Wednesday 18 February 2009

Flower

The debate of games-as-art has raged for a while now, the advancement in graphics and technology coupled with gaming’s increasing popularity and relevance to modern culture make such comparisons and questions inevitable but it has been a topic I feel has slightly missed the point. To compare any two mediums in their definitions as art would be to do each a disservice, if we wanted our games to be like films, then why not just go and watch a film? I love the fact that this generation of games has really allowed the smaller developers and teams to have an outlet for unique and unusual games that they previously wouldn’t have had. Each of the three consoles has their own download system for games, be it Wii-ware, the Xbox Live Arcade of the PlayStation Store. Last week saw the release of Flower on the PSN, the game, from the creators of FlOw, pits you as a petal (or collection of petals) and uses the PS3 motion sensor to guide you through levels restoring the land and riding the wind. It is a wonderfully original and fresh game and one that is instantly captivating. The graphics are stunning artistically and technically, and the music is a vital part of the gameplay, the two combining for a relaxing and meditative experience.
But what really impresses about the game is the way it manages to be emotionally affecting, and string together a narrative across its 6 levels without text, characters or dialogue. The game is best played all the way through and I won’t spoil anything, but the way the narrative arc of storytelling is wound into the gameplay is very clever and affecting. The game is also very subtle about things though; through my time with it there came a point where the game was a bit frustrating and a lot less fun. The levels start to darken and the atmosphere becomes gloomy and oppressive, and the way this affects your play is remarkable. But those who stop here, or play in chunks would be missing out on the release that comes from the last level. The game is structured so that from your extreme response to one level, your reaction to the next one is enhanced. And so the final level becomes a joyous turnaround hinged on restoration and renewal. But such a level would not have had the impact without those that preceded it.
Now this is a common style used in other mediums but this is the first time in such an abstract way I was aware of it being implemented so successfully into a game. But even without this the game is a real treat, it is only £6 to download and in my opinion is worth it hands down, the levels have hidden secrets and paths and the mechanics of the game itself are so fun and enjoyable that you will find yourself returning for a quick 5 or 10 minutes every now and again even after completion.
There really is balance for small games to co-exist alongside the big-name titles now and I’m sure that we are only now scratching the surface of the potential for new experiences, and I for one am excited to see where we go from here.

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