![]() ![]() Īlthough no speech or text is used anywhere in the game aside from credits and interaction hints in the main menu, the six flower dreams follow a narrative arc. A single play-through of the game takes approximately one hour. The game features no enemies, hit points, or time limits. It is impossible for the player to lose a level or any progress. ![]() The more flower petals the player has trailing the lead petal, the faster the petals move. The music itself dynamically adjusts as changes are made to the world. Flying through each flower results in a musical chime that harmonizes with the music. These changes generally result in new flowers sprouting for the player to interact with. These include opening new areas, transforming dead grassy areas to bright green fields, or activating wind turbines. When the player approaches certain flowers or groups of flowers, changes are made to the game world. Groups and lines of flowers are present in each level approaching these with the petal causes them to bloom and a new petal to trail the first. The camera generally follows just behind the petal, though it sometimes moves to show a new objective or consequence of the player's actions. Pressing any button blows the wind harder, which in turn moves the petal faster. Changes in the pitch and roll of the floating petal are accomplished by tilting the PlayStation 3 controller. Once inside a level, the player controls the wind as it blows a single flower petal through the air. Each level is represented by a flower in a pot on a city apartment windowsill, and upon selecting one the player is taken to the "dream" of that flower. It was named the "best independent game of 2009" at the Spike Video Game Awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences.Ī screenshot of Flower, showing a trail of flower petals as viewed by the player as they are blown through the airįlower is divided up into six main levels and one credits level. Reviewers praised the game's music, visuals, and gameplay, calling it a unique and compelling emotional experience. Flower was a critical success, to the surprise of the developers. The music, composed by Vincent Diamante, dynamically responds to the player's actions and corresponds with the emotional cues in the game. The team viewed their efforts as creating a work of art, removing gameplay elements and mechanics that were not provoking the desired response in the players. This focus was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience and that the emotional range of most games was very limited. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.įlower was primarily intended to arouse positive emotions in the player, rather than to be a challenging and "fun" game. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary wind turbines. Flying close to flowers results in the player's petal being followed by other flower petals. In Flower, the player controls the wind, blowing a flower petal through the air using the movement of the game controller. The game was intended as a " spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. #Find the hidden flowers windows#An iOS version was released in September 2017, and a Windows version was released in February 2019, both published by Annapurna Interactive. PlayStation 4 and PlayStation Vita versions of the game were ported by Bluepoint Games and released in November 2013. It was designed by Jenova Chen and Nicholas Clark and was released in February 2009 on the PlayStation 3, via the PlayStation Network. Flower is a video game developed by Thatgamecompany and published by Sony Computer Entertainment. ![]()
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