Flower (computer game)

from Wikipedia, the free encyclopedia
Flower
Studio Thatgamecompany
Publisher JapanJapan Sony Computer Entertainment Annapurna Interactive
United StatesUnited States
Senior Developer Jenova Chen
composer Vincent Diamante
Erstveröffent-
lichung
PlayStation 3: February 12, 2009 PlayStation 4: November 15, 2013 November 29, 2013 February 22, 2014 PlayStation Vita: November 12, 2013 November 29, 2013 February 22, 2014 iOS: September 28, 2017 Microsoft Windows: February 14, 2019
world

North AmericaNorth America
European UnionEuropean Union
JapanJapan

North AmericaNorth America
European UnionEuropean Union
JapanJapan

Download

Download
platform PlayStation 3 , PlayStation 4 , PlayStation Vita , iOS , Windows
Game engine PhyreEngine
genre Adventure
Subject Nature , flowers
Game mode Single player
medium Download , Blu-ray Disc
Age rating
USK released from 0
PEGI recommended for ages 3+

Flower ( engl. For "flower") is a video game , which by the California Independent -Studio That Game Company for PlayStation 3 developed in February 2009 by Sony Computer Entertainment as a paid download in the PlayStation Network was released (PSN).

In Flower , the player controls the wind from the first person perspective by tilting the gamepad , which whirls up petals and drives them in front of them. Its task is to blow from flower to flower, to let them bloom and in this way to transform the game sections into colorful, fertile natural landscapes.

After Flow (2006) and before Journey (2012), Flower is the second of three games that Thatgamecompany developed for PSN under a contract with Sony Computer Entertainment. In August 2012, a version of Flower was released on Blu-ray Disc as part of a compilation of these three games for retail sale . In November 2013, ports for PlayStation 4 and PlayStation Vita were published on PSN.

The game, which is classified as an " interactive poem" by the developers themselves , was rated almost entirely positive to very positive by the critics. The emotional experience created by the interplay of graphics and music was widely praised; The main criticism was the short playing time. Flower has received numerous prizes and awards. Time magazine named it in their list of the Top 100 Video Games of All Time, and it's an item on the Smithsonian's American Art Museum's The Art of Video Games exhibit .

Game description

Game principle, perspective and controls

The movement is controlled in Flower by tilting the gamepad

In Flower , the player controls the wind, which blows petals through the air. Each stage of the game (level) begins with a single flower petal floating in the air; when it approaches a closed flower, it opens and one of its petals follows the first. As the player steers from flower to flower, an ever longer colorful train of flower petals is created. The more leaves the player collects, the stronger the wind blows and the faster the movement. Every time a flower bud is approached, a sound that harmonizes with the background music is triggered. Flowers of the same kind often stand together in groups or one behind the other in a line and, provided they have all been brought to bloom, cause previously dry or bare areas in the landscape to become fertile and thus allow new flowers to emerge. Sometimes there are additional changes in the game world that open up new areas or enable progress in the respective section.

The camera is focused on a single petal in the middle of the screen and shows a three-dimensional view of the game world , which corresponds to the first- person perspective of the wind. Direction control is not done with the analog sticks , as is the case with most console games , but exclusively by tilting the gamepad. This is realized by the Sixaxis function of the PlayStation controller, which is also used in flight games. If the player presses any key, a gust of wind occurs, which increases the speed.

Course of the game

There are no characters or dialogues in the game, so no narrative action in the true sense of the word. However, the game sections build on each other and create an emotional arc through different basic moods.

Symbolic picture: wildflower meadow in California

Flower is divided into six levels, which are symbolized by six wilting flowers on a windowsill in front of a dreary big city backdrop in a selection screen that functions as the main menu . According to the developers, the individual sections tell the dreams of these six flowers. The first two levels represent untouched, idyllic natural landscapes. In the third section, wind turbines are to be activated at dusk in order to generate electricity, which will illuminate the further path in the following level. The fifth section is a gloomy junkyard on a rainy night. There are numerous metal masts on this, which cost the player some of his petals with every touch. Although the masts can be made shiny and thus harmless by activating the few existing flowers, the player loses almost all of his leaves here. With the last remaining petal as a starting point, he can gradually bring a gray city to bloom in the sixth level on the following morning and finally "defeat" a huge metal tower with his petal storm and turn it into a blossoming tree.

The view of the big city through the window of the selection screen adapts to the theme of the next level to be completed and becomes friendlier and more colorful as the game progresses; the flowers on the windowsill are recovering. If the player finds three "secret" flowers in each level, a green flower meadow can be seen through the window instead of the city. The end credits of the game with the credits is designed as a playable additional level. If the player controls the flowers here, the names of the developers appear above them.

development

Overview and preproduction

Jenova Chen 2007

The game was developed by Los Angeles- based independent studio Thatgamecompany under the direction of video game designer Jenova Chen . While Chen, who founded Thatgamecompany together with Kellee Santiago in 2006, acted as the responsible creative director , Nicolas Clark took on the role of lead designer. It took about two years to develop, with three-quarters of the time spent on prototyping and actual production taking just six months after all design decisions were made. Six to nine people worked on the game at a time.

