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Showing posts with label Maximum Games. Show all posts
Showing posts with label Maximum Games. Show all posts

Fobia: St. Dinfna Hotel Review

Fobia: St. Dinfna Hotel by developer Pulsatrix Studios and publisher Maximum GamesMicrosoft Xbox One review written by David with a copy provided by the publisher.

Estimated Reading Time: 6 minutes. 



I’ve had some funky experiences with hotels, but this might be the first one I actually sit down and write about with Fobia: St Dinfna Hotel from developer Pulsatrix Studios and publisher Maximum Games, a horror homage with immaculate vibes.

When I was younger I played a fair bit of old horror games, despite not being a genre fan. Gore has always made me uncomfortable, and a lot of horror movies and recent games have landed off my radar because of it. Horror is a fantastic art medium though, crossing boundaries of genre, culture, language, and social taboo varying from the all-too-real to the entirely absurd in its execution, sometimes intending the opposite and finding gold, sometimes making exactly what was intended and flopping hard because that’s how Art goes.

The old Resident Evil games were big in my social circle, Silent Hill as well, and I remember my sister and I spending weeks staring through the camera lens in Fatal Frame. I found that Horror had more going on as time went by though. These movies explored things where we weren’t comfortable talking about or showing outright, or things social codes kept us from showing in certain ways. I got older and found I Have No Mouth and I Must Scream, as an adult I questioned existence with SOMA. Today, I question the nature of Free Will with Fobia: St Dinfna Hotel.


I love the journal's aesthetic so much I'm stealing it for my real one.

Roberto Lopes is a journalist who visits Treze Trilhas, a village in the Brazilian countryside, home of the fine St. Dinfna Hotel, a bit of a tourist spot, but with a series of disappearances over the years. He’s fed the lead by a woman named Stephanie, shows up to find she’s not at the hotel like she said she would be, and finds his way to his room to be bored for a week. Roberto keeps some notes of what little he can find here, starting with the disappearance of private investigator João Luis in 1960. This is not the modern mystery he'd been led to believe, as he'd found out over that week of empty-handed digging.

After that week, he finds some sort of anomaly in his room’s bathtub, and is knocked out, only to wake up in his room sometime later, the place ransacked. There’s a cool camera still here though, and looking through it shows a different reality; past, present, parallel is unclear, of the room you’re in, and free passages that are blocked in the mundane world. Disappointingly, the camera has no picture-taking ability in-game.

Inventory management is the biggest key in Fobia, and you add slots with different bags and camera pouches stashed throughout the hotel. They add up quickly at first, and then every new slot feels necessary, especially if you keep your eyes peeled and your mind sharp. There are puzzles connected to what seems like more rooms than not, and I’ve definitely not found or solved them all. That might be underselling the need for patience with this game though. Just like many that came before it, this horror mystery includes a lot of backtracking. More if you manage your inventory tightly or keep a lot of saves, both of which become increasingly accessible as the game goes on.


The Hotel's Pianist had a very bad year.

A phone rings and you hear the voice of the reason you’re here: Stephanie. She informs you that you disappeared a year prior, and that you need to get to the first floor library. This involves a few basic but well done puzzles to get you going on the main story. Some creepo humanoid mobs appear so I highly recommend keeping the pistol on you throughout the game to deal with (and listening to the diegetic advice, it’s there for good reason).

Note that it is not just simple or obvious puzzles here, they just don’t wall you off from progressing through the game with them. Those get more interesting as the game goes too, taking your progress as acknowledgement that you’re ready to get those gears going. You need that ammo, those bandages, the key to that lock, and how do I open these stinking chains (With bolt cutters that you’ll get way later. No, the crowbar/pistol/shotgun/ThingYouWannaTry won’t do it), and these problems, including the bolt cutter, are solved primarily through world-interaction puzzles spanning both realities and in some cases, the entirety of the hotel.

Like the medium it asks its questions through, Fobia: St Dinfna Hotel stands firmly in homage to the giants whose shoulders it stands on. From the gunplay to the cheesy voice acting (in English at least), to the way you interact with the world and manage your inventory, everything about this game feels intuitive. I’ve not played those horror classics in a decade or more, nothing like them really, and I was able to slip smoothly into the operations of this one, the familiarity bringing me that much deeper into the game, and making the intent of some easter eggs that much more appreciated.


