I had to go to each array and use my scanner to turn the panels in the right direction and get juice to the relay. I discovered a power relay that didn’t function because the solar array that feeds it energy wasn’t aligned. “Moons of Madness” lets you move around freely, but the area of exploration is limited. I found the cable at the back of the Meerkat, but unfortunately, I plugged it in and discovered something was wrong with the power. Similar to a lot of sci-fi stories, the initial fix doesn’t go as planned. That meant I had to use a scanner and powers of observations to locate the gear and find the handle toe exit outside. I had to don a spacesuit and helmet to protect me from the Martian atmosphere. In this case, I had to go outside and grab a power cable, but I couldn’t do it with the gear I had on. That technically makes it a puzzle game, but the problems are woven into the fabric of the story and setting that it seems natural. “Moons of Madness” presents players with problems and they’ll have to use the environment and tools at hand to figure it out. The vehicle has stopped and Shane has to figure out how to repair it. The demo I played starts off with players in the Meerkat, a kind of rover. Shane has a brilliant mind, but he also has dark past with a mother has who went insane. Set 40 to 80 years in the future, this first-person exploration game follows the footsteps of Shane, a crew member on a research team preparing a Mars station for new crew members. Whereas “The Martian” used humor to handle the intense loneliness on another planet, “Moons of Madness” skews darker. The one difference between the novel and this video game is the tone. There are no spaceships that jump into light speed or super-advanced alien technology. Both have a hard science-fiction edge, meaning that they’re both driven to be scientifically accurate. “Moons of Madness” reminds me a lot about of “The Martian.” Both games are set on the red planet.
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