Flower
February 9, 2009 | 9:03 AM PST
There have been other games that should be considered artistic masterpieces, but the release of Flower is sure to strike up the discussion again. I can't imagine art critics disagreeing with the sentiments that video games, as a medium, can't express emotion like movies, paintings and poetry anymore. That Game Company's first title, flOw showed off their expertise in creating an experience without much direction. Flower is their master's course for all other developers.
Flower opens up with anything but a peaceful setting. There is a wilted sunshine yellow flower sitting alone on a simple table. Interact with the flower and you see static images of a steely, lifeless grey city before you are transported to a splendid, wind swept meadow full of vibrant colors. This is where the rest of the game is up for interpretation. Is it a glimpse of a delicate dream of a flower? Is it the memory of a carefree life before being used only for the enjoyment of others? It is all up for you to decide on your own experience through this journey. As you play more scenarios, the game changes along with your mood.
The way that Flower taps into mood is unparalleled. By showing contrasting colors and styles, you get a feeling of conflict. There is an innate sadness when you start a level as a lonely petal, and as you play more, the growing parade of other petals overtakes that feeling of sadness. The cyclical gameplay brings your through a series of emotions and back again. The experience alone will leave you speechless as you build from a single particle to a ribbon of color each floating effortlessly. Without going into much detail, the world around you changes with each level you take on.
Trying to capture what Flower accomplishes is like trying to capture the Mona Lisa in words. If you are the least bit interested in gaming as an art form, Flower is a must see, must play and must experience.
Flower opens up with anything but a peaceful setting. There is a wilted sunshine yellow flower sitting alone on a simple table. Interact with the flower and you see static images of a steely, lifeless grey city before you are transported to a splendid, wind swept meadow full of vibrant colors. This is where the rest of the game is up for interpretation. Is it a glimpse of a delicate dream of a flower? Is it the memory of a carefree life before being used only for the enjoyment of others? It is all up for you to decide on your own experience through this journey. As you play more scenarios, the game changes along with your mood.
The way that Flower taps into mood is unparalleled. By showing contrasting colors and styles, you get a feeling of conflict. There is an innate sadness when you start a level as a lonely petal, and as you play more, the growing parade of other petals overtakes that feeling of sadness. The cyclical gameplay brings your through a series of emotions and back again. The experience alone will leave you speechless as you build from a single particle to a ribbon of color each floating effortlessly. Without going into much detail, the world around you changes with each level you take on.
Trying to capture what Flower accomplishes is like trying to capture the Mona Lisa in words. If you are the least bit interested in gaming as an art form, Flower is a must see, must play and must experience.




















