Walking Simulators Codexery

Flower (video game)

An interactive poem exploring nature and emotion.

Flower (video game)

Flower is a video game from Thatgamecompany, published by Sony Computer Entertainment for the PlayStation 3. Jenova Chen and Nicholas Clark designed it, and it launched on the PlayStation Network in February 2009. The game is a spiritual successor to Flow, a previous title by Chen and Thatgamecompany. Rather than aiming for challenge or traditional fun, Flower was built to stir positive emotions in the player. This approach came from Chen, who believed the main purpose of entertainment is the feelings it creates, and that most games cover a narrow emotional range. The development team treated their work as art, cutting any gameplay elements that didn't provoke the intended response.

In Flower, the player controls the wind by tilting the PlayStation 3 controller, guiding a single flower petal through the air. Flying close to other flowers makes them bloom, adding new petals to the player's trail. These actions also change the game world—reviving dead fields with color, activating wind turbines, or opening new areas. The game has no text or dialogue; its story unfolds through visuals and emotional cues. The music, composed by Vincent Diamante, shifts dynamically with the player's actions and the world's changes. There are no enemies, hit points, or time limits, and it's impossible to lose progress. A full playthrough takes about an hour.

The game is split into six main levels and a credits level. Each level is a flower in a pot on a city apartment windowsill; selecting it enters that flower's dream. The player's starting spot in each stage is near the end of the previous one, and over the course of the game, the player moves toward a distant city. Early levels focus on restoring life and color to the landscape. Later, the player flies through a nighttime field, lighting up strings of lights, and then enters a city full of menacing metal towers and washed-out buildings. The final two levels transform the city into a bright, cheerful place. As the player progresses, the city seen through the apartment window in the level selection screen becomes more vibrant. Finding three secret flowers in each level replaces the cityscape with a bright field and mountains. The credits level works like the main ones, but each flower reveals a name of someone involved in the game. The game includes PlayStation Network trophies, some objective-based and others focused on relaxi

Developer
Thatgamecompany
Publisher
Sony Computer Entertainment
Release Date
February 2009
Platform
PlayStation 3
Designers
Jenova Chen, Nicholas Clark
Composer
Vincent Diamante
Genre
Art game, emotional experience

Lore & Background

Flower was developed as a spiritual successor to Flow, a 2006 Flash game created by Jenova Chen and Nicholas Clark while students at the University of Southern California. It was Thatgamecompany's second commercial game, following the PS3 version of Flow. The game was first publicly announced at the 2008 Game Developers Conference in February 2008, and released on the PlayStation Network on February 12, 2009. Six to nine people were involved at varying stages of development. Chen, co-founder of Thatgamecompany with Kellee Santiago, served as creative director, while Clark was lead designer. Chen described the game as 'an interactive poem exploring the tension between urban and nature.'

Reader's Guide

Flower was a critical success, surprising its developers. Reviewers praised its music, visuals, and gameplay, calling it a unique and compelling emotional experience. It was named the best independent game of 2009 at the Spike Video Game Awards and won the Casual Game of the Year award from the Academy of Interactive Arts and Sciences. The game's focus on emotions was sparked by Chen, who felt the primary purpose of entertainment products was the feelings they evoked and that the emotional range of most games was limited. The team viewed their efforts as creating a work of art, removing gameplay elements that did not provoke the desired response. The music, composed by Vincent Diamante, dynamically responds to player actions and corresponds with emotional cues. Flower includes no text or dialogue, forming a narrative arc through visual representation and emotional cues. Ports for PlayStation 4 and PlayStation Vita were released in November 2013, an iOS version in September 2017, and a Windows version in February 2019.

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