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	<title>Comments on: A Note On Firewatch</title>
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	<description>Science, gaming, and all things in between.</description>
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		<title>By: Janek</title>
		<link>https://scientificgamer.com/a-note-on-firewatch/#comment-28017</link>
		<dc:creator><![CDATA[Janek]]></dc:creator>
		<pubDate>Sat, 20 Feb 2016 17:37:35 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4821#comment-28017</guid>
		<description><![CDATA[Totally. Just talking shit on the radio, dancing around each other&#039;s issues, while taking in the gorgeous scenery.]]></description>
		<content:encoded><![CDATA[<p>Totally. Just talking shit on the radio, dancing around each other&#8217;s issues, while taking in the gorgeous scenery.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/a-note-on-firewatch/#comment-28010</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Fri, 19 Feb 2016 18:18:31 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4821#comment-28010</guid>
		<description><![CDATA[I accept I&#039;m probably in the minority, but I would have totally played a slow-paced walking game where Henry spends a summer simply reflecting on his past. The grounded elements of the story with Julia and Delilah were far more interesting to me than the mysterious locked-off area of the forest, and I think emphasising the latter over the former was a big mistake for a game that otherwise does a lot of stuff really well.]]></description>
		<content:encoded><![CDATA[<p>I accept I&#8217;m probably in the minority, but I would have totally played a slow-paced walking game where Henry spends a summer simply reflecting on his past. The grounded elements of the story with Julia and Delilah were far more interesting to me than the mysterious locked-off area of the forest, and I think emphasising the latter over the former was a big mistake for a game that otherwise does a lot of stuff really well.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/a-note-on-firewatch/#comment-28009</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Fri, 19 Feb 2016 18:14:42 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4821#comment-28009</guid>
		<description><![CDATA[I think that&#039;s the key difference, and that&#039;s why I also come down on the side of Gone Home. Both games try to manipulate the player to a degree, but Gone Home does it passively; it presents the player with evidence that lets them form a fallacious picture of what&#039;s going on themselves, without actively trying to trick them. The radio link with Delilah is in most cases a big strength for Firewatch, but it also meant it was much more actively misleading at times, in a way that was about as subtle as a sledgehammer.

I think both games have their plus and minus points, but I liked Gone Home&#039;s hands-off approach to the storytelling a lot more.]]></description>
		<content:encoded><![CDATA[<p>I think that&#8217;s the key difference, and that&#8217;s why I also come down on the side of Gone Home. Both games try to manipulate the player to a degree, but Gone Home does it passively; it presents the player with evidence that lets them form a fallacious picture of what&#8217;s going on themselves, without actively trying to trick them. The radio link with Delilah is in most cases a big strength for Firewatch, but it also meant it was much more actively misleading at times, in a way that was about as subtle as a sledgehammer.</p>
<p>I think both games have their plus and minus points, but I liked Gone Home&#8217;s hands-off approach to the storytelling a lot more.</p>
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		<title>By: Gap Gen</title>
		<link>https://scientificgamer.com/a-note-on-firewatch/#comment-27997</link>
		<dc:creator><![CDATA[Gap Gen]]></dc:creator>
		<pubDate>Wed, 17 Feb 2016 21:47:45 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4821#comment-27997</guid>
		<description><![CDATA[One thing I liked about this was simply experiencing the place, and I felt somewhat bad that the game at times creates tension that forces you onwards rather than just enjoying the scenery, even if on balance the game is stronger for a sense of purpose driving what might otherwise be a fairly slow-paced walking game.]]></description>
		<content:encoded><![CDATA[<p>One thing I liked about this was simply experiencing the place, and I felt somewhat bad that the game at times creates tension that forces you onwards rather than just enjoying the scenery, even if on balance the game is stronger for a sense of purpose driving what might otherwise be a fairly slow-paced walking game.</p>
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		<title>By: Ninja Foodstuff</title>
		<link>https://scientificgamer.com/a-note-on-firewatch/#comment-27994</link>
		<dc:creator><![CDATA[Ninja Foodstuff]]></dc:creator>
		<pubDate>Wed, 17 Feb 2016 19:14:24 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4821#comment-27994</guid>
		<description><![CDATA[Looking now at the camera photos I do have to say I am struck by how picturesque it was. I don&#039;t think I properly appreciated it at the time, but those images...

