#92 Flower
Flower

Game Info
Publisher: Sony Computer Entertainment
Developer: thatgamecompany
Platform:
PS3 Download
Genre(s): Action
Players: 1
ESRB Rating: E (Everyone)
Release Date: February 12, 2009
Intro:
The scene closes in on a single flower bud in a pot on a
windowsill. The world outside is bleak, making this flower the
brightest, happiest part of the scene. Using the capabilities of the
SIXAXIS controller, the player hovers over the bud and pushes any button
to enter the world of Flower.
Getting
Going:
Once in the world, the single, glowing petal that
entered the world from the plant on the windowsill now hovers over a
single flower in a field of grass. The player is simply prompted to
push any button. The flower blooms with a single musical note and the
two petals set off on the wind. Guiding the petals is as easy as
steering the controller while pushing any button to create the wind. If
you take your finger off of the buttons, the petals rest in mid-air.
Fun:
Flower
is an innovative art game. It's immersive quality comes from the
combination of environment and sound. There are no buttons to mash and
the act of steering a controller to create movement makes the game more
relaxing and enjoyable than "fun".
Visuals and
Sound:
As in Okami, completing a level causes
everything to burst into bloom, unfolding a shining, colorful
landscape. The gameplay is very different, and yet it is still the
combination of art and music, as well as floating petals on the wind,
that create the pacing and the same relaxing feeling in play. The
flowers that must be brought to life glow beneath you. Moving the wind
down, your trail of petals rushes through the grass toward the glowing
buds which burst into life with the notes of wind chimes, guitar
strings, harp and other sounds. The background music is of the New Age
variety. Nature sounds blend with gentle instruments, adding to the
relaxing feel of the game. The blades of grass part before the trail
with the rushing sound of the wind in the grass. As portions of the
fields are brought to life, the life spreads, showing the next area and
providing an instant reward at the same time. Bleak, bland environments
burst into life. The environmental texturing and movement are stunning
in their complexity, while buildings and man-made items are simple and
insignificant by comparison. In one opening scene, however, we are
treated to a curb and puddle during a light rain. The texturing and
visuals in this seemingly forgettable scene are quite impressive from
the look of the cement down to the reflections in the water of the
puddle.
Intelligence:
The physics in Flower have been given a great deal of attention. The wind wants to go where it will and items cause different reactions by the wind. It would seem that you are steering the wind in Flower, but it is more like you are riding it. The inside of a drafty building causes different wind drafts than an open field free of obstacles. Some items in the environment, such as fans and windmills, create updrafts which make seeing and getting to higher blooms easier. Some environments will also guide you back through to get blooms you missed on the first pass. These environments do not allow you to circle back in any way, again giving the impression that the player is not, in fact, in control of the wind, but the petals that are riding it.
Immersion:
Flower
has a relaxing, meditative quality to it. It's easy to get into a
zone, merely focusing on moving the petals on the wind. There is no
button-mashing and no real puzzle-solving required. Players merely
guide their trail of flowers through the landscape, going anywhere they
wish, at their own pace.
Rewards and Punishments:
Rewards are instant and plentiful in Flower.
Floating into any glowing bud brings it to life in both sight and
sound. It also creates a rush of wind which powers the player forward
instantly. This works to your advantage if you are lined up correctly,
rushing you over the next trace of buds. When an area is completed,
that portion of the scene bursts into life, opening up the next area.
Growth at the end of each level is accompanied by vibration in the
controller if you have a motion controller. Some trophies and hidden
flowers are available. There are no punishments for poor play or slow
play in the lower levels. Players can take their time getting all of
the flowers to bloom and there didn't seem to be any real rewards for
getting everything quickly. In the upper levels, however, power lines
can take out your trail of petals and zap you out of the area you were
trying to work on, startling the player and causing them to try again.
At the end of every level, the flower in your pot blooms and a leaf
drops. If you've done very well, more leaves are received. In
addition, the cityscape outside of your window begins to brighten as you
progress through the game.
Cameras:
There didn't seem to be any real camera control, but you can fly up to get a better view of the field and zoom down to move your trail of flowers into position. The camera follows your movement, providing a continuous first person view.
Controls:
Controlling Flower is as easy as moving the SIXAXIS controller as if it were a steering wheel of sorts and pushing any button to ride the wind. There are times when I struggled to steer into the correct position, but this is the way of the wind and the challenge level is intentional and obviously necessary.
Ideas:
I've noticed the effects
of music and rewards on the pacing of games in previous studies. Like Okami,
Flower effectively combines sound and rewards to create pacing
and mood. The game doesn't feel rushed or frenetic. Instead, it's
relaxing to play while still being immersive. It's an inventive
combination that works extremely well here. As in Kick-Ass, the
credits are playable, as well.
Memory:
Flower
is an excellent, and brief, escape. The game is not very long but, as a
casual game, offers a great deal of replayability.
In : Action/Adventure
Tags: ""art game"" action psn ps3 thatgamecompany
The DP Challenge is a research project in which you play and analyze the top 100 games ever to hit your console(s). At the end of this project, I hope to be a better writer with a host of ideas for my own projects. I anticipate that I will learn more from the games that are in genres that I don't usually play or simply from games I wouldn't usually pick up than from the games I love. I'm looking forward to that education!
Information on the DP Challenge can be found at: http://www.dpfiles.com/dpfileswiki/index.php?title=THE_DP_CHALLENGE
**Note: As it takes a long time to evaluate 100+ games and new games are constantly being rolled out, my top 100 list continually changes. There will undoubtedly be discrepancies in the numeric rating of my list. As I catch them, I'll try to update them, but, I want to play all of the great games, so I know I'll be changing the list often.