really good feedback. very tempted by this game. Anyone else playing it atm?