For better or worse, life finds a way in Waking Mars

In 1787, after things didn’t go so well with America, England decided to invent Australia. So they pushed out to sea some ships full of convicts and rabbits. They headed vaguely southeast, hit an island, and flourished. The convicts eventually produced Olivia Newton-John, Sam Worthington, and the Lord of the Rings movies. The rabbits produced more rabbits. A lot more.

The rabbits, which bred like rabbits, took to Australia’s mild winter-less climate. They enjoyed unchecked population growth as the colonists thinned out the predators that should have eaten the rabbits. The furry little darlings destroyed young trees by eating away the bark. They dined freely on plants that were supposed to anchor the topsoil. For two hundred years, rabbits wrought havoc on Australia’s ecosystem, single-handedly causing the extinction of plant species that occur nowhere else in the world.

I’ve done something similar in Waking Mars.

After the jump, Night of the Lupus, but on Mars and without rabbits

Waking Mars is just about the coolest new thing I’ve seen someone do with a side-scrolling Castlevania/Metroid exploration game. Instead of guns that open doors, it has seeds that open doors. As an astronaut on Mars, trapped by a cave-in, you navigate a strange but sophisticated ecology of Martian flora and fauna. It’s simple one-touch stuff, perfect for an iPhone, and featuring wonderful graphics, awesome space music, and actual characters with personality. It gradually unfolds its secrets without holding your hand. As you explore and discover, you fill in snippets of research data. These eventually come together in what passes for the game’s manual and hint system.

The genius of Waking Mars is that where other games would have combat, or spells, or inventory, or the usual gameplay vocabulary, you instead get ecology. It’s up to you to fit the pieces together. Parts of the game remind me of planting gardens or feeding ducks. And as you progress deeper, the interaction of various systems gets more complex, and more delicate, and more expansive. Waking Mars is full of surprises that all come down to nature being composed of interrelated systems, each affecting each other, each depending on each other. You might have the power to wake it up, but it’s not yours to control. This is a surprisingly thoughtful, delightfully atmospheric, smartly written, carefully designed game about a place nearly as intricate and mysterious as Australia.

To Waking Mars’ credit, it has let me all but destroy my own game. I’ve gotten to the “end” in that I’ve escaped and reunited with mission control, where the game tells me that the characters have only but to wait for a rescue. But there are still subterranean Martian secrets just beyond my reach that Waking Mars encourages me to explore while I await rescue. The problem is a room called The Meadow — I love that each room has a name — which I seeded with a particular plant in an effort to get through it quickly. Except that now that plant has taken hold so ferociously, and with such aggression towards other species, that it would be a long-term and tedious chore to re-engineer The Meadow. I’ve tried. Believe me, I’ve tried. It’s like reaching the end of a game and giving up at the boss battle. Although this is entirely my fault. I woke Mars up, but I made it grumpy. It’s going to take a lot of work to cull secrets from it.

If you choose to play Waking Mars — and if you have any interest in games that take you to cool new worlds and show you cool new ways to play reliable old genres, then you should play Waking Mars — I leave you with these words of wisdom: the feran is to Mars what the rabbit is to Australia. Apply sparingly.

5 stars
iOS

  • Mrbigt2

    Lord of the Rings was a New Zealand production. New Zealand wasn’t populated with convicts. They actually mock the Australians for it.

    I don’t know if rabbits were such a problem for New Zealanders.

  • Pogue Mahone

    Really interested in playing this game, but I want to wait until I’ve wrung Fez completely dry before I start it. Maybe a little too close in mechanics, if not theme.

  • Nightgaunt

    Nice review, Tom.  I think it’s worth saying more about the little encyclopedia you build up in the game.  I suppose it might be off-putting to a certain type of player, but I so much appreciated that it was written in real, plausible technobabble.  For one thing, I felt so much more connected to the game world.  I felt so much more like a scientist!  And every once in awhile I had to puzzle through what biological process the database was describing and how that equated to me throwing little germs around like basketballs.  Put another way, Waking Mars is an exploration game in more ways than one–while exploring the world, you’re also exploring the mechanics of the ecology.  Maybe Castlevania could be argued to have “exploration” of the enemy types or the weapons or something.  But the fact that these plants weren’t trying to kill you (for the most part) and that they have all these interactions with each other (which Castlevania critters don’t) made it a much stronger piece of the game.

    Tiger Style has said that a big part of their development process is experimenting with new mechanics for their own sake.  I didn’t find Spider terribly successful, but I loved Waking Mars and I’m sure glad they’re out there making games.  When I went to the internet to look up which plant was the Feran, I was surprised that after all this time there aren’t a whole lot of fan pages or FAQs for Waking Mars.  Does that mean it didn’t get many players?  It was highlighted on the App Store front page.  I know it has some barriers to entry, but I sure hope it paid off for Tiger Style.  Bring on the next beautiful experiment!

    (BTW, I didn’t have too much trouble with the Feran, but those yellow and purple guys that change the terrain types really had a way of taking over!  I put in a lot of needless time rooting the yellow ones out of a room that I had unwisely let them loose in.)

  • superslug

    we also produced russel crowe, crowded house, and kimbra.

  • http://www.facebook.com/alexx.kay Alexx Kay

    I also had a lot of trouble with the yellow/blue spores.  In a beautiful twist, they and the Ferans are pretty much the only way to deal with each other :-)

    Pro Tip:  Once you’ve unlocked all of the Enrichment room, use the map to go back there often.  You can quickly restock on almost all seed types in there.

