Moons of Madness
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Über das Spiel

Systemanforderungen
- CPU: Intel Core i5-760 oder vergleichbar / AMD Athlon X4 740 oder vergleichbar
- GFX: Geforece GTX 460 oder MX 150 (1024 MB) / Radeon R7 260X (2048 MB)
- RAM: 4 GB
- Software: Windows 7, 8, 8.1., 10 x64
- HD: 15 GB
- CPU: Intel Core i7-2600K oder vergleichbar / AMD Ryzen 5 1500X oder vergleichbar
- GFX: GeForce GTX 1060 (6144 MB) / Radeon RX 580 (8192 MB)
- RAM: 8 GB
- Software: Windows 7, 8, 8.1., 10 x64
- HD: 15 GB
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Moons of Madness
Tides of the Elder GodsReview
Once again Funcom expands its online MMO's lore - the formerly known The Secret World but re-purposed as Secret World Legends in 2017 - with a new interactive narrative experience in Moons of Madness which acts in exactly the same way as Funcom's previous effort, The Park. What that means is you are getting a heavily story-based experience with some light puzzle solving as opposed to one that includes combat and an overdose of action. Moons of Madness wears its Lovecraftian inspiration with pride as you take on the role of an engineer sent by the shady Orochi Group of Secret World Legends to assist other scientists carry out their research on Mars. The games first hour or two, as you are introduced to the base station and the various maintenance tasks you need to carry out as part of your engineer profile are sublime. Even though most of the tasks are menial, there is a definite sense of dread you can feel building on the periphery because from the moment you arrive at the research base things start to go wrong as critical machinery continuously breaks down. One evening, after a particularly harrowing dream, your engineer awakens to find the station in the throes of a cosmic horror invasion. As the player you will soon realise that it's no coincidence your engineer has found himself at this particular station as the games convoluted plot goes into overdrive. This is where narratively things start to get a bit messy. A lot of what is really going on is hidden away in text documents or emails that you can access from various terminals. Players will be required to read the lot of them and put most of the story into a logical sequence themselves. There are the occasional cutscenes and dialog sequences between characters to help you along, but a lot of them will remain stubbornly obtuse without the player piecing together the backstory, so pay attention to what it is your are reading else the final few hours of the game could end up making very little sense at all. While Moons of Madness contains some great scares, particularly the sequence where you are being chased through the vents by a ghastly tentacled monster, this in itself becomes somewhat problematic. While there aren't a great deal of these encounters, as the game will mostly herd you away from imminent danger, the ones that are there feel like a missed opportunity to really ratchet up the tension because most of these sequences are horribly sign-posted in terms of what your engineer needs to do in order to survive them. This may lead to some of these sections becoming more frustrating than they need be, often requiring the player to play through them again because they died. There is no greater mood kill in a horror game than repetition so a few of these scary sequences end up becoming somewhat diminished. The game also suffers from some poor pacing at various junctures which I imagine will lead to quite a few gamer's tumbling out of the adventure citing boredom. None of Moons of Madness puzzle solving is particularly challenging as most of the time you will either be required to access various consoles, calibrate and re-calibrate panels, bypass broken circuitry or spend your time tuning into radio frequencies. For the most part the puzzles are fine and the solution is never far out of grasp. There are two vastly different endings you can attain but due to the linearity of the game you may want to ensure you save near the end and experience both in one playthrough rather than play through the entire 9-10 hour adventure again just to see the second ending. While Moons of Madness opens strongly, it simply can't hold that promise of initial dread due to some really poor pacing that constantly feels like padding, some really lacklustre voice acting, particularly that of the engineer who throughout the adventure sounds as if he is about to fall asleep on his two feet. The games plot is messy and far too convoluted with so many red herrings and plot devices introduced and then abandoned leaving the gamer with many unanswered questions by the time the credit sequence rolls around. While the game looks great graphically, with some of the later game environments being quite startling, it can also be a chore to play through. It's this uneven approach that eventually gets the better of this horror/sci-fi adventure. If you are a fan of all things Lovecraftian then I would say give it a try, but for most of you, you are all better off picking this one up when discounted.One word or phrase to sum up the experience
UnevenPerformance/Bug related incidents
NothingSimilar to games