Standing in the same spot, the camera can sometimes drastically alter the landscape, and sometimes it keeps the same paths obstructed

Everything flows so smoothly together, showing you exactly what it is and how your next dozen or so hours will be going. Including trying to figure out which squelches are creepy spider things coming to snatch your precious health, which ones are something in the sound design, and which ones are how many times is something going to fall over before I stop screaming like a child at it?

There’s a Big Nasty you run into a few times early in the game, you meet him first in the prologue, where you actually play as João briefly. You can’t kill him, not yet, just run. Shoot at his arm/light and stun him if you need to, but when the game tells me to just run, I follow its advice too. His name is Aquiles, and he grew up here. He’s got a wild story, and you find out about it once you finally leave the hotel, dropping down into a basement research lab where you find plenty of half-formed monster corpses, notes, a final showdown with Aquiles, and questions with the man whose memories from 1910 you’ve walked through between sections. You’ve seen what happens. You’ll see it again. Você não tem escolha.

An homage to the mysterious survival horror history we've got with an amazing sense of creeping dread and lonely helplessness despite your victories; Fobia: St Dinfna Hotel delivers on all fronts with a slice of perfect ambience.

Score: 9 / 10


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In Nightmare - PS5 Review

In Nightmare by developer Beijing Magic Fish Technology Co., Ltd. and publisher Maximum GamesSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 5 minutes.


In Nightmare, by Beijing Magic Fish Technology and Maximum Games, is a dark horror puzzle based adventure of a youth named Billy who is trapped within their own subconscious. It'll be up to you and their dream spirit to help them escape this nightmarish dream world filled with creatures and horrible memories simply adding fuel to the fire.

While seemingly dark and gloomy, In Nightmare is actually really nice to look at. While the very dark color palette may seem like it would be hard to see anything, there’s plenty of texture to be able to see and appreciate the world that has been built for this intricate and perhaps too well designed nightmarish journey. The only thing to mention in regards to the very darkly designed adventure is that it’s really hard to play in the daylight. Unless you have thick curtains to pull over the windows, I would suggest waiting for the evening or heading into the basement which only adds to the creepy atmosphere.


For the adventure itself though, puzzles, love them or hate them, get them off the bat or scratching your head in confusion, are not for everyone. The harder they are, the more frustrations that can come through. Estimated at about 8-10 hours, I blew right past that number as I often found myself wondering how the hell I was going to make it through some of the challenges set before me as there’s often not a lot to go on.

This is perhaps where I had the disconnect. There is nothing wrong with this approach when it is done right as it forces you to really look through your environment to not miss anything. Adding an extra level of difficulty is that sometimes you are forced to sneak carefully through and not alert the monsters, while in others, you are running for Billy’s life and there’s nowhere to hide. The only way out is forwards. Or at least you hope it is. To do this, you’ll be moving Billy around with the left stick and can use the “O” button to inspect items and interact with switches.

Adding a bit of twin-stick mechanics, you’ll also have access to Billy’s dream spirit. This butterfly-like creature can shine light through the darkness, use sonar to see where enemies could be in relation to Billy, and inspect things such as objects, floors and walls not currently perceptible to the human eye. Shining light in the darkness allows for you to better see where you’re going and what the footing is like as well as see further ahead and if it’s safe to move there or if it's a dead end while running for Billy’s life.

Switching from shining through the darkness to inspecting what is hidden to the eye, this becomes more and more necessary as time moves on. Items required to push forward such as fuses and cables to get a door back up and running are just as important as “upgrades” to enhance your spirit’s abilities as well as Billy’s own stamina as there is a lot of running away to be done. It’s not simply items and secrets though, you’ll also have to inspect your footing forward often as the paths ahead are invisible and you won’t want to fall off.

