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Flower (2009 video game)

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Flower (2009 video game)
TitleFlower
DeveloperThatgamecompany
PublisherSony Computer Entertainment
DirectorJenova Chen
DesignerJenova Chen
ComposerVincent Diamante
PlatformsPlayStation 3, PlayStation 4, PlayStation 5, PlayStation Vita, iOS
Released2009
GenreInteractive art, Adventure
ModesSingle-player

Flower (2009 video game) is an interactive art title developed by Thatgamecompany and published by Sony Computer Entertainment for the PlayStation 3 in 2009, later ported to PlayStation 4, PlayStation 5, PlayStation Vita, and iOS. The game was directed and designed by Jenova Chen and produced by Kellee Santiago, featuring music by Vincent Diamante and visual design influenced by works showcased at institutions like the Museum of Modern Art and festivals such as the Sundance Film Festival. Flower's minimalist approach to controller input and emphasis on emotional experience positioned it alongside experimental titles from studios such as thatgamecompany's contemporaries including Playdead, Team ICO, and Eden Games.

Gameplay

Players control a petal carried by wind across interactive landscapes, guiding a loose trail through environments reminiscent of locations depicted by artists in the Tate Modern, Guggenheim Museum Bilbao, and galleries curated by the Smithsonian Institution. Input uses motion controls and analog sticks similar to mechanics seen in Wii Sports and design philosophies shared with Journey (2012 video game), another title from Thatgamecompany. Progression is non-linear and level-based like many titles from Capcom, Electronic Arts, and Ubisoft, but emphasizes exploration over objectives akin to Proteus (video game), Flower (game design)-style curiosity, and the contemplative pacing of Myst (1993 video game). Environmental interaction causes fields of flowers to bloom in patterns comparable to procedural systems used by studios such as Hello Games and Procedural Arts. The game lacks combat and traditional HUD elements, echoing design decisions from ICO, Shadow of the Colossus, and experimental projects supported by the Independent Games Festival.

Development

Development began after Thatgamecompany's work with Sony Computer Entertainment America on earlier projects showcased by festivals like Game Developers Conference and funding sources connected to incubators and grants similar to those from the Independent Games Festival. Creative leadership by Jenova Chen and production oversight by Kellee Santiago drew on influences from digital artists exhibited at the New Museum and contemporary composers featured at the Montreux Jazz Festival. Technical implementation relied on middleware and graphical techniques related to engines used by Epic Games and visual research comparable to work presented by Nvidia at SIGGRAPH. The team experimented with motion-based controls inspired by hardware from Nintendo and the motion control peripherals associated with Sony platforms, iterating art direction in concert with audio cues composed by Vincent Diamante and sound designers who had collaborated with orchestras such as the Los Angeles Philharmonic.

Release and platforms

Flower launched on the PlayStation Network for PlayStation 3 in 2009, distributed through storefront ecosystems managed by Sony Computer Entertainment and later adapted to handheld systems like PlayStation Vita and mobile platforms including iOS through partnerships akin to those between Apple Inc. and independent developers. Subsequent releases on PlayStation 4 and PlayStation 5 integrated higher-resolution assets and compatibility patches similar to remasters issued by publishers such as Bethesda Softworks and Square Enix. Promotional efforts included presentations at the Game Developers Conference, showcases at the E3 (Electronic Entertainment Expo), and features during independent showcases curated by institutions like The Smithsonian American Art Museum and festivals such as PAX (exhibition).

Reception

Critical response highlighted Flower's aesthetic and emotional design, drawing comparisons to art games celebrated at the Independent Games Festival and mainstream recognition akin to titles nominated at the BAFTA Games Awards and D.I.C.E. Awards. Reviews in outlets that cover titles from publishers like IGN, GameSpot, and Edge (magazine) praised the game's visuals, audio, and unique control scheme, while some critics debated its brevity in the context of commercial releases from companies such as Activision and Electronic Arts. Flower received awards and nominations at ceremonies where independent and experimental works are honored, joining a lineage of acclaimed indie titles like Braid (video game), Fez (video game), and Limbo (video game).

Soundtrack and audio design

The soundtrack by Vincent Diamante and ambient audio design employ orchestral and electronic textures comparable to scores performed at venues associated with the Los Angeles Philharmonic and composers represented by labels with ties to festivals like SXSW (festival). Audio cues respond dynamically to player input in a manner similar to adaptive music systems used in productions from studios like BioWare and Naughty Dog, and the sound design complements visual transitions reminiscent of installations shown at galleries such as the Museum of Modern Art and Tate Modern. Sound mixing for console certification followed practices aligned with platform holders including Sony Interactive Entertainment and standards observed at industry conferences like AES (Audio Engineering Society) conventions.

Legacy and influence

Flower influenced later independent and mainstream projects, informing the design ethos of titles including Journey (2012 video game), ABZÛ, and other experiential works showcased at the Independent Games Festival and exhibited by institutions like the Museum of Modern Art. Thatgamecompany's approach to emotional interactivity contributed to academic discourse presented at conferences such as CHI and DiGRA and inspired developers working within indie communities associated with incubators like IndieCade and publishing initiatives linked to Sony Interactive Entertainment. The game's legacy persists in curated collections and re-releases alongside other seminal independent works featured in retrospectives at institutions including the Smithsonian Institution and retrospectives covered by outlets like Polygon, Kotaku, and Edge (magazine).

Category:2009 video games