FLOWER: Relax, dammit.

February 15, 2009 on 8:03 pm | In Gaming, Stickypig | 23 Comments
So fucking peaceful, goddammit.

The good stuff.

-This is part review, part condemnation of the human mind.  Neat, huh?  Any resemblance to a respectable review is purely coincidental-

I love climbing and slaughtering collosi or  tearing people limb from limb, channeling the anger from being tricked by Ares into slaughtering  my innocent family as much as the next virtual escapist, but I’m always interested in games that present an experience far enough removed from the usual thing to be looked thought of not as a mere game but as a more artistic extension and expression of something as abstract as human dreams.  Not to say that tearing someone’s arms off, impaling them against a door and then kicking them to open said door isn’t something we’ve all dreamed of, but something a bit more scaled back as the ability to fly is a nice diversion as well, and more today’s subject.

So I’d been looking forward to Flower for awhile, brought to you by ThatGameCompany, who brought us the dreamy Flow, also on the PSN, for some time now.  Flow was one of the first games I downloaded upon buying that monstrous, lonely island of a console, and it was indeed a thing to show off to whatever unfortunate bastard got lured into my lair, not so much as a game but as a subtle spectacle, a curious thing of beauty to display and interact with.  I’d set someone up to play it, waiting to enjoy their discovery of the thing the way I experienced it, but a funny thing popped up with certain people upon their realizing there were objectives and threats in the apparently soothing universe of the game.  Apparently, getting hunks of your microbial body eaten off by hostile creatures wasn’t quite the perfect dream of people wanting to relax, and watching non-gamers struggle with the insanely simple controls was amusing to incredibly stressful, their arms twisting and turning as though they were having seizures while trying to drive a bus.  I’d marvel at the sight of someone grunting and exclaiming “FUCK!” as an enemy microbe would swim in for a bite, sending the player into whatever panicked spasms would help them escape the oncoming nightmare of being devoured.  

Flow:  BEWARE!  I LIVE!

Flow: BEWARE! I LIVE! RARRRRRGH!

Enter Flower.  Downloading the thing took only about a thousand years on the PSN, despite its relatively small size, followed by the requisite and annoying install process upon having already downloaded the file.  Plenty of things are worth the wait, sure, but I’m the kind of person that wakes up on a game’s release date and leaps over the railing to the television downstairs, breaking both legs, dragging myself to the television to download a thing I’ve been reading about and looking forward to for however long.  I needed this, get it?  The stress from the anticipation had reached a head and Flower’s promise of soothing, stress-free exploration was the only thing that could keep me from bursting into flames right then and there.

Being thrown into the field, literally, is one of my favorite parts of Flower, with you not being asked to do anything at all, allowing you to figure out just what you can do and how to do it.  The world’s just begging you to figure out its limits, and it doesn’t take very long to figure those out at that.  

Flower’s all about flying around as a wee flower petal, using the single button to propel yourself around the field touching all the flowers that haven’t yet bloomed, picking up more petals along the way until you’re eventually trailed by a fantastically long swirl of color.  That’s the good stuff, especially if you’re decent with the flight rudder-style controls, which are as smooth in 3 dimensions as Flow’s were in 2-d, a rare bit of comfort with motion controls in the PS3′s lineup.  The sense of flight reminded me of playing Nights on the ol Sega Saturn, doin loops and swirls and other freakish sky-clown style maneuvers.  Thing is, unlike Nights’ ability to encircle a cluster of whatever it was he was after…gold rings or sandwiches (I forget), your flower petal has to pretty much make contact with most every single flower. It’s not so bad since you’re never pushed into having to play at any particular pace, allowing you to sail up to survey what you’ve missed to swoop back down and finish the job, but it IS a job, a very definite objective to move on to the next area.

I’d dig a freeflight mode with no real objectives other than to explore the environment as it reacts to your presence, but what’s presented is a very strict series of hoops to jump through that you may progress, or that you may simply flee the neverending loop of peaceful piano music assigned to each area.  There’s a REZ-like feel to the various musical sounds emitted by touching different flowers, and custom soundtracks might not exactly mesh well with the intended effect, but after being in the same area for a while, or going back to play the game a few more times, they’d be very welcome, especially for whatever music you in particular think would enhance the mood – Explosions in the Sky, The Wiggles, or the sounds of a slaughterhouse on a loop.  Either way, the music is another thing that you’re pretty much told you have to deal with.  It works nicely enough, especially in the more intense later two levels, but maybe that freeflight mode could have supported a more 360-like custom soundtrack system, but that’s a complaint for the PS3 in general.

