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Flower Review

Published February 17, 2009 by |

Dividing opinions over whether or not ‘Flower’ is a gaming masterpiece or just some bloated technical demonstration seems to be surrounding the latest release from LA based ‘thatgamecompany’. Yet regardless of the debate, one thing is certain, Flower is something different and it definitely shows.

whether or not you want to play Flower for the eco-trip, it’s a game worth experiencing

Flowers concept is an amazingly simple one: you are a petal dancing in the wind, you fly around, collect more petals, open new flowers, and pretty greenery flourishes before you; simple. Thankfully the experience overall is tremendously more engaging, and outside the basic gameplay mechanic, lies a path filled with discovery and inquisitive exploration, which create a pleasantly relaxing and uplifting videogame experience.

From the moment you begin playing, the presentation on offer will draw anybody in. Rolling green vistas, lush environments, and an assortment of vivid colours all light up the screen, especially for those playing in high definition. All of these beautiful visuals coupled along with a subtle yet appropriate musical score, and an unobtrusive natural feeling control scheme make for a highly enjoyable diversion from the norm. The aforementioned modest control scheme owes itself to an extremely effective implementation of Sony’s Sixaxis to control the direction in which your petals flow in the wind. The wind itself is controlled by one button; which button is your choice. At no point will the controls aggravate play, and for this Flowers gameplay flows seamlessly from level to level, and is all the more enjoyable for it.

Flower’s gameplay varies in that at times it can seem like a simple relaxing environment to dabble in, or that of a racing game, snaking in and out of ravines, to that of a collect-a-thon, ensuring every flower is open and every petal is gained. How you play is of course down to personal preference, but regardless of playing style, the game elevates a certain air of excitement throughout which ensures the player will strive for completeness and guarantees repeat playthroughs. For something so initially simple and carefree, Flower grows in addictiveness as you progress through the games seven areas.

A message of symbolism is conveyed through Flower’s narrative imagery (if you choose to pay attention to it), and tells the tale of how nature prevails over all. It’s this journey that you take throughout Flower’s levels, and as the game progress becomes a much more prominent theme. Irrespective of whether or not you want to play Flower for the eco-trip it’s a game worth experience, and although it may be somewhat short it’s a number of hours that at the selling price is more than worth it. A striking gaming experience in more ways than one.