Review: Flower
Background
Flower was developed by mainstay of the PlayStation Network space, That Game Company. Until recently they had been known as the development team behind one of the earliest PSN hits, Flow. Successes aside, their eclectic take on video games started way back in 2006. Shortly after graduating from college, the team behind That Game Company decided to form a studio dedicated to the pursuit of creating new, unique, and artistic gaming experiences, the likes of which had never been seen in gaming. This interesting approach to game design has garnered them both attention and critical praise as their two prior games, Cloud and Flow, were critical darlings.
Following in the trend that was established with Flow and using the aesthetic style pioneered in Cloud, Flower is a mellow experience that is as much about the mood then it is the gameplay. Among the most vocal of the game’s supporters was Garnett Lee of 1UP.com, who has been championing the game since his first demo at E3 2008. Since then, the enthusiasm has reached a fever pitch, until it was finally released on the PlayStation Network back on February 12th of 2009. So will Flower live up to the hype, or will it be carried away on a breeze of exaggerated expectations and undelivered promises?
The Good
Even the most casual of observers can look at the game and realize that it is drop-dead gorgeous. The combination of vibrantly colored petals against a backdrop of blue sky and green grass has a naturally calming effect. Even the worst parts of a day at the office will melt away as you weightlessly float from flower to flower, coaxing masses of blooming bulbs to come to life.
Another very refreshing aspect of the game is its intuitive control scheme. Gone are the days of having to be concerned with two different thumbsticks and a vast array of buttons. It is instead as straightforward as the breeze itself. Other than having to press any single button on the PlayStation 3 controller, sixaxis controls are used to flawlessly navigate the vastly varying environments.
If you have only seen the videos of petals floating around in a random field somewhere, then you have yet to grasp what makes Flower so amazing. Through the process of reinstating life to what once was dead, there is an inventive story that is told, without a single piece of text or spoken dialog being uttered. What is most amazing is that the game’s designers think enough of the player to not spoon feed them, but rather leave the interpretation in their hands.
The Bad
It is very hard to find faults in one of the purest gaming experiences to be released in this console generation. To turn what was said earlier on its ear, the game though simple to experienced gamers, may have a higher barrier of entry to the casual masses. When a person is expecting to be challenged, they may be caught off guard by the simplicity that is presented. Plus, once they realize how easy the game really is, some may feel like it is an incomplete experience, almost too easy.
A relative lack of distinctive objectives comes into play as the game progresses. Normally the player would expect to be told explicitly what to do, but there are no such directions to be found. While for most this would be a welcome switch from the monotony, others might find themselves at a loss without a guiding hand. This will become more prevalent near the end of the game and the objectives become more obscure. You will have to play it for yourself to find out.
The Ugly
When the game draws to a close, you will be left wanting more. It is not that the title is not an outstanding value, even at fifteen American dollars, but selfishly, you will wish the experience would never end. Overall, Flower proves to be ultimately fulfilling, but there is always that desire for just one more level, which in all reality is the best compliment that you can give the game.
Conclusion
The PlayStation Network is very fortunate to have a game like Flower. Never has there been a more pure expression of soothing joy, available in an interactive form. Players will be hooked in from the first moment, and left breathless by every new innovation that the game introduces. Flower not only gets the highest recommendation we can offer, but at fifteen dollars, it is a value that everyone can afford. You owe it to yourself to take Flower for a spin, it will change the way you look at games forever.
Score 9.6
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