Like with Flow, the controls are mostly motion based, so you’re actually tilting the Dual Shock controller back and forth and side to side to get your Flower on, and, having an innate understanding of how to fly like a beautiful, magic flower cloud, I had no problems with it, though, like with most games that rely on motion controls, including anything on the Wii, the lack of any tactile feedback creates a slight disconnect from what you’re physically doing and what’s happening on screen.  Doesn’t mean it’s at all hard however…for anyone used to playing games, but I’ll get to that later.

Where Flower, for me personally, pushed things beyond my being cool with HAVING to do anything, came a few levels in.  I was perfectly content with traveling from dream to dream, enjoying the sights and sounds each zone had to offer, performing my flowery duties to be treated to whatever little animations and sounds were triggered.  Then things got dark…real dark and stormy.  Suddenly I had to deal with navigating around downed electrical towers that punished you for making contact with them by sending white hot energy through your petal stream, blasting you away and making you emit a charred, black smoke.  That’s really not at all what i signed up for, and fortunately it’s not the majority of the game, but it was a lot more severe a thing than I ever expected from the game.  Not exactly one of those levels I ever want to play again and again, unlike a majority of the rest.

It doesn't get more soothing than this.

Holy shit, Flower...

My last big complaint comes  from how often you want to just cruise around at top speed, unfettered by “design”.  For a game that wants you to just fly around and smell the roses, it sure as hell stops you to get your attention, grabs your camera and pulls you away from being the flower to suddenly being removed as the point of you mechanically hangs back to show you what magical thing you just did.  Now that’s fine for the first of a kind kind of event, but later on it’s happening again and again and you already know what’s going down, but you can’t just push through and keep your line going.  ”LOOK WHAT YOU’VE DONE!” the game repeatedly seems to be saying, when all I want to do is fly in peace without the designers constantly showing me what my flying is doing.  It’s a Halo cutscene rather than a Half Life one naturally blended into the gameplay.

All in all, for the price, it’s a damn fine lil’ download, and beautifully unusual experience.  Not for everyone, but most people are horrible.  It gave me a chance to live out my dreams of being an exploded cloud of pinata colored particles and for that I thank it.

And then I’d hand the controller over to someone else…and the horror would begin. ( END REVIEW SECTION.  BEGIN CONDEMNATION. )

I’d hand them the controls, expecting to watch their faces light up like mine did when entering something as surreal and lovely as that, and then watching as they turned it into something worrisome, their faces stern and pained as they felt they suddenly had to “perform”.  People with no gaming instincts frighten me.  Given the ability to live through these powerful avatars, given the ability to do whatever the designers have dreamed up , it’s fascinating and terrifying to watch someone feel pressured and attacked by the design of something, not living out what people might dream but panicking when presented with something that makes absolutely no sense to them.

My test subject, upon entering the field, simply held the controller, ASKING  what they had to do repeatedly, all while never actually DOING anything. They eventually figured that moving the controller would change their viewpoint, and what ensued was the slowest, most flotation-based game in history.  They would slowly crawl from flower to flower, hitting the wind button only for a millisecond, afraid of the rush of speed it would result in.

Even stranger, they stayed in the grass almost exclusively, afraid of how strange the control was in the air.  Watching someone’s neuroses played out in a game where freedom of flight movement is part of the joy is a fascinating, terrible thing, and I watched it for hours, marveling at what must be a stress filled grave for the ghost of this person’s childhood. 

Playing a game badly is one thing, but being too terrified to even try, or explore is a whole other thing.  The first field has a very clear path that leads over a hill and into another little valley, but that path meant nothing to the ground crawling flower worm I was watching.  It was a threatening thing, the dread-potential of NEW AREAS to be intimidated by.  I wiped a tear from my eye as I watched, tightening my grip on the piano wire I was planning on using to end this poor thing’s life.  This was not an isolated incident, as I’ve watched plenty of people simply shut down when put in control of a variety of games, feeling a mixture of both pity and rage that, should aliens ever attack our planet I might be teamed up with this broken individual who hasn’t even tried pressing every button before admitting they simply cannot make things work.  Watching this person struggle with Flower’s motion controls had me wondering if I should stuff my wallet in their mouth to prevent them from swallowing their tongue.

Just hand me the controller back.

Just hand me the controller back.

I know it’s probably wrong to judge people based on how they respond to suddenly being put into fantastic situations, even that situation is entirely video game based, but I can’t help it – some people just mystify me.  You put someone in control of a flying serpent made entirely of seemingly enchanted flower petals that can fly majestically through the sky, swooping in to swish through the grass at will, and you expect that, even if they’ve never done it before, the very prospect would excite and intrigue them.  

Kids, being the blessed ignoramuses that they are, get easily excited and intrigued – It’s how they learn.  But adults…they’re a different, sadder story altogether. I’d put the controller in their hands, finishing it off by nailing it through their flesh, and suddenly there was a look of concern, a feeling of HAVING to do something and do it perfectly at the start.  Just try asking a broken noob to play Guitar Hero and listen as they make excuses about how they’ll probably suck and how they don’t want to embarrass themselves.