This all works really well as the controls are well designed and never get over complicated. Where the issues and the disconnect come in is that you’ll not only have very little to go on, sometimes you’ll have nothing and you have to just “guess” in order to get it right. With some of the puzzles, this is fine when you have nothing to go on and the puzzle is self explanatory. With others though? It could take me 30-40 minutes to figure it out and even then I was left looking at the screen wondering how anyone was supposed to figure that out. Looking at the “escape the room through the right door” puzzle.

Which leaves me in a weird place. On one hand, I appreciated the difficulty and the presentation of In Nightmare as you can clearly see the work that went into it. Not only do you guide Billy through this ever evolving nightmare, but you also get glimpses of how this nightmare came to be with notes and ghost-like flashbacks to what’s happened in the real world. Parents fighting, divorcing, new step-parents wanting nothing to do with them, teachers not wanting a child from a divorced family in their class as it would “ruin” the school's reputation, physical bullying and the list goes on.

On the other hand, you have super complicated puzzles that just break the flow as it can take a ridiculous amount of time to figure each of these out. The carefully required balance for the give and take just wasn’t there and it turned an interesting journey into what felt more like a chore to see it through. The enjoyment because of this break in the flow was simply no longer there.

Summary

So overall, In Nightmare does a lot of things right and never overcomplicates its mechanics while helping Billy escape this world of nightmares. On the other hand, the puzzles are often simply too complicated and when combined with chapters that can take hours to complete, the flow of the adventure is just not there causing more frustration than enjoyment.

Score: 6.5 / 10


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Curved Space - XB1 Review


Curved Space
by developer Only By Midnight Ltd. and publisher Maximum GamesMicrosoft Xbox One review written by Nick with a copy provided by the publisher.

Estimated reading time: 5 minutes


Curved Space is a fun shoot-‘em-up that took me just a bit of time to warm up to, but once I did I could appreciate its novel approach to the genre, bringing something new to the table. Curved Space is a twin-stick shooter at heart, but actually makes the environment something you coast over as opposed to simply dodging it at the tops and bottoms of the screen. The formula works more often than not.

To start with, Curved Space is visually very cool to look at, simply because you have a slightly different perspective than most shooters. It was like someone took the concept of twin-stick shooters like Super Stardust HD and brought the camera down closer to the ship and added texture to the landscape. In shooters like the aforementioned Super Stardust HD, you generally zip around a large orb-like body, using one stick to steer and the other to shoot at enemies.

The same holds true here, but instead of the ten mile overview of the action, the camera is brought down closer to and behind your ship as you zip around these surfaces, which have bumps and nuance given the terrain a bit more to do here than in your standard side scroller where you are simply avoiding contact with terrain because it will kill you. It took a bit for me to wrap (pun intended) my head around the concept, but once it clicked - Curved Space is a lot of fun.

Beyond this novel bit of gameplay and presentation, Curved Space is pretty much standard fair for the shooter genre. There is actually a pretty cool story (something of a novelty in these arcade style titles) that can take a few unexpected twists and turns while encouraging some replay with different endings. There is also a nice variety of weapons that beg for experimentation, from lasers to flamethrowers and more. Additionally, there are two unique extra attacks provided.

One is a hyper mode that allows you unlimited ammo of your chosen weapon for a brief time, allowing you to roll out a lot of carnage for a bit. The other is a sort of tethering system that allows you to bind enemies to anchor points in the stage (and to one another in a chain) that drains them and fuels the previously discussed overdrive ability. It also keeps them in place, making them easier to shoot down later.

The soundtrack and overall audio effects range from decent to great depending on the stage. While I didn’t necessarily get any of the songs lodged in my head once I turned Curved Space off, they were generally the sort of fast-paced tracks the complemented the frenetic pacing of the gameplay. The narrative with its various endings and twists are supported by some solid voice acting – again, not normally a hallmark for this genre but welcome all the same. This combined with the visual style make Curved Space pleasant to play, even if it’s not a technical marvel on the presentation front.

There are small things that hold Curved Space back a bit though as well. Shoot-‘em-ups often rely on visibility. You see the obstacles and the enemies and perhaps most importantly, the bullets, coming at you from all sides. The forced perspective from where the camera is at does sometimes make it so I don’t quite have as good a view of my periphery as I would have liked, leading to some annoying deaths that I literally didn’t see coming once in a while.

