This is something that didn't come to me until I'd played flOw for quite a while, and had got used to the mechanics. I had this sudden thought that flOw, at its core, carries a really strong message about how a lot of games fail to innovate.
Obviously the 'actual' innovation in the game like the less goal-oriented approach, and the control system are really important. But I also thought it was really poignant how flOw takes the concept of levels/areas/stages in games, and really shows what you can do just by re-interpreting the status quo.
You don't have loading screens between areas, you can go back or forwards whenever you want, to effectively any part of the game and its a really refreshing contrast with the standard idea of "kill all the dudes in this level, go to exit door, load next level". In fact that's the way I found myself trying to play the game to begin with, but eventually I saw that you didn't have to play like that, and you can move through the world backwards and forwards however you want.
It made me stop and think how boring some games are because they just stick to the tried-and-true formula of "level 1 -> level 2 ..."
Of course there are lots of games like that which are good, but I just think its really great to see people breaking out of the established ideas in gaming, and I really love how so many PSN games are following this pattern.
This edit will also create new pages on Giant Bomb for:Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.
Comment and Save
Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.