The tension builds because of zero interaction with others. This is a lonely, empty, eerie building, and it’s unsettling. There are no aliens here, no armies, no space nazis. Logs littered throughout the station give us some idea of what people were doing there, but as the demo is set so early in the game we only get teasers of the situation. It’s as if everyone dropped what they were doing and left. We’re set in the future, so humans have already been to the moon and had their way with some aspects of the surface. Exiting the tram reveals an empty station items seem to have been left on tables, suits still on hangars. The development team made a point of being as accurate to the topography as possible, while still giving a bit of leeway for narrative. The demo begins as we arrive at the station, situated on the banks of the Reinhold crater. It’s not a new story idea for a space game, but it serves the explicit purpose of getting us to explore and see everything. This unfolds through text and audio logs, puzzles and exploration. Set in the near future, we’re tasked with discovering why everyone suddenly disappeared from this base. There’s a plot, but it actually falls secondary to the Moon experience proper. The game’s primary focus is to showcase that. ![]() ![]() Luna is lonely, it’s dark and yet bright, quiet and yet booming. That’s why I’m impressed with the demo of KeokeN Interactive & Starbreeze’s Deliver Us the Moon, as playing the game is probably as accurate as possible outside of actually going there, and the closest I’ll get. ![]() I’ve never been to the moon, nor to space, nor even that high above cruising altitude, but I can imagine that it’s probably a very lonely, quiet place.
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