Thursday, May 31, 2018

Throwback Thursday - Flower

Welcome to another Throwback Thursday, our weekly look into my Top 100 games and general nostalgia.  Drifting in the breeze this week: The game with a compassionate touch and a passionate rush that is Flower.




Released on February 12th, 2009, Flower is a game that pushes the boundaries and expectations of the gaming medium by focusing on delivering an emotional experience rather than the typical thrill of a challenge.  In this game, players take control of the wind and a lone flower petal, guiding and gliding across varied landscapes among the game's six chapters.  There are no other controls to learn or master other than tilting and directing the wind as you fancy.  Coupled with these picturesque vistas and stirring orchestrations, players are naturally compelled to gather a trail of flower petals as they swoop among the scattered flowers, restoring patches of beauty to create a more idealistic world, which stands in stark contrast to the brief cut-scenes before each chapter of domestic city life and general industrialization.






Being only six chapters each capable of clearing in about 15 minutes or so, this is a short, but powerful experience encouraged to be played from start to finish in one go.  The pacing and emotional arcs in this game are truly exceptional, from the calming, exploratory intro, building intrigue and excitement through color and speedy winds, and then shifting expectations in the final acts to deliver a strong surge of emotions.  You may very likely just want to buy a flower or potted plant yourself come the conclusion of this game, feeling so inspired to make the world a better, more colorful place.  And just because it's a short game, doesn't mean there isn't plenty of replay value to be enjoyed either.  Each chapter contains 3 secret flowers to uncover, finding all of which will make each flower bloom on the chapter selection screen.  While these little secrets add a happy extra bit of fun and reason to return to this stunning world, I think the essence of Flower is best orchestrated by the conclusion of each chapter, in which the camera rotates between a variety of still and panning shots of the lands you just finished restoring.  It's a time to put down the controller and take a moment to admire the grandeur; To reflect on what has been achieved, what beauty lay at rest in the wide world; A simple reminder to stop and smell the flowers.

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