Flower Review

Flower
ThatGameCompany 2009 for the PS3
Overview
Flower is the sophomore project for ThatGameCompany on the PS3 platform. Continuing with their roots of solely using Sixaxis controls, as established by their first endeavor, fl0w. This was outlined to be an experiment in creating an “emotional” experience for the gamer. fl0wer takes you through 6 very different stages that all play off different emotions from the bright and cheerful levels depicted in all of the trailers. However, while the game takes your through these “high” emotional moments, it contrasts it with lows as well. The 5th stage particularly is spent in an effort to resurrect nature in a dark is dismal “industrial wasteland”. This dark stage is where the “emotional” gaming experience is allowed to truly shine. It creates a unique gaming experience that I have not found playing any other title.
Controls
One word: Sixaxis. To all of the critics that have stated over and over that Sixaxis is a waste of time and money to have present in the PS3 and controller, this game will finally provide much needed opposition to that argument. This game takes what was a stepping stone in fl0w (using Sixaxis in a 2d environment) and takes it to the next level by incorporating it into a full and brilliant 1080p 3d world. The controls are simply intuitive, nothing more needs to be said. Being restricted by joysticks almost seems like a cage that wouldn’t be fitting of holding the “wind” that you’re controlling within. Instead, the freeform motions allowed by the Sixaxis controls allow the gamer to become more fully immersed in the experience and allow them to almost have a “full body” experience with the game. ThatGameCompany seems to have laid the groundwork of how to successfully implement Sixaxis controls in a title, expect more developers to be taking a hint from them in the future and trying to work it into their titles as well.
Graphics
Beautifully rendered 1080p 3d environments. The crispness of each blade of grass can be visually experiences as you soar through the air and nose-dive into the lush landscape. Each individual blade has physics applied to it so that it reacts to how you (as the wind) affect it. As far as I’m concerned, the graphics are simply the icing on the cake of what is a beautifully crafted game and story. The bright colors are vibrant in the “happy” environments, while the dark colors are deep and rich in the worlds that are made for you to experience “sad” emotions. Once again, I couldn’t ask for more from this standpoint.
Story
Essentially, this is a story without words. The gamer can read a lot into what the publisher is trying to say about nature and the destructive tendencies of our cities on the environment, but in the end I don’t believe that any of that really matters or affects the gaming experience as a whole. These 6 different “dreamstates” give the player a chance to experience the full spectrum of playful windmill farms, to the dark industrial underbelly of a city. But in the end, this game was created to relax the user and create an emotional experience for them to talk about and come back to experience again and again.
The Bottom Line
9.1/10
I don’t know much more you could ask for out of a $9.99 downloadable title. My own complain would be that there aren’t more levels and environments to enjoy. I want more fl0wer! As far as replayability goes, particularly the second and final stages I could see myself coming back to again and again, or even relying to those levels to show the game off to a friend. It is a great title by an innovative company. I look forward to seeing what ThatGameCompany and SCEA Santa Monica Studies come up with for future releases.