Lunar Base 1

by Michael Phipps

Science Fiction
2012

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2 of 2 people found the following review helpful:
Well done to a point, but released before it was ready, March 18, 2013

Cons: I'm not into science fiction.
Pros: We like the moon. (Well, I like the real moon, not that song.)

Anyway, yeah, I'm not too into scifi, but I have always been particularly fond of the moon and am slightly sad that I was talked out of being an astronaut by someone I looked up to as a small child, so I decided to give the game a try.

This game has some strong things going for it, but a lot of issues.

What's really great about this piece from the start is that it has some humanity to it: I'm given a bit of a feel for who the player character is, first as a scientist and astronaut, then as a person who has lived a life. And the game also has some decent pacing: you're introduced to the setting, your role, the environment, your partner, and then you begin to wonder to yourself, "Gee, I wonder when there's going to be some crazy malfunction or other issue that suddenly breaks the tranquility of exploration and me settling into my new home on the moon base..." and then, sure enough, BAM! TURN 34! SOMETHING HAPPENS. The way it was all set up made me think this was going to be a really great game, but just about the time it gets rolling, issues start popping up.

I suppose that those issues can be summed up this way: the game has a really strong start, then you start to encounter things that should be implemented more fully — conversations that should be available given what's happened but aren't available to you, that sort of thing — then suddenly the game is on rails, and then it just flies completely off the rails into one great big long giant cut-scene. It's as if the author ran out of time before the deadline but decided to submit to the comp anyway, and found short-cuts to rush things along. This is rather too bad, because the game's got this quirky-endearing plot that feels like it came out of an old Edward Packard CYOA, something that really could have been explored in an IF Comp-sized game... but it instead comes off feeling like a quickly wrapped-up IntroComp entry: short, with all the attention on the front end.

For the author's benefit, I'd like to discuss some of the implementation issues that struck me pretty hard.

For starters, (Spoiler - click to show)you're unable to speak to your partner when you're in a different location than he is. You're on the moon, which is sort of remote as work environments go, and there's just two of you up there, yet if you're outside the base and he's inside the base you can't speak to anyone — not John, not 'the base', and not ground control. Seems like a bit of a safety issue. (So you'd better hope nothing happens to you while you're separated from John! Which of course promptly happens the second you're separated from him.) As I went along, I realized that this was probably an oversight on the part of the author, because some of the cut-scenes do involve John speaking to you through the headset in your helmet, and you're eventually nudged to speak to ground control from the lunar module. There are also some minor things like wearing and removing your space suit, and opening and closing airlocks, which are kinda sorta handled, but could be slightly more elegant (i.e. done for you, instead of getting in the way of the action or killing you because you skipped a routine step that has to happen every. single. time. you exit the base — and there's a lot of coming and going, far more than I think is realistic, given what a pain in the rear it'd be to keep donning and removing a space suit).

Conversation-wise, after you see a flash of light on the surface of the moon that takes you off-guard, there's no real way to investigate it, which is annoying, so then you then come back in to the base and it's not a conversation option you can discuss with John (who is from Germany, by the way, but maybe he's adopted the name 'John' because people have trouble pronouncing 'Johann' at the space agency, or perhaps the United States finally achieves world domination by 2050 and everyone adopts English first names... but I digress). The only really obvious thing I can do after having this startling experience alone outside on the moon is have a conversation with John in which he gets excited about his lab samples, but even that doesn't trigger a conversation option to speak to him about the experiment in more detail (which is too bad, since it ends up having an effect on the plot). Ultimately, despite this unsettling experience I had, I have no option but to suggest we turn in for the evening without discussing it or looking into it further. Because that's what you'd naturally do if you were on an otherwise uninhabited chunk of rock and saw something that might lead you to believe you're not alone.

When I wake up, things have turned worse, and there's this crazy light in the distance that's intriguing enough to make me hear about it every turn, but I can't do anything about it until the game decides I can — which, okay, fair enough, but then don't torment me with it until you're going to let me investigate it, or else give me a better reason why I can't go check it out. I also found it kind of funny that the map was so limited, which I understand from the author's perspective, but... c'mon... it's the moon! It's pretty wide-open in every direction but I can only go somewhere if the plot needs me to do so. Some of the nicest touches in the game were the detail of the surface, the joy I got from jumping, things like that... so if you're not going to let me explore (which is the number one reason I kept playing the game), then give me a good reason that I can't go anywhere, as opposed to just saying, "You can't go that way."


So anyway, yeah, I feel like this just got released before it was ready. Extra props, though, for the line, "Your lightning-quick reflex has left him lying limp on the floor, snoring." That I enjoyed a great deal.

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