Fuck that!  Fucking up should be part of the fun, part of the experience of getting better at something.  Curiosity is how a person overcomes adversity and eventually figures a way out of the basement I’ve trapped them in, right? That’s where a kid has most adults beat – they’re not afraid to look like a bloody idiot and in being so, they just happen to figure things out, having fun the whole while.  Next time someone tells you they won’t try something because they’re afraid of sucking, do them a favor and shoot them in the head right then and there.

The aliens are coming and we need confident soldiers, dig?

 

:UPDATE:  A few people have pointed out that my hovering over someone with a piano wire, still drenched in the life-fluids of the previous player while they attempt to acclimate themselves with a new game might be contributing to the raised stress levels.  They’ve got a point, but the piano wire’s just become a habit by this point, I’m sorry to say.

 

 

* Thanks to Emma Story for CSS help during this meandering mess.

23 Comments »

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  1. I never play games anymore, but I would like to think (though I seriously doubt it) I know what you mean. What the fuck’s the point in playing if you must know what everything does before you have a fucking go.

    How are you, aside from crippled with disdain?

    Comment by S — February 18, 2009 #

  2. The mindset to turn a game review into an allegory for how people view the world is somehow correlated to this “gaming instinct”. I feel that the ones with gaming inhibitions just have weak ambitions from the beginning. Usually they are content with just having a house or a good “lay”. Don’t get me wrong, they are better off with bullet holes in the head, but maybe just disfiguring them horribly could force them to reassess their lives. Well, that’s just what works best for my test subjects.

    Comment by psychomar — February 18, 2009 #

  3. For all the individually rendered particles and blades of grass it would have been impossible to allow complete free flight… And the nightmare does get a little worse at the end (not electrocution, but ‘ugly’).
    One point though, it’s not even the fear really of failing that should be the issue, it’s the fear of trying something new, something different that seems to freak people out. Being judged probably retards many of your guinea pigs as well, with you staring at them like you’re waiting for them to trip over the electric wire in the the maze. Maybe against your nature, but either not paying blatant attention to what someone is doing or joking about it usually frees them up to enjoy themselves.
    You could also always show them Saints Row 2, where you can run around in your dirty skivvies gesticulating at people, then jump in a septic truck and spray crap all over the place, get out jump on a Vespa with a katana and do drive buy slashings… Not artistic, but it sure as hell panders to some peoples sadistic and ‘creative’ side.
    Options.

    Comment by Mentalsplatter — February 18, 2009 #

  4. I’d think this [flower] would have taken forever to make what with all of the details I hear about it, I myself haven’t looked too deeply into it.. but it does seem really peacy…Though i’m accustomed to really violent gameplay it seems like it’d be a nice change.

    I can’t imagine how many people would react with..
    “SHIT’S GAY BRO! NO WAY!”

    Feh, more flower for us then!

    Comment by Pox — February 18, 2009 #

  5. Firstly, and this I say unto Pox, I was quite surprised by how many people were really involved in the development of the game. I actually expected far fewer. (The last bit of the game has a very cool and creative credits sequence that has the player float their petal to other flowers that each represent the name of a team member and/or credits category. That level went on for quite a while!)

    Secondly, in response to Jhonen’s thoughts on the latter levels, I too was surprised by the sudden change in mood and environment from the end of the 4th level onward, but I actually enjoyed the throttle of the unexpected. I think if it weren’t for that change, the bright colorful dreamscapes (awesome as they are) would grow redundant. I also liked the challenge of the latter levels in asking the player to execute more accurate movements to avoid the red death sparks of the angry electric towers. I also liked that the game made me feel almost worried and sorrowful when my actions in the latter third of the 4th level resulted in the spooky introduction to a land devoid of sprawling grassy fields and other vibrantly hued environs. I felt as though this happy flower trail of mine now was truly threatened, and this caused somewhat of an emotional attachment to my little petal avatar that otherwise may not have occurred.

    Thirdly, I believe it was indeed sandwiches that Nights was after.

    Comment by Wayne — February 18, 2009 #

  6. The hesitant gamer’s unwarranted pride is perhaps the most commonly occurring culprit for bringing casual get-togethers to a screeching halt. “No no no. What’s the point? That game doesn’t make you a REAL rock star.” Get out of my house. Everyone else, let’s rock.