Also some of the stages can be a bit tedious by the end of the level as you are trying to hunt down the remaining enemies and don’t quite have a great feel for where they are at on the field in relation to you. These are both fairly minor quibbles, but one that did drain some of the excitement out of the gameplay for me here and there.

Summary

Curved Space deserves credit for doing something interesting with its camera angle and use of landscape in a genre that doesn’t see a ton of innovation these days. The decent collection of enemies and solid number of weapons help to add some variety to what was otherwise somewhat slightly repetitive gameplay a few hours in. All of this is ably assisted though by a solid narrative told by some good voice acting that provides some replay value through its multiple endings. Curved Space is unlikely to bring new fans to the genre, but those who enjoy a good shooter should enjoy this offering.

Score: 7 / 10








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Monster Truck Championship - PS5 Review

Monster Truck Championship by developer Teyon and publishers Bigben Interactive, Maximum GamesSony Playstation 5 Review written by Nick with a copy provided by the publisher.

Estimated reading time: 7 minutes


Monster Truck Championship is a surprisingly accessible game where it pays to smash into things as you zip around tracks and large arenas filled with obstacles. It has a strange mix of arcade action with simulator settings that allow you to start racing immediately or dig into the many different options you can use to tweak your experience. Monster Truck Championship may not be the deepest racing game out there, but fans of the genre should still find plenty to enjoy here.

Having already released on consoles and PC several months ago, Monster Truck Championship is now getting a nex-gen update. With it comes higher resolutions and smoother frames-per-second, though in terms of content you’re still getting the same options as you did on the prior platforms. To that end, there are quite a few different circuits (over two dozen), plenty of vehicles (over a dozen) and a handful of different events to take part in as well s both single player and online multiplayer modes. All of this variety is certainly welcome, as one of Monster Truck Championship’s greatest strengths is also one of its more notable weaknesses.
 


Many racing games can be difficult to get the hang of, and I honestly expected Monster Truck Championship to be among those. The very nature and shape of these tall vehicles makes them handle quite differently than sleeker, track-ready racing cars. The other huge difference is now the steering works, as most racing games only have you controlling your front wheels, but Monster Truck Championship sees you using the left stick for your front wheels and the right stick for your two back wheels. This makes for some interesting moments as you can turn sharply – perhaps too sharply at times – when you need to, and also can be used to help throw your truck’s substantial weight around in different ways.

This weight is actually quite important, especially in the Destruction and Freestyle events. These two events put your truck into an arena where you earn points by doing tricks and destroying smaller objects. As you might expect, in the Destruction mode, the focus is on breaking things. Running over cars, crashing through trailers, squashing traffic cones and more help you accumulate large scores while also doing tricks. Freestyle’s focus is more heavily centered on the tricks, and while you still have some objects like cars you can crush like grapes, the focus is more on getting big air with ramps and doing barrel rolls, flips and wheelies on your way to combining different tricks into high scores.
 


Race, time-trial and drag racing comprise the other three events, and those are pretty much exactly what you would expect. Go fast, go faster than your opponents. Unlike the prior two events, this is less about style and more about substance and finishing as quickly as possible. Here – especially in ‘Race’ mode, you have the AI directly obstructing you more, as opposed to the more arena-like first two modes I discussed, where you are solo and trying to simply get a higher score than everyone else. During the Race mode in particular, I found myself frequently smashing into my opponents, trying to get them out of my way, spinning them around, so I could take and keep my lead. Of course, it is very easy to find yourself spun out too – especially on turns. These are large vehicles and they lack precision turning and acceleration at times.

The career mode offers some RPG_like progression elements, from hiring members to your team to help with vehicle performance or making / saving money for events. Like many racing games, this mode allows you to earn money, which is later used to buy improved gear for your trucks or to put your own personal touches on how the vehicles look. For better and for worse, Monster Truck Championship actually feels very familiar on this front, as it is something most racing games provide. The various selections are neither the deepest nor the most shallow I have seen. For those who really do enjoy digging into the details however, there are numerous customizations you can put your truck through. These combined with the unique front / rear wheel steering give you a great deal of control over how your preferred truck handles.
 


