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	<title>Comments on: Thoughts: Waking Mars.</title>
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	<link>https://scientificgamer.com/thoughts-waking-mars/</link>
	<description>Science, gaming, and all things in between.</description>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-waking-mars/#comment-10668</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Thu, 27 Dec 2012 19:12:56 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2656#comment-10668</guid>
		<description><![CDATA[But yeah, if you didn&#039;t find the dead zone to be a problem then it&#039;s a game with pretty much no downsides: it knows exactly what it wants to do and achieves it excellently.]]></description>
		<content:encoded><![CDATA[<p>But yeah, if you didn&#8217;t find the dead zone to be a problem then it&#8217;s a game with pretty much no downsides: it knows exactly what it wants to do and achieves it excellently.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-waking-mars/#comment-10667</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Thu, 27 Dec 2012 19:11:12 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2656#comment-10667</guid>
		<description><![CDATA[Can you even hit the biomass limits using just composted green plants, though? I did some quick mental calculations and assumed that you couldn&#039;t, but I may have been wrong.]]></description>
		<content:encoded><![CDATA[<p>Can you even hit the biomass limits using just composted green plants, though? I did some quick mental calculations and assumed that you couldn&#8217;t, but I may have been wrong.</p>
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		<title>By: A different Joe</title>
		<link>https://scientificgamer.com/thoughts-waking-mars/#comment-10426</link>
		<dc:creator><![CDATA[A different Joe]]></dc:creator>
		<pubDate>Wed, 26 Dec 2012 19:41:26 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2656#comment-10426</guid>
		<description><![CDATA[Also I&#039;d like to add that because of the focus on solving puzzles in a chamber to move onto the next and the general alien environment, this gave me strong flashbacks of Out of this World and, uh.. Flashback.]]></description>
		<content:encoded><![CDATA[<p>Also I&#8217;d like to add that because of the focus on solving puzzles in a chamber to move onto the next and the general alien environment, this gave me strong flashbacks of Out of this World and, uh.. Flashback.</p>
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	<item>
		<title>By: A different Joe</title>
		<link>https://scientificgamer.com/thoughts-waking-mars/#comment-10425</link>
		<dc:creator><![CDATA[A different Joe]]></dc:creator>
		<pubDate>Wed, 26 Dec 2012 19:37:07 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2656#comment-10425</guid>
		<description><![CDATA[I bought this after reading your opening paragraph and seeing the occumpanying photograph of the game.  It was obvious it was going to be a gem and I am not dissapointed.

I agree strongly with your praise of the game.  Especially the dialogue between Amani and Jiang, which was done excellently.  

I don&#039;t think I agree about the existence a &#039;dead zone&#039; in the game.  I found it so much fun to be Jiang flying around in a jetpack growing alien ecosystems that I was disspointed once there were no more chambers to max out.

Maybe a strategy of balloon plants and massing creatures isn&#039;t as fun as my strategy of converting chambers to mostly non-acidic composted green plants.  Or maybe I just love being a stoic jetpacking scientist on mars.]]></description>
		<content:encoded><![CDATA[<p>I bought this after reading your opening paragraph and seeing the occumpanying photograph of the game.  It was obvious it was going to be a gem and I am not dissapointed.</p>
<p>I agree strongly with your praise of the game.  Especially the dialogue between Amani and Jiang, which was done excellently.  </p>
<p>I don&#8217;t think I agree about the existence a &#8216;dead zone&#8217; in the game.  I found it so much fun to be Jiang flying around in a jetpack growing alien ecosystems that I was disspointed once there were no more chambers to max out.</p>
<p>Maybe a strategy of balloon plants and massing creatures isn&#8217;t as fun as my strategy of converting chambers to mostly non-acidic composted green plants.  Or maybe I just love being a stoic jetpacking scientist on mars.</p>
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		<title>By: Kyle</title>
		<link>https://scientificgamer.com/thoughts-waking-mars/#comment-6868</link>
		<dc:creator><![CDATA[Kyle]]></dc:creator>
		<pubDate>Sat, 08 Dec 2012 04:45:37 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2656#comment-6868</guid>
		<description><![CDATA[Note to developers and publishers - I&#039;ve been a fan of all kinds of video games for over twenty years. It&#039;s been my experience that a shorter, intense, creative game that flows right is always better than a strung out, slightly more difficult with little reward because of the stunt in gameplay. Waking Mars is a fabulous game - at it&#039;s core it&#039;s got great potential ! Thank you.]]></description>
		<content:encoded><![CDATA[<p>Note to developers and publishers &#8211; I&#8217;ve been a fan of all kinds of video games for over twenty years. It&#8217;s been my experience that a shorter, intense, creative game that flows right is always better than a strung out, slightly more difficult with little reward because of the stunt in gameplay. Waking Mars is a fabulous game &#8211; at it&#8217;s core it&#8217;s got great potential ! Thank you.</p>
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		<title>By: Gap</title>
		<link>https://scientificgamer.com/thoughts-waking-mars/#comment-4441</link>
		<dc:creator><![CDATA[Gap]]></dc:creator>
		<pubDate>Wed, 28 Nov 2012 10:45:29 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2656#comment-4441</guid>
		<description><![CDATA[I think the two things aren&#039;t mutually exclusive. War films can be exciting without the fighters running into the open spraying bullets, for example. How much it matters depends on your background, I suppose. Someone commented that military training had ruined Die Hard for them, because the shootouts are so ludicrously unrealistic.]]></description>
		<content:encoded><![CDATA[<p>I think the two things aren&#8217;t mutually exclusive. War films can be exciting without the fighters running into the open spraying bullets, for example. How much it matters depends on your background, I suppose. Someone commented that military training had ruined Die Hard for them, because the shootouts are so ludicrously unrealistic.</p>
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		<title>By: Darren</title>
		<link>https://scientificgamer.com/thoughts-waking-mars/#comment-4375</link>
		<dc:creator><![CDATA[Darren]]></dc:creator>
		<pubDate>Tue, 27 Nov 2012 21:33:08 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2656#comment-4375</guid>
		<description><![CDATA[I&#039;m an English major and as analytical as they come, but to me Prometheus can&#039;t support too much allegory or symbolism.  Part of why I like it is that I just assume that every conclusion the characters come to in the film is simply wrong or incomplete.  The Engineer ship may or may not have been going to Earth--there&#039;s no proof that it was headed there, only that the planet was in the ship&#039;s navigation log--there&#039;s no solid evidence that the black goo is what the Engineers would have considered a weapon, etc.

