![]() ![]() But being clever with the GLOO cannon or the Nerf-style gun will always go a long way. No, I can’t do what the main game offered, and construct a super-powered Morgan Yu here, who can do literally everything the game has to offer at once (a small sampling: hacking, mega-strength, the full suite of typhon abilities, etc.). I can use Riley Yu’s typhon abilities to turn into tiny objects and sneak through holes in walls as, say, a coffee cup or pair of headphones, or resurrect phantoms from dead bodies to do my bidding.Īnd just because you’re playing as five different characters with five general areas of specialization doesn’t mean you’re limited in your approach to problem-solving as any individual. I can repair machinery with Joan, and make a small army of turrets to do enemies in with. Just thinking about the possibilities makes my eyes go big with excitement. The tools at your disposal, spread across each character, are varied and incredibly fun to mess with. And my toolset now is wildly expanded.Īnd this is where Mooncrash shines the brightest (alongside its level design and story content, which are up to par with Prey). But every time, I’ve gotten right back in, determined to positively ruin whatever did me in the last time. And that time pressure I mentioned up top does get in the way of having lots of exploration time-at least, on runs where you are trying to get lots of objectives done. It sucks to spend big on a killer loadout, only to eat shit on something carelessly. Mooncrash will change key variables on you on a whim (sometimes, facilities won’t have power, or they’ll feature environmental hazards you have to deal with). It also reset the entire simulation, which is where Mooncrash can be at its most clever or most frustrating. There, I found out what said spy was up to, but also got poisoned-and in my haste to sprint to the location with the antidote, I didn’t notice a massive piece of machinery warming up and… poor Vijay Bhatia got caught in the works and perished. So I made my way back across the crater and its many obstacles for the next mission marker, for a lead on the spy. That’s where I started my story mission, wherein Bhatia has to try and track down a possible spy, not long after receiving tragic news from home. With all his weapons and combat skills, Bhatia made short work of the enemies he encountered there. The moon shark eventually broke down into its atomic component parts, which was a bounty that'd be able to use to craft new supplies and weapons at a fabricator station! Then I killed a few phantoms and entered the crew annex, which has living facilities for folks who live and work on the moon-it’s complete with a gym (and lunar basketball team!), crew cafeterias and bunks, and, like the Crew Quarters in the base game, it's a treasure trove of stories and character details. I fed it recycler charges (really good grenades that break everything in their blast radius down into crafting elements). On my way to the central base complex, I encountered the massive, deadly “moon shark” in the main crater. ![]() And the nicer things aren’t cheap, meaning you have to play somewhat conservatively at first. I’m fond of buying an advanced, silenced pistol and going in with plenty of recycler charges, because lord, Mooncrash ain’t easy. You can use them to customize your loadout before hopping back into the simulation. Everything you do-from finding chipsets or weapons or deceased crew members and their emails, all the way to successfully escaping or completing story missions-gives you points. ![]() You'll also unlock weapons, abilities, and buffs (“chipsets,” in the game’s parlance) so you can come in stronger each time.įor a price, of course. Your weak, rookie psychic from your first simulation will have some badass powers by their third or fourth run inside the sim. ![]() While item drops and enemy placements are reset after you've either escaped or perished with your last character, your character upgrades are persistent. Trying to get all five crew out on a single playthrough is a stiff challenge. So if your first character in the sim takes too long escaping, the second character will inherit a much tougher challenge. For one thing, you're under time pressure: The longer you stay in the simulation, the more corrupted and difficult the simulation becomes as enemies get tougher and more numerous. ![]()
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