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…
P