Multimedia art disgused as a very playable game
Flower is unique, at least in my experience.
Many games have blurred the boundaries between an innovative piece of art and a fantastic gaming experience. Okami, Ico, Shadow of the Colossus, and many others have pushed the definitions of video games from what is known to a realm where immersion into a splendidly realized environment takes priority over flash and mayhem and/or extensive plot.
However, of the games I have played, Flower accomplishes what few have: a totally immersive game experience that uses great new technologies to really stimulate the mind.
The premise is simple: you are the wind. That in itself is completely unique. As the wind, you blow petals and pollen from flower to flower, to bring back the color and life to a world gone gray. While this may sound dull, the realization of it is absolutely amazing.
To control the wind, you use the motion control aspect of the paddle in the best use of the Sixaxis controller I have seen yet. Amazingly, its not frustrating at all; it is actually quite responsive and easy to do. However, while the game is incredibly easy, that is not to say that it does not encourage practice for perfection. For me, this is where the real strength of the gameplay in Flower comes in: its replayability.
That's right, its replayability. The whole of Flower takes about 2 hours to get through, if that. On subsequent replays, there is nothing new to get, few trophies to acquire, and no new plot developments. However, if you take the time to learn the boards, and can rush through them without letting up on your speed, you will see something incredible. Subtle, perhaps, but absolutely beautiful. What makes this so is that each and every flower you touch sounds a tone. Different colors of flowers sound different tones, and the flowers are arranged in a way that one can, with practice, hit them in a perfect succession. If you can do this, the sounds of each flower, combined with the soundtrack and the sheer speed with which you can rip through the levels make for a spellbinding, adrenaline rush of a mellow game. Chew on that contradiction for a bit, eh? I've already played each level three times, striving to hit each flower perfectly without letting up in speed. When I can, it's nothing short of breathtaking.
The visual and audio aspects of Flower are something to behold. They really are incredible. With the ease of using the Sixaxis, you are able to bend and wind your way seamlessly around the environments and notes sounded in a way that is complete eye and ear candy. Some moments made me feel like I was on drugs (not that I would know; ). Breathtaking, astonishing, and powerful all do little justice to describe the beauty of the visuals and sounds of Flower.
As stated, the length of the game is incredibly short, and it has been criticized for such. However, I feel that if the game were longer, it would be too long, simple as it is. The truth is that Flower sets out to show you something, and it does exactly that in just as much time as needed, without adding on any fluff or unnecessary nonsense. Add on to that that Flower costs about 1/6th of most new games, and is about 1/6th as long as the average game (though with much more inherent replayability than most imo), and you have a great game for the cost.
In conclusion, this game is amazing. Nothing I've played has so seamlessly integrated a powerful artistic expression with the medium of gaming. If you like beauty, you would do well to at least give this one a shot.
Cheers, y'all, and happy playing…
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