Playstation 3 - Flower
Sometimes a game is released that
takes you completely by surprise, making you sit up and pay attention to what
you are doing in the game. Flower, released in 2009 by Thatgamecompany is just
such a game. Featuring nothing to kill, no maps, no wrong moves which result in
death, no high scores and no avatar, this game seemed to be destined for
oblivion and the ‘bargain bin’ with thousands of other games which do not
capture the game playing public’s imagination.
However, playing Flower was a revelation.
The aim of Flower is to grow
healthy flowers on a windowsill in a Cityscape. There are 6 levels to complete
and a playable credit sequence; each level, with the exception of the credit sequence
has the player being situated within the dream of a flower and each
flower/level represents a different dream, which ranges from the wind to
darkness. The game has a basic story arc running through it which is evident as
the game is played, despite there being no explicit narration; each level
starts at the end of the previous one and the player is able to change the
dying and dismal landscape into a healthy and colourful one as they progress
through the game. However, the way of doing this is interesting – and certainly
novel. The avatar for the game is the wind – which the player controls through
moving the control pad, tilting it to change direction and speed to travel
through the game’s environment. This is a series of valleys, enclosed by boundaries,
so that the player does not venture too far outside the playing area. As the
wind, the player travels through these landscapes collecting flower petals from
a variety of flowers, which become part of the wind/avatar and the player can
use light to ‘paint’ the grass and any water in the landscape at particular
points in the game. When ‘collecting’ petals, having a certain number of a
specific colour activates further flowers, another enchanting aspect to the
game and something that made me smile more than once.
The visual aspect of the game is
stunning, blades of grass and flowers are individually rendered and react to
the player moving around them, and I was enchanted to find that as I passed
each flower, it made a musical note, which changed the subsequent game music.
According to the game design company, Flower is intended to be an emotional
experience, which I found to be so. I was enchanted by the visuals, the music,
the play and by the way that this game made me relax. Instead of running round
solving puzzles and finding bad guys to kill, I had to move slowly and gently
through the landscape, especially as I collected more flower petals which made
turning more difficult. There was also a freedom that I have not felt before in
other games, aided by the fact that there is no physical avatar and I was free
to move in any direction without constraints such as gravity (within the game
structure).
This game has a clear cultural
message attached to it; nature is good and some man-made items such as power pylons
are destructive. This can be particularly seen in the 5th level of the six,
where I encountered something harmful for the first time. Here the pylons
‘burn’ the flower petals, making them smoke and fizz – which made me feel
almost sad for destroying something pretty and gentle, especially as I had been
interacting with the game for about 2 and a half hours without any destruction. Similarly, the
flower representing the night-time (level 4) ends with the dream becoming a
nightmare, and leading into the 5th level, with the toxic pylons, which is
another emotional point in the game. Coupled with the aim of the game seeming
to be the reinstating of nature in a dying landscape, there can be little
doubting what the game is saying. That said though, the ecological theme is not
overt, the game can be played without paying much attention to its message.
At £6.49 this game is a lot cheaper than most other games on
the market, and is a lot shorter too. Playing can take between 1-3 hours depending on the attention to detail
and collection of flower petals. However, there is a replayability in this game
that is not always present in other games; revisiting the landscapes to just
play with the wind is an oddly satisfying experience, which when coupled with
the visuals and audio, makes for a surprising, yet substantial seeming game.
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