The Park, Deliver the Moon, ConariumRating ★★★★★☆☆☆☆☆
https://steamcommunity.com/sharedfiles/filedetails/?id=869454819
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INTRODUCTION
Moons of Madness is a self-described first-person, story-driven cosmic horror game that takes place on a Mars expedition in the not-so-distant future. In practice, it’s a walking simulator that tries its hand at several different gimmicks with light puzzle aspects. I’ll be discussing the gameplay in some detail which may spoil segments of the game as certain game mechanics are only used once or twice but I will mark explicit spoilers. Personally, my recommendation is that you should buy this game on sale, if you buy it at all. Its ambition deserves credit but its story and gameplay turn out to be quite shallow.GAMEPLAY
It’s a short experience that takes about five hours to complete and even less time if you skip the reading material. Which I don’t encourage by any means as that’s where most of the story can be found. The gameplay itself swings between being hand-holdingly easy and utterly frustrating. As I mentioned in the introduction, the game frequently cycles through different game mechanics, introducing them without warning and then never using them again which can be jarring and awkward at times. Funnily enough, my favourite part of the game was in the very beginning where you play as a regular space engineer although even then I can’t say I appreciated every aspect of it as maintaining your oxygen level felt like a wasted opportunity and a waste of time as you are never in any danger of it running out. Making a menial chore out of what could have added to a truly tense experience on the surface of the planet. There are a few chase sequences throughout the game, although none are quite as memorable as the first. It is difficult to talk about the problems with these sequences without spoiling the scenes themselves but they can be very trial and error. [spoiler]When I first encountered the Thing in the Greenhouse it frightened me for all of two seconds until I realised it wasn’t that fast and kept in perfect pace with you. To my knowledge, it cannot catch you unless you run straight into it, and even then you will just reload at a checkpoint nearby. It took all the tension out of that encounter and killed any immersion I had in that moment. In fact, at one point during that chase, I thought I had hit a dead-end (not realising there was a hatch above me) and when I turned around, I saw the creature waiting patiently for me to figure it out.[/spoiler] After that, there is a frustrating puzzle where you have to charge orbs up while watching your back to keep an enemy at bay [spoiler](which turns out to be just a dream and doesn’t seem to progress the plot in any meaningful way.)[/spoiler] The orb puzzle never shows up again and I barely noticed the enemy this section introduced when it reappeared later in the game as it was more of a nuisance and a time-waster than a tangible threat. [spoiler]The Blackworm Jism seems to be just a larger and slightly glowy tentacle. Do you know how many tentacles I have seen by this point?[/spoiler] QTEs are used exactly twice in this game without any build-up or warning in the place of combat. They feel sudden and jarring in the moment and in my opinion, if you’re going to underuse a mechanic like this, they may as well not be in the game at all. There is one stealth section in the game and to be blunt, this game does not do stealth well. [spoiler]The Robots[/spoiler] are completely oblivious and have a very small range of vision. They cannot see you unless you are nose to nose with them or unless a camera spots you, in which case they will kill you instantly. Which leads me to the topic of instadeath. I have a feeling this was meant to be an anti-frustration feature but it makes many of these segments boring and repetitive as it forces you to brute force your way past enemies. What’s worse is that the [spoiler]robots[/spoiler] will kill you in two hits. In theory, this should give the player time to run away but in execution, it results in the enemy knocking you to the ground and then immediately picking you back up again. Essentially forcing you through the same death animation twice. If you have played the game, you will know what I’m talking about. On a positive note, the game looks nice and the voice acting is good. Kudos to Mona Marshall who voiced the entire female cast, I had no idea until the credits rolled.BUGS
Before I discuss the story I would like to make note of a few bugs I encountered while playing the game. I don’t know if they are common issues but they feel worth mentioning. - Some lines of dialogue would start and then cut themselves off before finishing, usually mid-animation during puzzle sequences. - First-person perspective got stuck zoomed in unless I was running and would allow me to zoom in even further, making it difficult to navigate a fairly large and empty space. The perspective then reset itself once I hit a checkpoint. I do not think this was deliberate as nothing prompted it. - Sometimes the “You Died!” screen would flash in between frames of death animations. Very disorientating. - [spoiler]”That rock should be safe!” Sand Worms didn’t spawn in the final section of the game before boarding the Invictus the first time I played it and then proceeded to kill me in a safe zone, through the rocks, when I replayed it to see the other ending. Six times in a row.[/spoiler]STORY & ATMOSPHERE