In terms of the audio and video presentation, it’s all fine. I never felt particularly blown away by vehicle details nor environments, but I don’t recall ever thinking they were bad either. Probably my favorite visual flare is when trucks smash into one another and things start falling apart. There is an option to let this damage actually impact your truck’s performance, or you can just keep it cosmetic. Ditto the music and sound effects. I felt like the audio did its job, but never quite reached any sort of memorable status for me.

Given the somewhat unique nature of these hulking trucks, there was a bit of a learning curve as I figured out when to best barrel ahead full speed or when I needed to slow down for multiple colliding trucks or easing through turns. Most racing games just make you want to hold down the accelerator full-blast from start to finish, but that is simply not an option here as you will undoubtedly spin out of control if you follow that tactic.

Monster Truck Championship is pretty easy to pick up, despite its vehicles being quite different from most traditional racing games. The events and options are fun enough, and I thoroughly enjoyed the career mode as it provided me an opportunity to unlock more content. That being said, the production values are simply good, not great and the pacing of the larger trucks and slower events may not appeal to all fans of racing games, as some people simply want to go as fast as possible and not worry about things like tricks or damage bonuses. Monster Truck Championship is not going to be for every racing gamer out there, but I came away having enjoyed my time with it.


Score: 7.5 / 10


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The Surge 2 Launches September 24th




September 13, 2019 - The Surge 2: Experience the beginning of the end for Humanity in the new Story Trailer

In The Surge 2 on September 24, life on earth as we know it is coming to an end. Deck13’s latest hardcore action-RPG entry begins after the deFrag nanovirus strikes following the launch of a Utopia rocket. In Jericho City, one lone warrior - you - must fight through hell, high water, and amnesia to discover the truth about the virus, the city, and much more. Experience the start of this story in the new trailer, released today.

Here, we meet our hero, and many of the inhabitants of Jericho City. Nano-cultists run rampant through the streets, harvesting everything they can from the environment for their mysterious ends. The government forces of A.I.D attempt to maintain a stranglehold on the city with violent means. All the while, Athena, a girl with whom you have a special connection, leads you through the streets to a destination unknown.

This mystery accompanies gameplay that refines and enhances the Surge formula, bringing new weapons, new gadgets, enhanced ranged combat, additional implants, and much more. Dismemberment and limb-targeting still form the backbone of how you fight, loot, and choose your loadout, but with more options than ever before.

Pre-orders are now available on PlayStation 4, Xbox One, and PC, and come with the URBN Gear Pack, which includes a new armor set, two new weapons, and other cosmetics and equipment. The Surge 2 releases September 24.


About the game

After the success of The Surge, the hardcore Action RPG released in May 2017 on PlayStation 4, Xbox One and PC, Focus Home Interactive and Deck 13 are happy to announce the renewal of their partnership and the development of The Surge 2, with a release date planned for September 24, 2019 on PlayStation 4, Xbox One and PC.

The Surge 2 keeps what fans and critics loved about the original – hardcore combat utilizing a unique, dynamic limb targeting system and deep character progression – while also expanding greatly upon the formula. The Surge 2 takes place in a brand new environment: a sprawling, devastated city with larger and more ambitious level design, made possible by Deck13’s upgraded and improved engine. Combat is more brutal and tactical than ever, with even more options thanks to an expanded limb targeting system. In addition, more abilities, weapons, implants, and drones give players a vast arsenal to build their character with, in their fight against the array of diverse new enemies and bosses.

The Surge 2 will release on September 24, 2019 on PlayStation 4, Xbox One and PC.

Key Features

  • New entry in the acclaimed Action-RPG franchise.
  • Hardcore, brutal, and unforgiving melee combat.
  • Spectacular fights against deadly foes and colossal bosses.
  • Improved loot, limb-targeting, and progression mechanics.
  • Hundreds of ways to customize your character and their exo-rig.


About Deck 13

Deck13 Interactive is one of Germany’s leading developers with more than 18 years of experience. With over 60 employees located in Frankfurt, Deck13 Interactive has developed upwards of 20 titles, including major releases such as The Surge and Lords of the Fallen. Currently the team is working on The Surge 2.

