REVIEW: Flower

Flower Review

Out of respect to the casual or artistic game developers, I have decided to a review a game that fits into both of these categories: ‘Flower.’ Because of its focus on artistic development I feel like Flower really deserves an honest review to show its value as a game. Also, with the developers announcing that they are releasing a new game ‘Journey’ next year, I think it’s a good idea to reflect on the strengths and downfalls of their most recent game.

First off, it’s essential we understand the approach that developers TGC have towards creating games. Whereas when some writers sit down to create a video game they begin with thinking about the genre or the story line, TGC begin by thinking about emotion. What they really want their games to do is make us feel and evoke a strong emotion in us through gameplay, setting and music. This is certainly a different approach to making games, and immediately it will put some people off TGC games; because they don’t want to feel complex emotions when they play a game. And rightly so – we play games to escape from our own hectic lives and vent our frustrations on fictional and virtual beings. But to understand TGC’s philosophy you need to play at least one of their games. This could be Flower, Flow, Cloud or Journey when it comes out. Once you do you will realise that the emotions TGC pursue to evoke in you, the gamer, aren’t intense but are very calming. In fact, playing Flower may be the most relaxing experience you ever have.

At this stage I would normally go into an explanation and summary of the storyline of the game I’m reviewing. This is a pretty vital part of the game and hence a very important part of a review. Usually it’s best to explain the story line in enough depth without any spoilers. For that reason my job has been made much easier by reviewing Flower because there is no way to spoil this game. There is no storyline. The closest thing TGC gives us to a character is flower petals. The game can be seen more like an incredibly basic novel: The narrator of this story is the wind, which you control; the main character is the flowers; the other characters are the scenery, and the levels are a sequence of events. I do like Flower, but already you can see that it’s sounding dull. However, TGC didn’t want to have to write complex storylines and characters to create an immersive game; instead they focus on the overall ambience of the game.

Once you enter a level, by selecting a flower from the starting menu, you are transported to a countryside scene. You begin with one petal, and move it in the direction of other flowers which you collect and build a flowing line of petals that fly in the wind. There is an objective to each level; to collect all the flowers on the map. It is a simple but sweet experience. There are 6 main levels, which you unlock in succession after completing a previous level by collecting all of the flower petals. This gameplay allows you to reach a good balance of achieving relaxation without stooping to aimlessness.

Although there is no challenge in Flower, you still experience a sense of achievement after collecting all the flowers and watching the beautiful scenery swim past you in floods of light and colour. It is something in our basic human nature to want things to be complete and finished, which is why we get so frustrated at cliff-hangers. TGC have really tapped into this to help created positive emotions. Clearly once you complete the game you aren’t going to pump your fist in the air, but mainly because you’re going to be so relaxed!

The game is quite simple, but there are a couple of things that are very impressive about Flower. The entire thing is motion controlled with only the need for pressing one button on the controller (X to go forward). The flowers are controlled by you tilting the controller in the direction you want to go. It takes some getting used to and it isn’t the most efficient or precise way of playing a game; but it truly immersive, making you feel more connected with the gameplay. It doesn’t completely break down that fourth wall that virtual gaming may eventually break, but it does poke a hole in the wall.

Also, another great thing about this game that I want to shed some light on is the music. Much like film scores, the music in games generally tends to go unnoticed. Game music shouldn’t draw attention away from the gameplay and this is an art form in itself for the composer. The music in Flower is as beautiful as the scenery, and creates the indescribable atmosphere in the game.

Unfortunately, Flower is only available on PS3 and it seems that TGC are definitely more in favour of PS3 as a platform, however they have released games for PC. If you do own a PC, download Flower. The price is £1, and it will be £1 well spent. Admittedly, you will not be in the mood to play it for the majority of the times you turn on your console, but if stress is ever piling up I would really recommend playing it. Do not choose it for any of the following situations: you have a group of friends over to play games together; you want to delve into an interactive story, or you want to stimulate your brain. And if anyone suggests you play this game when you have friends over I suggest you ignore them completely.

Flower is simple, but it’s expressive and must-have if you like experimental, artistic games.

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