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KnackChap

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Developer: that game company

Publisher: Sony

Platform: Ps3

Players: 1-?

release: soon

 

 

Flower™

 

Chill out in a soothing landscape of flower-covered hills

 

Another soothing, relaxing experience from thatgamecompany – developers of fl0w – Flower tasks you with gathering petals and soaring through the air across majestic landscapes, in order to purify the land as you see fit. Take a break from the usual frantic action of PLAYSTATION Network to spread love and harmony throughout your surroundings with this peaceful and creative game that will appeal to players of all ages.

 

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gameplay videos

 

http://www.gametrailers.com/player/36158.html

http://www.gametrailers.com/player/36152.html

 

 

[gt]36158[/gt]

[gt]36152[/gt]

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http://www.ps3fanboy.com/2008/07/16/...me-flower-ps3/

 

 

It's awesome: Flower (PS3)

 

 

A carefully typed PowerPoint presentation had Jenova Chen's next PSN game's title as Flower. No, not flOwer, because that would suggest it was flOw+er, which would do an incredible disservice to this surprisingly ambitious title. Sure, there are a number of similarities between flOw and Flower: both use SIXAXIS tilt-controls, both are technically "single button games," and both fuse music and intuitive gameplay to evoke emotions rarely found in any other game. But, Flower does much more than we could have expected.

 

Jenova Chen described flOw as a gaming "haiku" -- but Flower is a "poem." It comes as an incredible surprise that Flower tells a story, told through the dreams of various flowers. When a player begins a new game, they aren't treated to lush green fields of grass. No, we see a colorless dying cityscape, one with a lone flower sitting in a cracked, dirty pot. Trigger a flower's dream, and we're treated to abstract watercolor paintings of a city that hint at a much bigger story.

 

So what's the gameplay like? You control a flower pedal, and you must tilt the PS3 controller to guide it to other flowers. It's a simple premise that's instantly accessible, but figuring out what must be done in each level requires exploration and experimentation. Each playthrough is meant to be a "performance," and players will want to tilt their controllers and create music through the various flowers in these fields. Each flower creates its own unique sound, depending on the background music, the speed of the wind and the player's timing. The mix of lush visuals and synesthetic gameplay is nothing short of mesmerizing.

 

Without a doubt, Flower is one of the most visually arresting games I have ever laid my eyes upon. The idyllic environments are rendered with such lush colors that it looks beyond real. Unlike in other games, the grass is not the background -- it is the canvas to the dance of the flowers in your control. Each blade of grass is rendered by the PS3, and thousands of blades swaying realistically in the wind is absolutely a technological accomplishment. There are various triggers in each level, which cause an explosion of flowers and color to fill the screen. Seeing the soft bloom of each flower in the mesmerizing movement of the grass lifts me up to a zen-like experience that surpasses anything flOw could have offered.

 

Yes, I admit there's a ton of fluff in this post. But of all the games I've seen at E3 so far (and there are a lot), this is the only game that's made me rush out to write a post with a full smile on my face. We've seen three levels so far, and each has felt very different. While all of the three we've seen have been serene so far, Jenova Chen assures us that there is quite a bit of challenge in Flower, and from what I've seen of the third level, we see hints at what Flower may become. There are still a lot of questions unanswered about thatgamecompany's latest ... but trust me when I say it is something you will definitely want to keep your eyes on.

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  • 4 months later...

Flower's A Breath Of Fresh Air

 

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Sony swung by this week to show off some of their early 2009 titles. Among the slew of Playstation Network games being demoed was Flower. Does it live up to the growing hype?

 

I couldn’t wait to finally get my hands on this game after hearing nothing but glowing impressions from E3. What intrigued me the most going in was the thought of not having to worry about shooting enemies, dying, or even having to learn complicated controls beforehand. After playing the first three levels, though, it made me realize something.

 

This game is unlike anything I’ve ever played or seen before.

 

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If you’ve been following this game at all, you’ll know the detractors have been out in full force. “This is not a game,” they’ll say, or maybe even going as far as calling it a "controllable screensaver" or *shock* a “non-game.” That’s ok. I’m not going to claim that Flower is anything more than what it really is.

 

At its core, it’s fairly simple. You need to fly around large grassy fields (as the wind) and collect petals from flowers before moving on to previously closed sections. That’s about it. Now, here are two reasons why you should remain interested.

 

For the most part, I can’t stand Sixaxis motion controls. They’re either tacked on or implemented poorly. But for Flower, the motion controls actually make the game better and feel more intuitive, so much so that I think using a stick to move would take away from the experience. Besides tilting the controller, the only other button you use is either one of the top 4 trigger buttons to make you go forward.

 

Screenshots or videos don’t do this game justice at all. You need to see this game in motion to fully understand and appreciate why it looks so damn good. When you zoom down through the grass and it sways back and fourth as you then fly up into the sky, it's all quite exhilarating.

