I enjoyed Flower on PSN. In fact, I thought it was wonderful. The visuals were pretty, the score was gorgeous, the control was smooth and fluid. I was ready for something different when I downloaded the game; something I'd never played before, outside of Thatgamecompany's previous offering.
I almost got it. Ask me which of yesterday's reviewers I'm more apt to side with, and I'll point you to Anthony. Flower should have been a leap in the right direction, and in my own opinion, it was; but there was a bit of a clumsy stumble in its landing that prevented it from looking like a badass in front of the ladies after it took said leap.
It came so close to instilling in me a belief that there really could be games out there that defied convention, ones that rolled down the window and thrust a middle finger at expectation and tradition. So close. Hit the jump to see what went wrong.
Flower started as I expected it would. I rode the wind, towing behind me a vibrant train of botany as was seen in the trailers that caught my interest in the first place. It was beautiful, it was graceful in its motion, and best of all, it was relaxing. I brought life to arid lands, painted the fields with my breeze, and for the first several stages, hadn't a care in the world. Everything was bright, colorful, and my TV screen danced wildly with life.
Thunder booms overhead, and the clouds periodically blossom hints of lightning. Being a fan of storms, my worries begin to fade. Zen indeed, and they've managed to add a little something for those of us who find different meaning in the term. This is nice after all. I think I'll float over and grab that next flower, tucked just within that twisted pile of metal over there.
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