
"To explain this moment and why it is burned into my brain would involve spoilers, but suffice it to say, in a game that rarely relies on jump scares, this moment was so perfectly crafted that it caught me completely off guard. So much so that I found my hands shaking a bit. And with no pause button, all I could do in the game was slide into a corner of the room and try to collect myself."
"Part computer, part camera, and part gun, the CAT features switches and modes that must be activated by fumbling around with it. It's designed to be a clunky way to save your game, unlock doors, and scan equipment. And it makes even something as simple as swapping to a different mode a scary moment where you have to stop looking around and focus on your CAT to find the right switch."
"is a spooky first-person horror game set in an alternate future where humanity made it to the Moon and partially colonized it sometime in the 1980s. This means a lot of the technology you'll encounter during six to seven-hour story feels dated, mechanical, and retro. Old CRTs and '80s-era computers are everywhere, offering up some Alien Isolation vibes, which I didn't mind at all."
The game launches on Xbox and PC on December 4 and delivers a six- to seven-hour spooky first-person horror experience set in an alternate 1980s Moon colony. Retro technology, including CRTs and '80s-era computers, fills the environment and lends a mechanical, dated atmosphere. The Cosmonaut Assistance Tool (CAT) serves as a clunky multiuse device for saving, unlocking, scanning, and interacting, requiring deliberate switches and modes. Many interactions force physical gestures like stretching or bending, increasing tension when threats approach. The design minimizes cheap jump scares in favor of prolonged, unsettling moments and requires players to manage fear without a pause option.
Read at Kotaku
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