  • tomchick

    Lord of the Rings is as Australian as Mel Gibson! :)

  • tomchick

    I feel the same way, except in reverse.  Waking Mars is what’s bumped Fez from my playlist over the last week or so!  And now Valley Without Wind.  So much 2D exploration, so little time!

  • tomchick

    Don’t forget Paul Walker, Paul Schaffer, and Quiet Riot.  Although I didn’t know Kimbra was an Aussie.

  • tomchick

    Nicely put, Nightgaunt.  I like the way you relate exploration to the encyclopedia!

    As for how the game is doing, I wonder if part of the problem — well, “problem” — with Waking Mars is the price point.  It’s a $5 game is a sea of 99 centers with hidden in-app purchase costs.  That can’t be easy.  It’s tough to look at all these games and to have no idea how much depth is in a game like Waking Mars vs. some puzzle collection.
    And, yeah, I know how to get around my Feran infestation, but I’ve managed to back myself into a corner with a sort of perfect storm of bad decisions across a few various rooms.  I need to back up a few steps and cultivate some alkaline Cephads, which is going to be slow going.

  • Brof

    -unfortunately it is not available for my ipod touch 2G, which was good for all ios games until recently, when the 4GS came out … now the market is split.

  • keyse2s

    I absolutely loved this game, and I’m glad to see you give it five stars. But I’m surprised to see you of all people gloss over WM’s one sour note: the dialog/”acting.” It’s not Zero Wing bad, but it’s not good.

  • tomchick

    I loved the dialog and characters. I loved the presentation and the acting. Liang and Amani had such different personalities, and they gave an otherwise strange game world a familiarity and humanness. I’d say they were instrumental to Waking Mars being as good as it is.

    What makes you say that part of the game wasn’t good?

  • keyse2s

    Amani was way oversold emotionally. She was also far too chipper to be believable. And to call Liang wooden would be an insult to puppets everywhere. Take that “many moods of Darth Vader” t-shirt and apply Liang and you’ve pretty much got what home-boy is about:

    You’ve discovered life on Mars, Liang -
    :-|

    You’re trapped in a Martian cavern, Liang -
    :-|

    You’re crewmate’s on meth, Liang -
    :-|

    You’re actually Mike Muir from seminal West-Coast punk band Suicidal Tendencies, Liang -
    :-|

    I could tell what they were going for, but seemed to get caught up in a more-is-more approach to a couple of characters that didn’t really need all the “bells and whistles.” I think they would have been better served trying to make these “characters” act as foils for the Martians by trying to have the “do” less. The setting is the main character here anyway, right? I felt like Amani and Liang were constantly trying to upstage something that was always going to be more engaging than they were, at least given their current iteration.

  • tomchick

    Yeah, that wasn’t my takeaway at all.  They were both charming in their own way, and they acted as foils to each other’s moods, as well as foils to Mars’ strangeness.  I really liked that neither of them was the typical white male astronaut or mission control director.  I liked how expressive the actors were (or weren’t, in Liang’s case, which is its own kind of expressiveness).  Amani’s smile is pretty darn irresistible.  I liked the tension that comes from them being apart.  I liked the optional conversations they could have.

    Given that the model they were playing with was JRPG talking heads bopping back and forth between their two or three expressions, I thought Waking Mars did a great job with the format.  It added memorable and likable characters to a game that didn’t even need to have characters, but I’m sure glad it did.  As a game, Waking Mars has a lot of empty space as you move around and develop the ecology.  The developers did a great job letting its characters breathe to fill some of this empty space.

    If anything, Keyes, I glossed over how much I liked the characters. :)

  • keyse2s

     Since we clearly disagree on this subject, I’d like to take this opportunity to finally engage in the following:
    1. You’re a pro-Microsoft shill
    2. You’re a pro-Sony shill
    3. You hate indy games
    4. You hate AAA games
    5. F-bombs
    6. Homophobia
    7. Metacritic

    Wow. That wasn’t anywhere near as satisfying as I thought it would be.

    :)

  • tomchick

    Now that’s how you do a comments section! :)

  • Nightgaunt

    Yeah, I’m with Tom on this one.  I suppose the characters had somewhat two-dimensional, or at least predictable, personalities, but I felt their repartee added a lot to the game.  The cah-raaaazy computer character was less lovable, but ultimately I could cope.

    The worst part about the game (in my perhaps singular experience) were the occasional scripting bugs that made me miss a plot point or two.

  • zzwerty

    I not only stuffed up the meadow like you, I also destroyed every single alkaline ZOA in the caves, so I could get past the part where someone asks for an alkaline spore. I suppose maybe I need to restarts. :’(

  • zzwerty

    Android is the solution.

  • Shattered

    The spore types change in response to acid or water, so there is no way to kill them easily. (Thankfully)

  • suicuneisme

    Lol you my good sir are amazing.

  • fire_hazard

    Liang and Amani were good characters. Their dialogue was well acted and fit the science-fiction atmosphere of the game perfectly. They also both undergo little arcs, wherein Liang starts out skeptical but is eventually overwhelmed by the wonder of the situation, and Amani gradually shows trepidation towards his discoveries. It’s not supposed to be about space cowboy wisecracks or hitting the player over the head with a frying pan for comedic thrill. I find your complaint petty and attention-seeking at best.