Yet some how 'Flower' manages to do all this and more, as I will explain below.
I wasn't sure at first where to put this blog post as the game relates in a number of ways to my studies. Therefore I made a list to explain why I feel 'Flower' is the new 'Fantasia' of video games in relation to my modules.
Art:
If anyone tells you 'Flower' isn't art then clearly they don't know what they are talking about! 'Flower' is a wonderful looking game (as seen in the images below) which succeeds in making all the plant life in it act naturally. It also blends colour and lighting perfectly in order to create a soothing atmosphere which is relaxing and calming to look at. This is why, when halfway through the game everything shifts to darker tones e.g. darker environments, thunder clouds and electrical appliances left in the ground (the only things that can harm you), it makes for a great contrast to its first brighter environments.
It's not just a game, it's an experience. You shouldn't ask why, but rather sit back, relax, and look at its splendour and how it comes up with new ways for the player to sore and interact with the environments presented in it.
Therefore, I decided to compare the game to the classic animated Disney movie 'Fantasia' since the latter combines wonderful visuals and audio as further mentioned below.
Audio:
One of the reasons I love 'The Legend of Zelda: The Wind Waker' so much is one that many other players may not notice. This being the way it incorporates music, not only in the background, but also into its combat. Each strike the player unleashes causes a note to play which also affects the background music. Therefore when I started to hear notes play from every flower you bloom in 'Flower' I was filled with nostalgia, as this technique is one that adds to the experience without relying on just foley.
From doing this the developers were able to control certain sections of the game's rhythm. Sometimes the player merely passes through the flowers at their own pace, whilst at other times the player flies through canyons at break neck speed sending a chorus of notes playing with every twist and turn. These notes go well with the music which is subtle at first, but truly succeeds in creating atmosphere with just simple piano music playing.
Another reason why I compare the game to the movie 'Fantasia', is that it contains a plethora of tracks which are meant to tell the story, rather than dialogue or exposition.
Further researching online I discovered that the composer, Vincent Diamante actually worked directly with the development team in order to make sure each flower was strategically placed so as the player would send a chorus of notes when he or she flew into them. I also found out that the more petals the player gathered the more instruments played. I had not noticed this before.
Since the music and gameplay are two sides of the same coin it shows that the developers wanted the music to take as much of a role as the gameplay itself.
Creative Writing:
Even without dialogue or context to the world, the game still somehow manages to allow the player to invest in its world and embrace the concept of playing petals blowing in the wind.
The game starts with just a single potted plant in a grey and dull apartment in the middle of a noisy and busy city. By selecting the drooping plant, however, the player is transported to a field of grass where they start as a single petal from that same flower and proceed to blow through the wind in order to collect others. As the player completes each new area, which is presented by new potted plants both the environments the player plays in and the apartment changes, becoming lighter and brighter with each newly created flower.
I found this to be a very interesting way of telling a story. It seemed to suggest what the world would be like without life, but then how amazing anywhere can look when life is present. In this instance plant life as seen below.
Context:
Finally, I decided to put this post onto Context as the game can be interpreted in a number of ways.
Is it a game soley to be viewed as art? Or is it meant to bring the player's attention to issues such as global warming and the fears of technology devouring the landscape? Afterall, wind turbines and the remains of broken electrical systems can be seen repeatedly within the game, especially when the latter makes the ground around them darker and lifeless.
Perhaps it can be viewed as an allegory for life and creation in general? Maybe even how people 'blossom' since the environment around the potted plants get brighter and better looking as the game continues (seen in the images above).
Afterall, the game was always meant to provoke positive emotion and act as "an emotional shelter" (Carless 2009).
Conclusion:
Overall, I am very glad I was able to finally play this gem of a game, which was released way back in 2008. Thus I feel slightly guilty that I only just got round to playing it, as this game is VERY important to the games' industry. It's a beautiful brightly coloured game that proves that games can explore themes and stories without having to tell the player them directly, or resort to violence and explosions to keep their attention, which many people still believe to be the case including a reviewer (Darrell) who said "While blissfully soaring through a flowery meadow is probably the exact opposite of shooting someone in the face, I still enjoyed playing Flower." (this made me smile).
I look forward to sitting down and playing the companies next game 'Journey' which my colleagues have spoken about with great respect and positive reviews. It is also the first ever game to win a BAFTA which will make playing it even more interesting.
I can only hope more games like 'Flower' are made in order to show the world that video games are just as important a medium as any existing one today, and that they can also be considered works of art which I believe has been true for years.
Harvard Referencing:
- Darrell. (2012) Darrell's Review and Light Apartment screenshot [Online image]. Available at: http://joystickunicorn.com/flower-game-review/ (Accessed: 15/6/2013).
- Soundingames. (2012) Dark Apartment screenshot [Online image]. Available at: http://www.soundingames.com/index.php?title=Noise (Accessed: 15/6/2013).
- ThatGameCompany. (Unknown.) Night time screenshot [Online image]. Available at: http://thatgamecompany.com/games/flower/ (Accessed: 15/6/2013)
- Wikipedia. (2013) Flower (Video Game) Wikipedia. Available at: http://en.wikipedia.org/wiki/Flower_%28video_game%29#Reception (Accessed: 15/6/2013).
- qubahq. (2010) Day time screenshot [Online image]. Available at: http://qubahq.com/2010/03/gotta-play-flower/ (Accessed: 15/6/2013).



