![]() Logic puzzles do arrive to test your reasoning. Again, it helps instil a sense of momentum but doesn’t flex your brain too much. Puzzles spice up the walking with most of them having solutions very close by. Your radio team act as constant help and supervision and they are written well as colleagues that have spent time together. In terms of gameplay, you explore the substation or the Mars surface in search of clues. There’s no opportunity for branching paths which do help funnel the player from beat to beat. Moons of Madness does have a very linear structure. ![]() It builds well, although the first act’s pacing felt somewhat laborious. There’s some obvious horror furrows but there’s some nice corporate sidetracks that make the final act a lot more interesting. Once it does, you’re given some decent sub-plots to sink your teeth into. You spend a lot of time exploring and reading terminals before the action real kicks off. The first act sort of plods before any real information is handed your way. Whilst I can’t knock it’s execution, I’m a bit sick of games retelling those kinds of tales. There are some heavy, heavy Lovecraftian elements coming from Moons of Madness‘ narrative. It’s familiar and, at times it left me feeling cold. Whilst investigating the local flora and fauna, things inevitably go sideways into catastrophe. ![]() ![]() You’re a member of a group of scientists who set up on Mars. Rock Pocket’s effort does at least attempt to provide intrigue of its own beyond the usual genre trappings. Now, forgive me if I’m a little worn out by the relatively recent influx of cosmic horror. Lovecraft’s work is an obvious example of this and Moons of Madness looks to take heavy inspiration from the Victorian horror writer. There’s an unknown quality to space that media loves to plunder and explore. Is it worth replaying? Yes, perhaps once, but nothing’s likely to change on your second run, except that you’ll be better prepared for the occasional enemy you face.Main PS4 / Reviews tagged cosmic horror / lovecraft / mars / moons of madness / rock pocket games / space / story-driven / walking simulator by Mike There are also various notes to read but there’s no real benefit to collecting them all, except that it gives you marginally greater insight into what happened. There are two endings, but the turning point occurs right at the end there’s no branching paths within the rest of the game. It wasn’t that the puzzles were obtuse – rather that we didn’t see what was right in front of our eyes. Our run took eight hours, but we did get stuck on a couple of puzzles. Lovecraft, the mythos that Moons of Madness emulates, you can tell that things aren’t going to end well.īut how long does it take to get to the end? From beginning to end, Moons of Madness will take you between six and ten hours to complete. It sees you struggling to combat an eldritch force that corrupts everything it touches, as well as the possible return of two ancient, eldritch gods. Instead, it’s a single-player space-based horror game set in the same universe as Funcom’s MMO The Secret World. Moons of Madness is not, despite the game’s title, a game where, playing as Cthulhu, you go around pressing your naked backside against glass-fronted skyscrapers. Wondering how long it takes to beat Funcom’s Moons of Madness? Read on and find out.
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