![]() Environmental storytelling misses the Lovecraftian leap and does its duty without inspiration: the game environment, even analyzed with hindsight, is incredibly restricted, not in a way that is justified by the intentional claustrophobia of which above, and results in 3-4 environments that begin to be tight already after the first hours of this descent in the horror of about 10-12 hours. It is precisely the literary material relating to cosmic horror what allows the title to do more center, containing and contents that remain to obsess you well beyond the playing time so as to obscure, during the formulation of this review, the memory of the "rest". Moons of Madness had set out to make you experience the horror, loneliness and desolation of a semi-abandoned Martian base and in part it is a goal achieved: among haunted greenhouses, out of use control towers and underground patrolled by entities outside the natural understanding, we confess that you will often feel a discomfort even just to open a door or turn on the flashlight to shed light on the darkness that awaits you a palm from your nose the feel is all there and is perhaps the most successful feature of this title, only steeped in the worlds' extensive lore Lovecraft that Moons of Madness says to draw on. The narrative plot of the title is not incredibly difficult to follow, but it is particularly chaotic at an exhibition level, so much so that we think that it already was at the concept level and that what came out of it is only the most unfortunately reliable manifestation: there are many narrative branches of Moons of Madness, some even peek out of nowhere from the third act, but don't try to find answers very original in its ending: there won't be any. little overlapping elements you can easily guess what is the second flaw in Moons of Madness, the attempt to juggle too many balls at once. The horror is literally around the corner, for Shane and for us, and soon we will find ourselves making our way through nightmares, primeval terrors echoing Lovecraft in the atmosphere and contents, and alien hybrid species out of control: yes, if at first glance they seem to you. ![]() Unfortunately, the intentional sense of clautrophobia that was intended to establish in the player misses the mark due to a cumbersome that unfortunately is reflected in many of the technical aspects of the title. Moons of Madness leaves no time to time and the initial normalcy phase to which the Rock Pocket Games guys want us to get used is really very short, an attempt that fails precisely in function of a precipitousness of events which does not allow us to breathe ordinariness before throwing us into horror. ![]() Right from the start, however, Shane is not having an easy time with recurring nightmares and strange presences that seem to appear in front of him around the station. You will find yourself dressing in the astronautic suits of Shane Newehart, a technician on the Trailblazer Alpha whose only role, thanks to his complete ignorance of the company's big plans, is to keep everything at the maximum state of operation while waiting for Cyrano, the spaceship with the crew on board ready to relieve him and buddies. ![]() We know that there is no logic without madness, so let's start from narrative hinge to untangle the complexity of this title.Īfter the arrival of a mysterious signal from Mars, Orochi, a multi-million dollar company interested in the potential scientific advances of the discovery, begins the construction of Trailblazer Alpha, an outpost on the red planet to establish the origin and meaning of the signal. Starting this review with a quote would have been logical and perhaps a little obvious but it is not with logic and predictability that we want to address the analysis of Moons of Madness, the horror-supernatural adventure from Rock Pocket Games and Funcom that we tested on PC. Game for PC, PlayStation 4 and Xbox One, the video game was released on The version for PC came out on The version for PlayStation 4 came out on
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