More information on the website: www.deck13.de      

About Nvidia

NVIDIA's (NASDAQ: NVDA) invention of the GPU in 1999 sparked the growth of the PC gaming market, redefined modern computer graphics and revolutionized parallel computing. More recently, GPU deep learning ignited modern AI -- the next era of computing -- with the GPU acting as the brain of computers, robots and self-driving cars that can perceive and understand the world. Today, NVIDIA is increasingly known as "the AI computing company."

More information on the website: www.nvidia.com          

About Maximum Games

Maximum Games ranks as a top 15 global video game publisher of interactive digital entertainment spanning all genres and supporting multi-platforms. The company's mission is to provide a proven and strong hands-on approach to publishing, marketing and distribution. Established in 2009, the company is led by female entrepreneur Christina Seelye, a seasoned executive of digital consumer products and channel marketing. Under Seelye's leadership, the company has been recognized with numerous awards such as “Fastest Growing Tech Company” by American Business Awards, and has made the Inc. 5000 list of Fastest Growing Private Companies for the past two years. Maximum Games has offices in both the US and UK, and continues to expand its scope of global publishing and distribution via direct reach and strategic partnerships.

More information on the website: www.maximumgames.com

About Focus Home Interactive

Focus Home Interactive is a French publisher based in Paris, France. Known for the quality, diversity and originality of its catalogue, Focus has published and distributed original titles (A Plague Tale: Innocence, Vampyr, Farming Simulator, Call of Cthulhu, Insurgency: Sandstorm, MudRunner, GreedFall…) that have become benchmark titles worldwide, available both in store and for download across the world. Focus publishes games on all major platforms, consoles and PC. The publisher's catalogue will get even richer the coming months and years with eagerly awaited games such as The Surge 2, SnowRunner and many more.

More information on the website: www.focus-home.com
   


Article by Susan N.
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Brand New Story Trailer for GreedFall


June 06, 2019 - GreedFall's Story Trailer is here: forge your destiny in a mysterious new world

GreedFall, the latest RPG from Spiders, invites you to explore the magical island of Teer Fradee in its E3 Story Trailer. Emphasizing freedom and player choice, forge your own destiny when GreedFall releases in September 2019 on PlayStation 4, Xbox One and PC.

Today’s trailer dives into GreedFall’s epic story and setting, as settlers, mercenaries and treasure hunters depart the old continent to converge on a remote island seeping with magic – rumored to be filled with riches and lost secrets. On the hunt for a cure to save your home continent from a devastating disease, you find yourself in the middle of ever-increasing tensions between the invading settlers and the local natives protected by supernatural Guardians, manifestation of the island’s magic.

You can progress and succeed in quests through a multitude of paths. Whether utilizing combat, diplomacy or deception, the way you reach your objectives depends on your choices and how you choose to develop your character. The island of GreedFall is a living, ever-evolving world. Your actions, from seemingly trivial choices to the most important political decisions, will influence its course and, ultimately, shape your story.

GreedFall releases September 2019 on PlayStation 4, Xbox One and PC. Steam page and wishlist option are now live! For more information, visit www.greedfall.com.


About Spiders


Spiders is an independent video game development studio based in Paris, France. Founded in 2008 the studio specializes in the creation of Action-RPG games on PC and consoles. To date, Spiders has developed and released games like Of Orcs and Men, and original creations including Faery: Legends of Avalon, Mars War Logs, Bound by Flame and The Technomancer. Spiders continues to work on original licences, and is currently developing GreedFall, a new core RPG for PlayStation 4, Xbox One and PC.

More information on the website: www.spiders-games.com  

About Maximum Games


Maximum Games ranks as a top 15 global video game publisher of interactive digital entertainment spanning all genres and supporting multi-platforms. The company's mission is to provide a proven and strong hands-on approach to publishing, marketing and distribution. Established in 2009, the company is led by female entrepreneur Christina Seelye, a seasoned executive of digital consumer products and channel marketing. Under Seelye's leadership, the company has been recognized with numerous awards such as “Fastest Growing Tech Company” by American Business Awards, and has made the Inc. 5000 list of Fastest Growing Private Companies for the past two years. Maximum Games has offices in both the US and UK, and continues to expand its scope of global publishing and distribution via direct reach and strategic partnerships.

