There is something strangely "off" about the writing, though I can't quite put my finger on it. It feels as if someone tried to write everything without using contractions, though that is not precisely it. There is also a certain sense of wonderment present, which I do appreciate: it is reminiscent of "Seastalker", that air of fulfilling childhood dreams. In spite of the sparsely implemented lunar landscape, the author manages to convey -- I don't know how; perhaps it is something to do with the simplicity of the language -- that idea of stepping into the shoes of a role model, someone one would like to be when one grows up. I'm not surprised that Simon Christiansen's score breakdown in his review allots two points just for the fact of the moon.
Enough people have spoken of the annoyance of the multiple-step process that must be repeated each time one moves through the airlock. I agree: this is something that ought to be automated; if not entirely, then at least after the first instance.
The story is not too bad. The main issue is that it raises a dozen questions, all of which go unanswered. It feels as though the game is in fact setting up and presenting backstory, not story. In which case, the "1" in the game title might be indicative of being the first in a series, or of being merely a prologue.
Hominy grits, crispy bacon, and Tang.