(I do think they missed a trick by not having the &quot;original&quot; images from the story included in the camera roll though)]]></description>
		<content:encoded><![CDATA[<p>Looking now at the camera photos I do have to say I am struck by how picturesque it was. I don&#8217;t think I properly appreciated it at the time, but those images&#8230;</p>
<p>(I do think they missed a trick by not having the &#8220;original&#8221; images from the story included in the camera roll though)</p>
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		<title>By: Ninja Foodstuff</title>
		<link>https://scientificgamer.com/a-note-on-firewatch/#comment-27993</link>
		<dc:creator><![CDATA[Ninja Foodstuff]]></dc:creator>
		<pubDate>Wed, 17 Feb 2016 19:08:48 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4821#comment-27993</guid>
		<description><![CDATA[Having just completed it I can safely say I thought the opposite. I preferred Gone Home because it was storytelling through exploration, whereas I don&#039;t know what this is. It&#039;s like a radio play with graphics and having to look at a map a lot.

That said, I can&#039;t fault the voice acting or the dialogue (although the plot seemed very weak), and there were some excellent subtle details and clever editing.]]></description>
		<content:encoded><![CDATA[<p>Having just completed it I can safely say I thought the opposite. I preferred Gone Home because it was storytelling through exploration, whereas I don&#8217;t know what this is. It&#8217;s like a radio play with graphics and having to look at a map a lot.</p>
<p>That said, I can&#8217;t fault the voice acting or the dialogue (although the plot seemed very weak), and there were some excellent subtle details and clever editing.</p>
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		<title>By: innokenti</title>
		<link>https://scientificgamer.com/a-note-on-firewatch/#comment-27966</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Mon, 15 Feb 2016 17:59:14 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4821#comment-27966</guid>
		<description><![CDATA[I have preferred it to Gone Home, simply because the well-written dialogue and conversations liven things up and give the story joy, pathos and a sort of veracity. For me, Gone Home was a plot, delivered in interesting ways - it was interesting story-telling, but the writing itself and the relatively straightforward plot didn&#039;t quite fire it up.

Firewatch brings the characters very much to life and delivers a very enjoyable interactive story. This is the direction where I want my FPS adventure/walking simulators to head.

And looks very very pretty to boot. It&#039;s not because of intense graphics but just a very very good art direction that absolutely plays to the strengths and limitations of what they were doing.]]></description>
		<content:encoded><![CDATA[<p>I have preferred it to Gone Home, simply because the well-written dialogue and conversations liven things up and give the story joy, pathos and a sort of veracity. For me, Gone Home was a plot, delivered in interesting ways &#8211; it was interesting story-telling, but the writing itself and the relatively straightforward plot didn&#8217;t quite fire it up.</p>
<p>Firewatch brings the characters very much to life and delivers a very enjoyable interactive story. This is the direction where I want my FPS adventure/walking simulators to head.</p>
<p>And looks very very pretty to boot. It&#8217;s not because of intense graphics but just a very very good art direction that absolutely plays to the strengths and limitations of what they were doing.</p>
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		<title>By: Ninja Foodstuff</title>
		<link>https://scientificgamer.com/a-note-on-firewatch/#comment-27961</link>
		<dc:creator><![CDATA[Ninja Foodstuff]]></dc:creator>
		<pubDate>Mon, 15 Feb 2016 11:54:18 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4821#comment-27961</guid>
		<description><![CDATA[Fair enough. I had wondered if this was going to be another over-hyped indie darling, glad to hear that&#039;s not the case.]]></description>
		<content:encoded><![CDATA[<p>Fair enough. I had wondered if this was going to be another over-hyped indie darling, glad to hear that&#8217;s not the case.</p>
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