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Moons of madness4/1/2023 ![]() While I never played it, Moons of Madness takes place in the same universe as The Secret World, the occult MMO from publisher Funcom. Obviously, this state of affairs can’t last in a horror game, and after encountering something otherworldly and barely escaping alive, Shane returns to the outpost and finds that things are much worse than when he had left. Whiteboards have jokes scrawled on them, and dossiers describe the progress of the mission, and there is the general clutter and refuse that occurs when several people live in close proximity to each other for an extended period of time. There is a realness to the interior of these facilities, and they really feel like lived-in spaces. ![]() ![]() There is an incredible sense of unease to the game, it can be felt through the environment signposting and the interactions between Shane and his friend Declan, who stays in contact with you via radio. Once you get the hang of things, Shane ventures out of the outpost to a nearby solar array, and from here on out things start to get pretty wild. At times it felt like padding, but they may also have been meant to serve as a temporary reprieve from the psychological assault you will be under for the majority of the game. Light in that the solutions aren’t overly complicated, but there were more puzzles than I personally would have cared for. Somewhere between a walking sim and an adventure game, the moment to moment gameplay of Moons of Madness involves a lot of inspecting items, backtracking, and some light puzzle-solving. ![]()
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