Mundfish Powerhouse - A New Creative Stable Launching with a Bang
This year’s festivities around what would normally be E3, now headlined by Summer Game Fest (but not over all other ‘fests’ also showcasing in the same calendar spot) netted a lot of great stuff. From stand out singular games, to unique announcements, to the arrival of upstart publishers with an eye to dominating the future, we simply weren’t without great information and engaging declarations of industry import. In the wake of it all, and casting an optimistic eye toward a creative future for gaming, this year had it all.
One such Checkout Basket of future endeavour caught our eye on the AAA ‘potential’ front, by way of Mundfish and its freshly-minted Mundfish Powerhouse publishing label. Not only will it be handling in-house projects such as the promising-looking Atomic Heart 2 and the very interesting The CUBE, but it will also be taking on support duties for a horror venture we’ve been champing at the rabied bit for since we knew it existed -- ILL. Below is a longer version of the stuff shown during the reveal calendar week, which is just under 15 minutes in length, but be sure to stay on this page for more on all three of these very promising and creative-looking titles.
Atomic Heart is obviously a known quantity, and while the OG’s story and narrative delivery didn’t live up to its technical presentation and creative visuals (or ambition), the world set before us was (and still is) genuinely full of promise and opportunity. That opportunity is what we feel is driving the next leg of this IP and hopefully the studio and its now publisher self paid as much attention to the critical feedback around the first release as needed. At least to address that stuff and deliver on all fronts moving forward. Still, even on the basic premise of ‘promise’ we’re all-in on a more open-ended approach to conflict and action with Atomic Heart 2. More engaging ways to move through the world and to understand more about what makes this alternate timeline tick already has us by the ghoulies, but it’s also the idea that this is no longer a singular entity game-universe, but rather one with infinite potential, as we can see in the other major announcement from Mundfish -- The CUBE.
So, first thoughts on The CUBE from us were 'are the devs asking themselves: “How do we disrupt the battle royale or shared-world FPS genres, and their respective makeups, without losing interested players along the way”? And then is the rest just… well, hopefully for them, underpants to profits'.
If we look to connected world games, such as Call of Duty and its BR spinoffs or, more ambitiously, EVE Vanguard and its connection to EVE Online, it’s not a stretch to consider that The CUBE will follow a similar route. More importantly, though, has Mundfish discovered the new secret sauce to combating the “shrinking play area” by way of an ever-changing one with its Rubik’s Cube spin (heh) on things? Interestingly, the game’s Fact Sheet cites non Battle Royale titles as more like-for-like experiences, specifically The Division series, Destiny, Warframe and, perhaps most grabbingly, Monster Hunter.
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