 

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While there wasn’t a great deal of variety between the levels, the Sony PR rep there said there would be more “environmental” adversaries and challenges to make the game a bit more difficult than the opening levels (and emphasized "a bit"). What concerns me the most about Flower is the price and the amount of content. It looks like there may only be six or seven levels total, so hopefully the game isn’t too short. There will be trophy support, too, but I wasn’t told what kind in terms of challenges.

 

With all the shooter and gun games coming out, it’s nice to finally just play a game and not have to feel so tense or alarmed. I’ll be interested to see how the mainstream audience responds to this.

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  • 4 weeks later...

Flower Preview

Bloomin' lovely.

 

UK, January 14, 2009 - Like ThatGameCompany's previous PSN offering flOw, Flower is about as abstract a title as you could possibly hope for. Like its predecessor too, for all its lofty pretentions – exploiting "the tension between urban bustle and natural serenity" indeed - it's a mesmerising, beautiful and undoubtedly unique undertaking.

 

From the off, it's thoroughly beguiling in its artistry, a lone flower wilting against a drab, dirty apartment window overlooking a grey city sprawl – and that's just the level select screen. Flower has the kind of doggedly single-minded vision that's likely to irritate as many people as it is to charm. Whichever side you land on though, it's certainly original, each of its six stages themed around the dreams of flowers that gradually fill your apartment as you progress.

 

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Screens don't do it justice. Flower looks spectacular in motion.

 

Buried beneath its idiosyncratic facade though, Flower's a relatively straightforward experience and one that offers a more traditional game structure compared to its evolutionary predecessor. Put simply, you're tasked with carrying petals across vast undulating landscapes, controlling their journey on the wind via the PS3's oft-abused motion sensors. It's a successful set-up, with the SIXAXIS offering a precise and immersive means of exploring Flower's stylised world. Each stage consists of three distinct segments - often featuring their own unique visual and lilting aural motifs - and progress usually involves waking certain flower formations in order to reinvigorate the initially drab, decaying landscape around you.

 

Unsurprisingly, Flower's less about flexing your skills as it is soaking up the game's tranquil atmosphere – certainly, brevity will be an issue for some, a single play-through taking little more than an hour. Early on at least, the game's focus is entirely on the natural world and ThatGameCompany's engine renders the elements in exquisite detail. It's not just rolling hills and swirling leaves either – aesthetically, there's a surprising degree of variety on offer and each stage's unique themes, from brooding downpours to breathtaking sunsets, are uniformly gorgeous and ensure there's always something fresh to alleviate the simplistic core mechanics.

 

It's the complete antithesis of most games as you drift idly on the breeze, floating skyward or ploughing through thick fields of grass in search of other buds to open. As more flowers bloom – and there are rewards for players who hunt out every flower in each segment - additional petals join your botanical troop, filling the screen with movement and colour. At its outset, Flower feels fairly subdued but, as your reach on the world expands, life returns and the music swells, it becomes thoroughly hypnotic.

 

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Each stage has its own unique visual and aural motifs.

 

In some ways, there's more than a whiff of REZ about Flower with progress rewarded through escalating visual splendour and procedural audio that builds from melancholy minimalism to something much grander. Sure, it's the polar opposite in terms of pacing but there are certainly echoes of Mizuguchi's masterpiece in the game's flirtations with synaesthesia and reductive story-telling.

 

Yes, there's a narrative of sorts here too which, while far from profound, offers enough intellectual posturing and vague emotional undercurrents to please the games-as-art crowd. The real pull though is the gentle, serene simplicity of the whole experience, offering plenty of opportunity to bask in Flower's incredible atmosphere and artistry. If you're man enough to accept that games with flowers in aren't exclusively for girls, if you're open-minded enough to appreciate experimentation within the medium or simply want a way to unwind at the end of a long day, then Flower seems certain to satisfy come its planned February PSN release. For everyone else, don't worry – there'll be another space marine along in a minute.

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For everyone else, don't worry – there'll be another space marine along in a minute.

 

haha, so true... right now games are almost synonymous with shooters.

 

 

 

anyways.. flower is continuing to impress everyday :wOOtjumpy:

it all depends on the price now

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  • 3 weeks later...
reviews are out

 

1up A/A+

Gamezine.co.uk 9/10

Totalplaystation 9/10

Gamecinema 3.5/4

IGN 9/10

D+Pad 4.5/5

Jolt 90%

Eurogaymer 8

BUY THIS GAME.

 

@kc, 100% bhai...yeh to lena hi hai.

 

@foxhound,Kabhi Kabhi foxhound zindagi mein asa hota hai... harddisk ka space kam aur game ka size zada hota hai.

Asein mein koi kaise nah game ko download kare aur kaise nah kahe ki this game is gonna be awesome.... :D :jumpy:

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