Flower is the second of three video games Thatgamecompany developed under a contract with Sony Computer Entertainment for PSN, which was launched in late 2006. The group was due to Chen's Flash - browser game flow , which he as part of his master's thesis at the USC School of Cinematic Arts , hear had developed to the game designer. The studio decided on a PlayStation 3 implementation of this game as the first product for Sony. After the release of this PS3 version of Flow in February 2007, work began on Flower , which was intended to be the "spiritual successor" of Flow . Santiago described Flower as the studio's first game "outside the college's safety net".

Chen decided early on for the subject of "nature"; As the starting point for the design process, he gave the idea that every PlayStation was a kind of portal in the room that would lead you somewhere else, and yet it would be nice if this portal would allow you to be embraced by nature. Chen, who grew up in Shanghai , described his hometown as polluted and lacking in green, and said that his feelings about the endless green fields between Los Angeles and San Francisco were a source of inspiration for the game design.

music

The music for the game comes from video game music composer Vincent Diamante, a senior lecturer in the Interactive Media & Games Division of the USC School of Cinematic Arts. Diamante, who had already composed the music for Chen's first video game Cloud , worked closely with the rest of the development team to integrate the music and gameplay into a single unit. The sound interactively adapts to the game, which is achieved by selecting several layers of acoustic instrument samples . The simplest layer is formed by the individual sounds when controlling the flower buds, with a specific instrument assigned to one flower color within each level. In an interview with the Gamasutra website , Diamante stated that he had a strong say in the level design, right down to the exact arrangement of the flowers, so that a coherent sound resulted.

As the player progresses in a level, further instrumental layers are added, so that for example collecting all the petals in a certain area leads to the background music intensifying more and more. The complexity grows from section one, which only uses a guitar, a piano and string instruments as simple instrumentation, to section three. When night falls on level four, a new musical arc of tension begins, which in turn intensifies up to level six. The music in this last level is orchestrated much more complex with 10 to a maximum of 35 instrument voices and the loop is six times as long as the previous ones.

On April 8, 2010, Sony released a soundtrack album entitled Flower: Original Soundtrack from the Video Game on PSN. It contains eight pieces of music with a total length of 1:04:37.

technology

The PhyreEngine developed by Sony Computer Entertainment was used as the game engine . With this engine it is possible to compile games developed on and for the PC to the PS3. According to John Edwards, lead engineer at Thatgamecompany, it was mainly used as a wrapper for the low-level graphics system of the PS3. Direct programming, Edwards said, would have been difficult and would have exceeded the time frame and budget.

In an interview with the website GameZine.co.uk, Kellee Santiago stated that a grass system was implemented in this way , with which it is possible to render 200,000 blades of grass at the same time . According to Santiago, it would have been impossible to make this look the same on any other system. In general, it was therefore a great advantage to only develop for a single platform.

publication

Producer Kellee Santiago 2010

The game was first announced on September 24, 2007 as part of the Tokyo Game Show , in which the topic of "Meadows of Flowers" was introduced in a 30-second trailer , but no further information on the game principle was published. Thatgamecompany's Kellee Santiago revealed more details about Flower at the Montreal International Games Summit in November of the same year , in particular the basic principle of the game of blowing petals around in the role of the wind, and the emphasis on feelings and emotions during development. On February 12, 2009, Flower was released worldwide as a digital distribution on PlayStation Network , after Santiago announced this date on January 19 of the same year on the PSN blog . In the month of its release, Flower was the most downloaded game on PlayStation Network and maintained that top position for the following month.

In June 2012 Thatgamecompany announced in a tweet that the three games Flow , Flower and Journey would soon be released together on a Blu-ray. This was published under the title Journey Collector's Edition on August 28, 2012 in North America and on June 7, 2013 in Europe, there with some additional content such as playthroughs , concept art and the soundtrack of all three games commented by the developers .

The announcement of the release of a PS4 and PS Vita version of the game was made in October 2013. For these ports, Sony Computer Entertainment of America worked with the Texan developer studio Bluepoint Games , which already has HD versions of game series such as God of War and Metal Gear Solid for the PS3. While the control on the PS4 is analogous to the original with the sixaxis function of the gamepad, for the PS-Vita version, in addition to the inclination control, a direction input has been implemented using the touchpad integrated in the handheld console . The publication took place simultaneously with the market launch of the PlayStation 4 console, on November 15, 2013 in North America and two weeks later in Europe. As part of the so-called cross-buy , owners of one version receive the other two free of charge. On September 30, 2015, the PS4 version of the Journey Collector's Edition was released .

