Phew, finally finished ‘I wanna be the guy’! Hah, that took a whil-
Wait, it’s WHAT year now?! Well, time does fly when you’re in a sado-masochistic relationship with a video-game! Luckily I’m finished just in time for the release of Flower.
From the creators of Cloud and Flow, this is certainly an original title. It’s quite difficult to draw comparisons without either referencing TGC’s own works or the even more esoteric PSN experience Linger in Shadows. This aside, part of the enjoyment of the title definitely comes from playing the game yourself, and certainly that’s where Flower trumps its demo-scene partner. There’s a lot more interactivity involved in Flower, the rough explanation of which is that you control a petal in the countryside by utilising the motion controls of the Six-Axis controller to invoke the wind. The ‘goal’ is blow through flowers dotted around the landscape to encourage them to blossom and add their petals to your own ever-growing collection.
Its a very simple game, aided by a simple control scheme where-in every single button on the controller calls forth the wind. The motion controls are amazingly responsive, so much so that really the only thing that stops you from maneuvering your blossom-storm in fantastical formations is that your wrist might just twist itself off. Both a lack of urgency in your objectives, combined with the responsive controls provides an unparrelled relaxation experience, though that isn’t to say your role is an entirely passive one. Each environment adds slight complexities to the activity, as well as new aesthetic delights.
It’s honestly hard to explain how fantastic this game looks in motion, and the satisfaction that comes from knowing that you’re involved in the creation of the mise-en-scene is almost painfully gratifying. Whilst the spreading of beauty across occasionally barren landscapes does sound very Okami-ish, what really makes Flower special is your own emotional engagement in the scenarios. You are the one who brings life to the landscape, and so anything that happens after that fact feels like being back at play-school and having your sand castle kicked back in your own face. In Okami it feels like you’re doing a favour to the world, but in Flower everything is a matter of self. There are no other people in the game to identify with, which instead means you find yourself identifying with more abstract notions of yourself. It is quite simply, your nature.
Flower is available now on the PSN for $10/£6.29, and there’s a playable trial available if you at least happen to have access to a PS3. It’s a wonderful game, and I don’t want to say that it deserves to be played. Rather, it’s something you deserve yourselves, what with the Credit Cruch/Economic Disaster/Business Hyperbole going on, there’s just no escapism that’s quite like it!
TIGdb: Entry for fl0wer