More information on the website: www.maximumgames.com   

About Focus Home Interactive


Focus Home Interactive is a French publisher based in Paris, France. Known for the quality, diversity and originality of its catalogue, Focus has published and distributed original titles (Vampyr, Farming Simulator, Call of Cthulhu, Insurgency: Sandstorm,…) that have become benchmark titles worldwide, available both in store and for download across the world. Focus publishes games on all major platforms, consoles and PC. The publisher's catalogue will get even richer the coming months and years with eagerly awaited games such as The Surge 2, MudRunner 2, GreedFall and many more.

More information on the website: www.focus-home.com
   



Article by Susan N.
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Week in Review - July 10th to the 14th



The week started off with our Review of Black the Fall from Sand Sailor Studios. It's worth every minute.

"Between the tones of the color palette and the visual presentations of a world that is all but broken, the journey of one man in order to escape it all is enough to make your heart ache."
- Pierre-Yves

Tuesday brought about an odd one. Open world sandboxes are nothing new but when you've gone and added giants inspired from Shadows of the Collosus? That's new! Our preview of Voodoo by Brain in the Box.

"So all in all Voodoo has some ways in order to go but if they fix the servers and the lag at the very least things will already be in much better shape."
- Pierre-Yves

The middle of the week saw Nick's review of Oceanhorn by Cornfox & Bros. that just released upon the Switch. It was definitely interesting for me to read as Breath of the Wild was not out when I sailed the seas making it a tribute to Zelda and not the idea of what Zelda used to be. Read it!

"It is almost impossible to play Oceanhorn: Monster of Uncharted Seas and not think back to older Zelda titles, and by and large this game hits most of the necessary notes along the way. "
- Nick

Every now and then an established idea mixes in a variety of new ideas and comes out with something brand new that can easily stand on its own. Death Squared by SMG Studio is one of these.

"Death Squared is one of those unique titles that is able to wear a few different hats, as it is a uniquely challenging single player experience that also works as a party game. Usually titles like this only excel at one and tend to be lacking in the other, so kudos to SMG Studio for striking a great balance between the two. "
- Nick

Finally the end of the week landed with Chris' review of The Golf Club 2 by Maximum Games. It's impressive how far sports titles can push the graphical boundries sometimes. This is definitely not Hot Shots!

"Golf enthusiasts should enjoy The Golf Club 2 quite a bit. The physics are realistic, the course variety is potentially limitless and it looks and sounds the part."
- Chris H.

Article by Pierre-Yves
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The Golf Club 2 - Xbox One Review


While there are some technical hiccups that occur here, The Golf Club 2 still offers the best round of play available on any platform currently. If you can look past those concerns, fans of the sport should find a great deal to enjoy about this latest offering in the series.

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Earth's Dawn - PS4 Review


Pushed to the brink of extinction after only a few days, Humanity had very little options left against the strength of an invading alien horde that could not be reasoned with. Outnumbered and outgunned, they did what it needed to survive even if it meant giving up what made them human in the first place. Gene splicing alien DNA into armor and then fusing those into soldiers willing to become something more in order to save their planet, those that survived the process now have a chance to push back against the aliens and take back what was theirs.
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Loading Human: Chapter 1 - PC / VR Review


Look, by no means is Loading Human: Chapter 1 a great game. There is some potential there, and the use of VR elevates an otherwise very average adventure title. I enjoyed the premise and it reminded me of one of the reasons I was interested in virtual reality in the first place - because VR can help to make more personal, relatable stories. However, that being said, Loading Human: Chapter 1 has too many rough edges to completely overlook.

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Worlds of Magic: Planar Conquest - PS4 Review


Neither good nor inherently bad, Worlds of Magic: Planar Conquest occupies a comfortable place as an average game among the 4x strategy genre. There are some things to like about the title, but there is a noticeable lack of polish that holds the game back in the end.

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