A port of the game from publisher Annapurna Interactive was released on September 28, 2017 for the Apple operating system iOS . A version for Windows followed on February 14, 2019 , which was published on digital sales platforms.

reception

Reviews

reviews
publication Rating
PS3 PS4 PS Vita
4players 90% 90% k. A.
Destructoid 8/10 k. A. k. A.
Edge 8/10 k. A. k. A.
Eurogamer 8/10 k. A. k. A.
GameSpot 8/10 8/10 k. A.
GameZone 9/10 k. A. k. A.
GamingXP 87% k. A. k. A.
Gamona 85% k. A. k. A.
IGN 9/10 9.5 / 10 9/10
Hardcore gamers k. A. 5/5 k. A.
PlayStation Universe 6.5 / 10 k. A. k. A.
TheSixthAxis 10/10 k. A. k. A.
Meta-ratings
GameRankings 87.49% 93.57% k. A.
Metacritic 87% 91% k. A.

Original version

Flower was mostly rated very positively by the critics: According to Metacritic , the PS3 version scores 87%, in GameRankings the average rating is 87.49%.

Ryan Clements of IGN Entertainment particularly praised the presentation, which has a “magical elegance and sophistication” rarely seen in games, and described the graphics as a great achievement for a downloadable title. He thought music and sound effects were a brilliant addition to this dreamy experience and the controls were the most intuitive he had ever used. The game is very short with a play-through time of less than one and a half hours, but there are some secrets to be found that encourage you to play it again.

In a test report for the GameZone website , the reviewer Peter Konhäusner described the game principle, which creates a pictorial fantasy, as innovative and refreshing. Flower is a relaxing experience and a work of art at the same time. Nevertheless, according to Konhäusner, not everyone will enjoy the game because it lacks a certain challenge or possibly the tension that some players need.

Jörg Luibl from 4Players magazine described Flower as a “wonderful game” that offers “3D art design at its finest” and compared the presentation of the game elements with that of games like de Blob , Ico / Shadow of the Colossus and Ōkami . The player gets a pleasantly fresh and emotional gaming experience for around eight euros. Flower is a graphic, musical and playful pleasure that flies far beyond the boundaries of classic game design and thus could perhaps establish a new genre for which Luibl suggested “ Zen gaming”.

In a review for the PlayStation Universe website , the author Steven Williamson addressed other negative points in addition to the frequently criticized short game duration. Flower can certainly be described as a game, because it offers a certain, if only weakly pronounced challenge, and there are specific game goals. On the other hand, for Williamson it also has features of a tech demo and a work of art. He compared the background sound in the first levels with the kind of music you hear on New Age CDs, for example during aromatherapy . In the first three sections of the game, Flower looks great, but with the subsequent change of mood towards the gloomy and the newly introduced game elements, the game loses its charm and appears a little incoherent.

Ports

The PS4 port of the game was able to achieve even higher meta-ratings than the original version: It is rated with 91% in Metacritic and with an average of 93.57% in GameRankings. Flower is currently (November 2014) after The Last of Us Remastered and Grand Theft Auto V the PS4 game with the third highest meta-rating.

In a review of this version, Mitch Dyer for IGN Entertainment highlighted the graphics optimized for the new console, which are displayed here with a resolution of 1080p and 60  fps , which makes everything appear even smoother. With additional physics and particle effects , the movement of the objects is more convincing and more natural. In addition, the tilt control reacts more precisely with the DualShock 4 , which Dyer thought was a significant improvement over the previous version. He also noted positively that the PS4 version can be downloaded for free by owners of the PS3 version. Jörg Luibl from 4Players came to a similar conclusion with regard to the improvements in graphics and controls, but he found it a shame that Thatgamecompany had not developed any additional content for the PS4 version.

The PlayStation Vita version was rated the worst of the three in a Mitch Dyer review. The graphics were as good as in the PS3 version, but Dyer found the controls on the handheld console not as effortless as with the other systems. Both the less precise control with the help of the motion sensors and the use of the touchpad to input direction held frustrating moments in store.

Soundtrack

In a review of the album Flower: Original Soundtrack from the Video Game for thepianocloud.com website, reviewer David Greening described the soundtrack as a good selection of relaxing tracks. For those who have played the game, but also for those who just want to enjoy smooth, organic music, the album is a worthwhile purchase. Greening particularly emphasized the last two of the eight tracks: Splash of Color and, above all, Purification of the City , a more than 12-minute orchestral piece that, in his opinion, unites with its “uplifting” melodies and “congenial” background instrumentation very high replay value.

