torsdag den 11. december 2014

Flowers



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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