"You’re a petal-gathering Marine, defending yourself and possibly Mars from hellspawn and darkness."
That's when I lawled. A lot.
@Cotton McKnight
Please never speak another word again.
And once again I gotta say I'm a huge fan of the two-reviewer system. Nice job dudes.
I absolutely love flower. I actually cried in the last level, because everything was so beautiful and those flower petals were trying so hard.
I bet the next thing he'll do is mention the "cell" and how amazing it is or how blu-ray is real next-gen.
If you don't think and feel the exact same things that I do, then you should die immediately.
Just because Anthony gave an indie game a bad score doesn't mean he should stop reviewing indie games, it just mean he's capable of disliking an indie game, which is good.
Would you rather have him give 9 and 10 to every indie game even if they suck?
Fuck betting, I know he does this.
He's a fucking pussy ass bitch who apparently hates "internet tough guys" yet is exactly what he pretends to hate. You should come to PAX and see if you feel the same way when everybody from the community is right in front of you.
And wtf is this shit about people being poor or needing a job because they don't have a PS3? TheGoldenAvatar has one, so your comment is completely void.
Take your cock out of your ass, put in your blu-ray drive, and have fun being a fucking loser. It's the internet you moron. People have opinions. Get over it and move on.
But when I'm being accused of being biased toward a VERY PARTICULAR TYPE of indie game because I gave a DIFFERENT indie game a 6/10? Wow.
Some of you have truly exceeded my expectations in your own stupidity.
This argument is stupid anyway, considering that this practically is an indie developer. They just happen to develop PS3 games.
Just go away, McKnight. You obviously have an issue with Destructoid. Stop torturing yourself and leave.
I don't have a more detailed opinion on the game, other than it's weird. I don't know weather to be glad I caved and spent money on the game, or curse myself for it.
I'm just confused on my opinion of the damn thing.
The soundtrack is beautiful though.
I played through the first 2 levels last night after I got back from boozin with friends and I enjoyed it. I haven't played it all the way through yet, obviously, but from what I gathered its pretty much what I expected, and I'm looking forward to finishing it. Its a different experience and a very relaxing one at that, at least at the point in the game I'm at. I can't wait to play it in front of my little nephew, he loves bright colors on the TV and I'm interested to see if this will hold his attention.
Damn. I had been doing so well before this day.
Please go back to GameFAQS. It's where you belong.
But you wouldn't look at a Kandinsky painting and say it isn't maybe so great because it doesn't have a scoring system, or doesn't give you a feeling of accomplishment by looking at it.
When did I ever said I didn't like indie games? I follow enough indie game blogs to know the game before it even gets a mention on Indie Nation!
"You are a Macroshitting Fagtart, and you're biased."
There, now things are normal again.
Seriously, This game looks very nice on the visual scale.
I think Anthony doesn't like it because "There's no enemies" Try checking out HAWP.. This helps explain Anthony's game preferences. I usually respect his opinion when it comes to games, because I know he's been playing since he was a child... I respect his opinion because of this.
I'll end up picking up this game whence I get some extra loot. It does look beautiful.
I doubt you could say the same. You're in IT, right? Wait till you get laid off and we'll see who's calling people poor.
I'm not getting into a flame war with a moron, so this is the final word from me. Fuck off.
I'd argue the exact opposite. If games can only be uniquely artful because of their mechanics (Braid, Passage), then Flower's game mechanics aren't the wood or the canvas. They ARE the game. My complaint with it isn't that it's not good as a game that fits into my specific mental framework of what a game should or shouldn't be, but that it doesn't succeed at what it sets out to be -- it's TOO MUCH of a game.
It's relaxing and interesting when the game gets nonlinear and non-goal-oriented (grass painting), or when it gets very linear but has a very specific set of emotions it wants you to feel (the last level). The rest of the time, it's stuck in this awkward sort of limbo where the game is trying to say, "be relaxed, enjoy yourself, feel meditative," but the collect-all-this-stuff game mechanics themselves just sort of hang there limply, pulling you in both directions at the same time.
If, say, the point of the mechanics were to make you feel relaxed through the visuals and controls alone, why is there such a specific structure to many of the levels, forcing you to get so many petals before you can progress? If the gameplay is indeed just meant to support the framework, why is the endless collecting so necessary to progress in many of the levels?
The gameplay puts itself at the forefront, as it should, but in my view it doesn't support the "make the game feel meditative and visually interesting" design intent most of the time. You seem to be suggesting that they should be judged separately, but I think the potential of gameplay itself to enhance that theme can't be understated.
Cotton McKnight:
If you could make a statement that made some sort of sense, I could debate you on it, but I have no idea what the hell you're talking about. I like indie games, but I hate Flower, even though it's an indie game, because it's on the PS3 or something?
"You're the bitter dollarmenuaire mad because $400 is so much money!"
Comments like these are the reason I don't come here much anymore.
Also, don't feed the troll. "The Abyss stares back into you", etc, etc.
Thread over. Everyone go home.
Arena.
All Soldier. Nothing but Shovels.
This is how you settle a dispute among non-communists.
- It's beautiful: Sound, Music, Visuals combine into something beautiful.
- It's awesome to behold the sheer amount of detail, yet simplicity in each element. Millions of blades of grass and a gust of wind; so simple, yet it works.
- It demonstrates not only how to use the sixaxis properly, but that the sixaxis makes a fantastic flight-stick (play one handed to see what I mean).
- I don't mind playing the levels over and over because the gaming tropes (collect so many to unlock, secrets etc) are so abstracted, you just have fun.
Though I haven't completed it, I hope it never ends :(
I think its interesting to note that both Brad and Anthony recommend the game as a must-experience item.
The difference comes in the value of the game, at least in my mind, as a product. From Anthony's review, I'd note that Flower amounts to a very pretty collect-a-thon. From Brad's review, i'd take away that the game could very well be a fantastic experience I won't forget and will want to revisit for the experience of playing.
Its really too bad I can't form my own opinion, not having a PS3, but I think I've got a pretty good idea of what Flower's all about at this point.
I enjoy joint reviews.
Happy Valentine's Day! Let's all go eat a cock and/or munch some carpet! STFUAJPG!
Also, I love the whole "Everyone is entitled to an opinion, and mine is that Rev should never get to express his again (paraphrase)." Cognitive dissonance much?

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