Awards and nominations

Flower won an award at the British Academy Video Games Awards 2010 in the Artistic Achievement category and was nominated in another category, Use of Audio . The game was named Best Downloadable Game at the 10th Game Developers Choice Awards . It won the Interactive Achievement Awards (DICE Awards) in the Casual Game of the Year category and was nominated in four other Outstanding Achievement categories ( Original Music Composition , Sound Design , Innovation in Gaming and Game Direction ). At the Spike Video Game Awards 2009 it was named Best Independent Game . Also received Flower some awards of video game magazines and web bookmarks, including for example as a Special Achievement for Innovation of IGN Entertainment, and as Best E3 Download Game from 1UP .

The American news magazine Time took Flower 2012 in its list of 100 Video Games ALL TIME on. The reasoning states that, despite the fact that the game does not use any words, the game inevitably sweeps the player away with its transcendent interactivity - an experience that everyone appreciates and gives hope that video games could actually move the soul.

Smithsonian American Art Museum's The Art of Video Games logo

In the exhibition The Art of Video Games of the Smithsonian American Art Museum that shows the 40-year evolution of video games as an artistic medium, is Flower in the "Era 5: Next Generation" presented as anspielbares exhibit. In December 2013, the museum accepted the game as a permanent exhibit. In the acknowledgment it says that Flower represents an important moment in the development of interactivity and art. The game, which sees itself as an interactive poem, demonstrates a whole new kind of physical and virtual choreography that unfolds in real time.

Scientific reception

Flower has been used several times as a demonstration example in scientific papers and textbooks in the field of game studies . For example, in a publication for a conference on the “Philosophy of Computer Games”, Lill Eilertsen explores the question of whether Thatgamecompany, with Flower, is bringing computer games closer to an art form. In her conclusion she comes to the conclusion that this is - to a certain extent - actually the case. Not because of the graphics, and certainly not because the game appeals to the feelings of the players, but because it simplifies and refines conventional game structures and thus challenges developers to find new approaches to guide the player.

In his introductory textbook on Game Studies, Benjamin Beil brings a chapter on the discourse ludology vs. Narratologie Flower together with Journey and Dear Esther as an example of the fact that especially in the independent field, games that hardly offer a challenge have developed into a kind of sub-genre. Instead, these games focused on "experiencing" a dense atmosphere. This shows that contemporary computer games are mostly complex arrangements of different forms of interaction and therefore questions of ludicity and narrativity are only two, albeit important, aspects among many.

In their book on innovation and marketing in the video game industry, David Wesley and Gloria Barczak use the contract between Thatgamecompany and Sony as an example to show what role the emergence of casual games plays for the industry. Because of their small development budgets, high-quality downloadable games would be profitable much faster than games with a large budget. More importantly, they give console makers like Sony a stronger bond with their talented developers while also shifting away from the first-person shooter genre towards games that appeal to a wider audience.

In a textbook by Jeremy Gibson on the subject of game design, prototyping and development, the Flower sound system is cited as an outstanding example of what is known as procedural composition, alongside the early interactive music program CPU Bach . Vincent Diamond's sound engine always selects a note when opening a flower that - regardless of the time at which the player flies to the flower - harmonizes with the pre-composed music and also creates a melody with the notes of the other flowers.

successor

Journey logo

Shortly after Flower was released , Thatgamecompany began developing the third game, Journey , under contract with Sony Computer Entertainment. The time frame agreed with Sony had to be extended several times until the game was finally published on PSN in March 2012.

In Journey the player steers a robed figure through a vast desert landscape to a mountain visible in the distance; he can meet other players who do not communicate with each other but can support each other.

The game was received very positively by the critics, it scored 92% on Metacritic. Journey has won numerous awards and honors, including five BAFTA Games Awards, six Game Developers Choice Awards, and eight DICE Awards. The latter two named it Game of the Year. The soundtrack, composed by Austin Wintory , was nominated for a Grammy Award . Journey was also a great success financially . It became the fastest-selling game on the American PlayStation Network in the two weeks following its release.

Remarks

  1. Flow ( own spelling flOw ) was first published on April 14, 2006 as a browser game. The player controls a small worm or snail-like creature in an aquatic habitat, which is represented by a series of two-dimensional planes. The task is to eat other organisms and in this way to further develop the character in an evolutionary way.

literature

  • Lill Eilertsen: Is Thatgamecompany Bringing Computer Games Closer to Art with Their New Game “Flower”? In: John Richard Sageng (Ed.): Proceedings of The Philosophy of Computer Games Conference 2009 . Oslo 2009, ISBN 82-91670-57-9 ( hf.uio.no [PDF]).
  • Tony Mott: 1001 Video Games You Must Play Before You Die . Hachette UK, 2011, ISBN 978-1-84403-715-5 , pp. 867 ( Google Books ).

Web links

Individual evidence

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This version was added to the list of articles worth reading on November 26, 2014 .