    Comment by The Color Of Cat Vomit — February 18, 2009 #

  7. I think this sort of apprehensive behavior you saw with these people playing Flower isn’t limited to adults or video games. I played through Flower, enjoyed it wholeheartedly and tried getting both of my parents to play it with similar results to your own. While not unexpected, my parents aren’t alien to gaming. My dad loves Super Mario Galaxy and played through most of the original Halo, while my mom is a Tetris fiend and enjoyed Boom Blox. Galaxy and Boom Blox have somewhat simple but unorthodox control schemes similar to Flower.

    Likewise, I know plenty of people in their mid-twenties and younger that are as “afraid” of videogames and technology as most grandparents are, while conversely, I know some grandparents that are just as eager to push the limits of new things as I am.

    I think the biggest hurdle with Flower is its lack of in-your-face direction. While people like us that have been playing games for 20+ years have a knack for trying to push games to their outer limits –to test the spoken and unspoken rules of the world– I think most people don’t have that inherent drive within them to explore, with regard to any medium. I’m the same way with music and technology in general, try everything even if it doesn’t have anything to do with my immediate interest, and then benefit from my mistakes and accidental discoveries that strike me as having some value.

    In a nutshell, I think our frustrations with some people’s inability to comprehend video games are parallel to the frustration of a neurosurgeon or a person that crochets or an auto mechanic with mine and many others inability to comprehend the details of their trade.

    Comment by Kevin Seattle — February 18, 2009 #

  8. Good read. I’ll have to check out your blog more often. You’ve done comics and a tv show Jhonen; what would you wanna-do for a game?

    Comment by Do0dilyDude — February 19, 2009 #

  9. Oh yeah, for another soothing game check out Endless Ocean.

    Comment by Do0dilyDude — February 19, 2009 #

  10. Flower sounds –and your description is- absolutely beautiful, a much better dream than mine usually turn out to be.
    You’re right about people, they’re mostly horrible and it’s a very rare thing to find someone decent. What kind of person wouldn’t be thrilled at just the prospect of such a game?
    I can’t wait to try it.

    Comment by Becky — February 19, 2009 #

  11. this was.. oddly inspirational.

    Comment by Rae — February 19, 2009 #

  12. The world needs more “meandering games”. What was that one game for the original PS, where it was based on some guy’s dream journal? Oh, yeah; it was called LSD. Fucking loved that game.

    Comment by Junkie — February 20, 2009 #

  13. I think some people have difficulty playing Flower because they are so accustomed to having directions fed to them. They can’t figure things out for themselves because they are used to having others tell them what to do. Lack of independence is pretty hip, apparently. What a shame.

    Comment by Meagan — February 20, 2009 #

  14. I’m responding to the Guitar Hero quips:
    I second them all.
    Really I do. Simply because I’ve made the mistake of bringing a Playstation with Guitar Hero 2 to my school, and only having a grand total of four people actually seizure because someone actually brought it while the rest sort of refused to acknowledge it’s existence, and when you asked them if they wanted to play, they’d look at you like you were some brainless, spewing monster baby.
    Well, there’s always the boyfriend.

    Comment by Zu — February 21, 2009 #

  15. You’re right Rae. I’m starting to think this “Flower” is a trick to thin the herd. Ever read Snow Crash? I wouldn’t download this with your console.

    Comment by Noira — February 21, 2009 #

  16. I’m on my way to trying to get better at the rhythm game Beatmania IIDX, and that game’s learning curve between levels is complete hell. Yet I still keep trying to beat it, wasting my fucking quarters, because it’s addictive as mess.

    Comment by Joshux — February 24, 2009 #

  17. I’ll give it a shot.

    (Just cuz your text is making me)

    Comment by F — February 26, 2009 #

  18. You had me at “Rez”.

    While I enjoy Tetsuya’s later games, that remains my favorite.

    Comment by NekoBrandon — March 4, 2009 #

  19. I can honestly say that Flower is one of my most favorite games. As much as I love the thrill of first person shooters and the action and suspense of survival horror games, Flower comes up as soothing eye candy wrapped up in medicating tunes, while giving a sense of purpose as you progress through the game.

    I nearly cried when I beat the last level, even though I really didn’t do anything for the environment. I’d like to think I did something awesome.

    Comment by Sasami — December 10, 2009 #

  20. One of the best games I have ever played. First time I learned about it and from the first sight I knew it was smth awesome! There are literally thousands of games out there but too few are so easy to use and above all so full of entertainment. I am feeling lucky that I didn’t discover online games when I was still in school, because I wouldn’t never end it!

    Comment by Mike Hunter — March 1, 2010 #

  21. Thank you. Very much. Happiness achieved.

    Comment by Kit — March 5, 2010 #

  22. I think some people have difficulty playing Flower because they are so accustomed to having directions fed to them.

    Comment by labatterie — April 27, 2010 #

  23. my mistakes and accidental discoveries that strike me as having some value.

    Comment by batterie — June 29, 2010 #

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