De­liver Us The Moon



KDevel­oper/pub­lisher KeokeN In­ter­ac­tive For­mat PC Ori­gin The Nether­lands Re­lease Au­gust

oen Deet­man is part of a gen­er­a­tion of de­vel­op­ers that is in­creas­ingly look­ing up­wards for in­spi­ra­tion. Yet De­liver Us

The Moon isn’t fo­cused so much on cos­mic con­cerns as real-world dis­qui­etude, the search for a new home a press­ing worry in light of global warm­ing, the de­ple­tion of nat­u­ral re­sources, and es­ca­lat­ing so­ci­etal un­rest. Set 50 years hence, it cen­tres on the fall­out of a mis­sion to find hu­man­ity a new home. It’s a sur­vival game of sorts, but at its heart is a very dif­fer­ent driv­ing force: yes, it’s about keep­ing one as­tro­naut alive, but only so that they might be able to per­pet­u­ate ex­is­tence for the rest of us.

Its story posits the no­tion that in the near fu­ture all the global space pro­grams as­sem­bled to form a sin­gle en­tity: the World Space Agency. They built an ex­ten­sive net­work of bases on the Moon to as­sess its suit­abil­ity for sus­tain­ing hu­man life. Those bases are now de­serted; the WSA threw its col­lec­tive hands in the air, aban­doned its as­sign­ment and with­drew. Your jour­ney to the Moon is very much off the books: it’s a rogue mis­sion to find out why ev­ery­one gave up, and whether it would be pos­si­ble to re­sume their re­search. Des­per­ate times, and so on.

It may be a hy­po­thet­i­cal sce­nario, but it’s one that game di­rec­tor Koen Deet­man has care­fully re­searched to make it feel plau­si­ble. “If we car­ried on as we are to­day with Earth it would be [fin­ished],” he says. “So I won­dered what if we’d got to that stage and we had to take dras­tic mea­sures. The Moon is the clos­est ob­ject in our space that we know about, that we’ve vis­ited, and be­cause it’s a dead rock it might ac­tu­ally be the per­fect test sub­ject: if life can work out there, then we might be able to find a so­lu­tion here. And that’s what the player is go­ing to find out.”

A dead rock it may be, but you’ll have more than a bar­ren sur­face to look at. The WSA bases will re­flect the cul­tural di­ver­sity of the res­cue ef­fort, though you’ll also un­cover ev­i­dence of the cul­tural and political dif­fer­ences that may, in part, have re­sulted in the dis­so­lu­tion of the agency. “At first it’s a rare ex­am­ple of world peace,” Deet­man says, “an ideal world where all th­ese su­per­pow­ers are work­ing to­gether. But of course that kind of thing doesn’t al­ways work out and peo­ple end up point­ing fin­gers at each other.” It isn’t just the usual sus­pects in­volved, ei­ther: along­side the US, Rus­sian and Euro­pean teams there are South Amer­i­can and panAra­bian rep­re­sen­ta­tives – and the im­mi­nent rise of pri­vate space travel will be a fac­tor, too. We’ve seen failed utopias be­fore, but it’s a sur­pris­ingly con­vinc­ing piece of fic­tion, with a global flavour that also serves an aes­thetic

Koen Deet­man, founder and game di­rec­tor at KeokeN

Newspapers in English

Newspapers from Australia

© PressReader. All rights reserved.