Like I said, I think that a sequel could completely salvage or utterly destroy the film, thanks to it&#039;s (divisive, understandably frustrating) vagueness.  

I also forgive a lot of scientific error because I want to watch an exciting film, not a safety-minded scientific expedition.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m an English major and as analytical as they come, but to me Prometheus can&#8217;t support too much allegory or symbolism.  Part of why I like it is that I just assume that every conclusion the characters come to in the film is simply wrong or incomplete.  The Engineer ship may or may not have been going to Earth&#8211;there&#8217;s no proof that it was headed there, only that the planet was in the ship&#8217;s navigation log&#8211;there&#8217;s no solid evidence that the black goo is what the Engineers would have considered a weapon, etc.</p>
<p>Like I said, I think that a sequel could completely salvage or utterly destroy the film, thanks to it&#8217;s (divisive, understandably frustrating) vagueness.  </p>
<p>I also forgive a lot of scientific error because I want to watch an exciting film, not a safety-minded scientific expedition.</p>
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	<item>
		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-waking-mars/#comment-4243</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Tue, 27 Nov 2012 03:05:36 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2656#comment-4243</guid>
		<description><![CDATA[I&#039;ve read some very deep analysis of Prometheus regarding the various metaphors and symbolism in the movie, to the point where I&#039;m now convinced it might be the ultimate example of allegory trumping logic. There&#039;s something going on in the film beyond the usual piss-poor Hollywood blockbuster plotting, but whatever it is it actively exacerbated the problem rather than improving the final product at all, and so we end up with a rather disjointed, nonsensical mess that takes some rather horrendous liberties with science and the audience&#039;s suspension of disbelief. As it is I can totally believe it&#039;s the result of two different scripts being smooshed together.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve read some very deep analysis of Prometheus regarding the various metaphors and symbolism in the movie, to the point where I&#8217;m now convinced it might be the ultimate example of allegory trumping logic. There&#8217;s something going on in the film beyond the usual piss-poor Hollywood blockbuster plotting, but whatever it is it actively exacerbated the problem rather than improving the final product at all, and so we end up with a rather disjointed, nonsensical mess that takes some rather horrendous liberties with science and the audience&#8217;s suspension of disbelief. As it is I can totally believe it&#8217;s the result of two different scripts being smooshed together.</p>
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	<item>
		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-waking-mars/#comment-4241</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Tue, 27 Nov 2012 02:55:47 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2656#comment-4241</guid>
		<description><![CDATA[Yeah, one of the things I didn&#039;t mention (because I was trying not to spoil it too much) is the way the entire cave system is, well, a *system*. Each area is different and appears to have a specific function in the alien complex; they&#039;ve actually managed to tie in level variety to their process of discovery quite excellently.]]></description>
		<content:encoded><![CDATA[<p>Yeah, one of the things I didn&#8217;t mention (because I was trying not to spoil it too much) is the way the entire cave system is, well, a *system*. Each area is different and appears to have a specific function in the alien complex; they&#8217;ve actually managed to tie in level variety to their process of discovery quite excellently.</p>
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		<title>By: Pertusaria</title>
		<link>https://scientificgamer.com/thoughts-waking-mars/#comment-4200</link>
		<dc:creator><![CDATA[Pertusaria]]></dc:creator>
		<pubDate>Mon, 26 Nov 2012 21:29:30 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2656#comment-4200</guid>
		<description><![CDATA[That&#039;s really neat, thanks.  I got to the start of what I think you mean by &quot;the dead zone&quot; last night, and I have to agree - I&#039;m not entirely looking forward to going back to every room I haven&#039;t got the highest possible rating in and doing it to perfection.

I find the graphics are a big part of the charm - once in a while I&#039;ve got to a new room and genuinely been awed.  The plants are nicely drawn as well.  I agree that what makes the game is the mystery and the understated way in which the characters handle it.]]></description>
		<content:encoded><![CDATA[<p>That&#8217;s really neat, thanks.  I got to the start of what I think you mean by &#8220;the dead zone&#8221; last night, and I have to agree &#8211; I&#8217;m not entirely looking forward to going back to every room I haven&#8217;t got the highest possible rating in and doing it to perfection.</p>
<p>I find the graphics are a big part of the charm &#8211; once in a while I&#8217;ve got to a new room and genuinely been awed.  The plants are nicely drawn as well.  I agree that what makes the game is the mystery and the understated way in which the characters handle it.</p>
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