
So Valentine's Day arrived. Whoop-de-do. It's never been one of my favourite days - it always struck me as a way to waste money on crap for each other if you've got someone special, and an excuse to get blind drunk if you haven't. Over-commercialised bull. Having said that, I have a rather dim view of most other
Anyway, I'm going off on a tangent there - time to get back on topic. So this year I didn't get the better half flowers. I didn't even get her a flower. No, this year I got her Flower, a new addition to the PSN store and the latest case study in the "are computer games art?" debate. And I think she liked it. Granted I'm not about to find myself wrestling the controller from her hands the next time I want to run through the Killzone 2 demo, but she actually played it for more than twenty seconds.
In Flower you play as a petal in the dream of a depressed flower on a dull city apartment windowsill. Seriously. You float around on the wind bumping into other flowers in wide open fields, gathering more and more petals that float along with you, bringing colour to previously dull landscapes. It's such a remarkably odd concept that it is even more delightful to discover that it works.
A word that I have seen a few times used to describe the feeling it instills is "zen" and I couldn't put it better. It's a bit misleading to even call it a game - there are no time limits, no score, no enemies (not counting a few environmental hazards later on that hardly warrant mention here) - it an experience. In a world where computer games are closest to television, films - even books - in their format, Flower comes across more like a piece of music or a fine painting. You don't go in at the start with a view to getting to the end (well, maybe you do, but that will soon change) like the storyline or raising difficulty of most other games dictate. You go in to please your senses, in the same way a picture hanging on the wall does for your eyes or a piece of classical music does for your ears.
And that all leads me round to the games-as-art debate. Most art in this world stimulates one of the senses, but Flower stimulates more than one. It has not just pushed games closer to being art, but has single-handedly surpassed all other forms of classical art. Many games have made me smile or feel good inside over the years, but Flower manages this without giving me an obvious reason as to why it made me smile and feel good. The more I write about it the more I think it's pointless for me to do so - there is simply nothing out there that it can be compared to or referenced against. Simply put, if you own a PlayStation 3 go and buy it. It's the only way to really understand anything I've written here.
Games will never replace paintings, sculpture, music or any other form of art - like radio never replaced print and television never replaced radio - but I believe that thanks to Flower they will increasingly be able to stand next to them as an art form demanding of equal respect. The ball now lands at the feet of other developers to see if they can match or even surpass the new standards that have been set. I look forward to the future...
Completely agree, it's amazing how relaxing you find it all, it's a real stress reliever and one of the best SIXAXIS motion implementations so far! Just the thing after a stressful session on an FPS type game. It shouldn't be rushed either, take your time exploring each field. Yes you can probably 'complete' it in an hour, but by the same token you could easily spend an hour per field to discover everything! I also like how varied the fields are, it really has a beauty to it that's hard to describe. Painting the grey grasses different colours in field 2 is a heart lifting experience! (gives you a trophy too!).
ReplyDeleteSony need to buy up ThatGameCompany ASAP before their 3-game deal ends, their games are too unique to let them get away! They could become one of the defining franchises on the PSN.
Agreed Anonymous Threespeech reader ( :P ), the SIXAXIS usage is excellent. The fact that you pretty much forget that you're using the motion controls after a minute or two speaks volumes i think. It is unfortunate that SIXAXIS was seen by so many as a poor attempt to emulate some of the Wii's functionality, and that in the few times it has been used it has often been poorly implemented. Personally, i liked it's usage for throwing grenades in Uncharted and it's usage for aftertouch in Heavenly Sword. A lot of the time i think the problem stems from it simply not being as accurate as other input methods - Flower by it's design does not require accurate input. Although i was a huge fan of Excite Truck when i owned a Wii, i haven't yet found a PS3 racer that feels comfortable using SIXAXIS - games like Wipeout HD or Motorstorm simply don't have the loose gameplay that motion control currently favours. Needless to say, i think if someone basically ripped off the Excite Truck model and bought it to PS3 i believe they could a) have a killer game on their hands and b) convince many people that SIXAXIS does have its place.
ReplyDeleteAs for Sony buying up ThatGameCompany - couldn't agree more. Artistic games like these are one of Sony's major assets in this generatioon, and the more they cement that standing the better.