



Moons of Madness starts to disintegrate in its final few scenes, with gaping Much like the sanity of Lovecraft protagonists, Shane uncovers disturbing truths about what has really been happening on the base, as well as shocking revelations about the greatest trauma in his life. While the tetchy five-man team waits to be relieved of their duties, crucial machinery keeps breaking, power cells vanish and the group has been having collective visions of something they call The Witch.Īfter a slow burn start in which you complete a string of real-world maintenance tasks à la The Martian, the weird ramps up quickly. In this first-person game, you experience the mission through the eyes of engineer Shane Newehart and, from the start, things go wrong. A secret mission is underway to prove the Rule of Two: essentially, if just one example of alien life can be found, it means humanity isn’t an anomaly in the universe and other sentient species must exist. Loosely tied to publisher Funcom’s The Secret World, Moons of Madness transports players to a private research base (funded by the Orochi group) on the Red Planet. It’s a smart choice of setting, although in execution the game doesn’t quite live up to the promise of its clearly well-thought-out premise. It’s a term that Norwegian developers Rock Pocket Games have taken quite literally with Moons of Madness, a Lovecraft-inspired blend of horror and science fiction set on Mars about forty years from now. Lovecraft’s Cthulhu Mythos is an intricate fictional creation that ushered in the term cosmic horror. Spanning time, space and multiple dimensions, H.P.
