The
flowers game is not about points, winning and beating others. It’s a game about
exploring and healing a broken world. You play as a petal from a lonely flower.
You then proceed to soar through the wind touching other flowers and thereby
gaining more petals. The further you get the more petals gather, creating a
cloud of them. Each flower is distinct in color and sound. Once you have
touched all in a place the spot will heal. Giving back color and life to the
grass, trees and stone there.
The
goal is simple; help save the world. Not by killing or constructing things but
by healing the nature around us.
You
control the petals in the wind by shaking and shifting your controller and not
by any buttons. Everything is simple. One sound and one color per flower. You
are slowly getting to know the difference between them. You sail through the
sky, feeling like you are a part of nature. There is no dialog or text in the
game; it forms a narrative from the visual presentation and the emotional cues.
The
game Flowers was never meant to challenge players, but it intends to arouse
positive emotions. The game design is simple, where all game mechanics that did
not suit the intention were removed. The game was a critical success and was named
the “best independent game of 2009” and the “casual game of the Year”. It was
called a unique and compelling emotional experience by reviewers.
I
found the game beautiful and engaging. You could do no wrong, just play. It was
nice and free play. It felt like I was playing and feeling true freedom. The
game was so simple yet able to portray such complicated emotions. The visuals
were also beautiful, rid of violence and death. This was life and healing.
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