pimilix.blogg.se

Moons of madness ending
Moons of madness ending










moons of madness ending

moons of madness ending

It's tough to tell sometimes what tone Moons of Madness are going for, but there are bits scattered around the game that give you some clues. Some elements drive home what kind of game the developers wanted this to be. It's a small character moment that shows there's more depth to what's being presented than you might realize. Later, when you come across his journal, you find out that he's terrified that a witch is watching him.

moons of madness ending

Another small story moment that I appreciated was when another character, Declan, joked about there being witches on Mars to Shane. There are moments, for example, where Shane has learned something horrible or seen something traumatic, and his hands shake or interact with objects in a more panicked manner. Plus, it also means there's more room to pay attention to tiny details, specifically with the story and animation. Since the game is only five hours long, keeping things simple was necessary to keep it from being too dense (whether the game succeeds is another story). Since there isn't any combat and gameplay is limited in most other capacities, it is easy to get a hold of what you need to do quickly. Occasionally, you have to sprint to get away from creatures that are chasing you, but as I'll get into in the next part, these are simple and short segues, mostly used to get you from one section to another. Most involve walking around looking for pieces and then correctly combining them to activate the next phase of the game. The developers combine the limited mechanics to create puzzles, which serve as the main interactivity point for the player.

moons of madness ending

If I hadn’t had a credit balance on my steam account, I would not have purchased this game due to my resentment over the way Funcom has treated its Secret World fandom.Moons of Madness is a deceptively simple game. Until the ending, the game was a very enjoyable experience, although I’m still really upset that Funcom chose to release it as a stand alone title instead of (with some story tweaking) releasing it as a major content expansion for the Secret World game that they have been ignoring for over a year. This ending does not seem… possible, given all that we know about the Dreamers.Īnyway. Why didn’t Samael have Orochi nuke the lot of them? It just doesn’t seem possible – again, THEY EAT STARS! Even if the biggest nuke that mankind could produce could destroy them, eating stars would seem a bit beyond their capabilities. If all it took to kill them was a rocket payload (I’m assuming Nuclear), why didn’t any of the more advanced societies from previous ages just… do that in the first place? Or the second place, or the third place, etc. All that could be done to delay them - not even stop them, just slow them down - was to imprison them using the Gaia engines. Everything we’ve learned about the Dreamers from the Secret World tells us that they are unstoppable, inevitable universe ending beings who transcend space and time and who have destroyed the universe several times over already - or at least brought it so close to destruction that a reboot was necessary. I just… I have no idea how this works, from a logic perspective. Second: HOW DOES A ROCKET PAYLOAD DESTROY TWO DREAMERS? THEY EAT STARS! So why have him get into the rocket and head into orbit? What purpose did that serve? Killing him would have been expedient, but just leaving him stranded on the surface of Mars would have done the trick just as well. Thus all the mother voice had to do to ensure release of the dreamers, once the Gaia engine was destroyed, was to make sure Shawn … did nothing. According to the game, the only thing that could prevent this was firing the rocket payload at the moons and blowing them up instead. There’s a few logic problems with this ending:įirst: Why did the mother voice care if Shaun went up in the rocket or not? Once he’d destroyed the Gaia Engine the Dreamers were already set to be released: all that needed to happen was for the two moons to crash into each other, which was going to happen whether you launched or not.

#Moons of madness ending crack#

If, on the other hand, you choose NOT to release the payload, the two moons crash into each other, their surfaces crack open like eggs, and the two Dreamers are released. The way that the ‘mother’ voice cries out in despair about the Two Dreamers as a result of the explosion lends to the conclusion that they have somehow been destroyed. If you choose to act, you can ‘release the payload’ of the rocket you rode into orbit, firing it at the two Moons, apparently blowing them up. At the end of the game, when the two moons of Mars are about to collide, to release the Dreamers, you’re given a choice to act or not act.












Moons of madness ending