Moons of Madness's critical flaw in my opinion is that it’s just not scary at all. There is no sense of danger throughout the game as anything that can hurt you will kill you instantly, although it will try to jumpscare you often. I won’t pretend to be a fan of jumpscares but the saddest thing about this game is that a lot of the time I didn’t even see them. I only know that most of the game’s jumpscares were there because Shane audibly reacted to them which confused me more than anything. For a story that takes inspiration from Lovecraft’s work there’s a disappointing lack of subtlety throughout as it whips out the tentacles in the opening of the game and fails to build the tone from there. There are two central plots that are supposed to tie in together to make the main story; Shane’s personal history and the events that led to the fallout on the Orochi complex on Mars. Unfortunately I never felt invested in Shane’s backstory and as things developed it became abundantly clear that the writing team had a lot of ideas that they wanted to cram into the story but never fully developed. Which wasn’t helped by the fact that it was very predictable once you had a shred of context of what’s going on. Truthfully, I am not sure who this game is meant to appeal to. Sci-fi fans? Horror fans? Lovecraftian fans? It doesn’t hit any of those points with enough consistency to be satisfying. Most of the story is delivered through skippable computer logs and an info dump/flashbacks near the end of the game. The reading material is interesting stuff but the game doesn’t expect you to read it as it spoon-feeds you the key information to progress. [spoiler]Then the protagonist seems like a complete idiot after he’s told not to trust his mother by his dying companion as he barely acknowledges this information and proceeds to do everything she tells him to up until the very end of the game when he finally remembers not to trust her. Did Declan mean nothing to you Shane?! The endings are virtually identical to one another, as the only real differences are a line of dialogue and even more tentacles. There are seemingly no consequences to your choice. [/spoiler]CONCLUSION
It’s a shame because this game seems to have so much promise, doing just enough to keep you playing until the very end and then it turns out to be a disappointment. I hope the development team learns from this experience and tries again because I think that they have the potential to make something really good. This just wasn’t it.
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Rating: 1.5/5.0 - It's Bad.
The Horror Network Curator | Group Click for Gore
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PROS
+ slow burn horror without (too many) jumpscares. Yes there are a couple of jumpscares but the game doesn't rely on these cheap shots. The base on Mars that you and your crew are on is creeptastic in places and the ambient sounds and dripping of ichor is plenty to keep a coward like me on edge. + humdrum. I love it when a game balances tedium and can keep it just fun enough. I really felt like The Martian and did not mind at all filling up my suit with oxygen, opening and closing airlocks, autopiloting a Mars rover, adjusting solar panels, switching out power cells. Sure it was a bit mundane but it was being mundane on Mars, which is awesome. + puzzles. You are not hand held at all when it comes to puzzles and I appreciate that. I really enjoyed figuring out through a bit of trial and error at what all the flashing lights did. You are after all pretty much the janitor with the lowest possible security clearance on this mission when compared with the other scientists. + Cthulhu feel. The slow decent into madness was well played in this one. You get flashes of mental pain as you witness the insanity going on in the base. You blur the lines of fantasy and reality. There are things you should not even look at. + and the award for best Production Logo goes to......Funcom. Seriously. That's a great one. The whole animation is a treat to watch. _______________CONS
- weird decisions. Shane, the character you control, makes some pretty weird decisions at some points which you don't really have any say in. - hollow characters. I never got into or felt much for any of the other characters. Sure by the end I understood them and got their motivations and all but they just weren't important to me and for a game all about story, this is quite an important thing to be lacking. ___________________ So a fair 8 out of 10 tentacles for Moons of Madness. Gets the job done but it isn't for anyone who wants to run and gun their way out of a situation. You are weak you are mostly powerless and outnumbered.....just the way I like it.
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Release:22.10.2019
Genre:
Adventure
Entwickler:
Rock Pocket Games
Vertrieb:
Funcom
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop