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Flower. Before creating a masterpiece

Hello. Making such an unusual greeting, I want to contact readers of this blog. The title lacks one of the words, review or analysis. The fact is that I have not determined what this text is. When I make a decision, this entry will be deleted. And here you can play a role by writing a comment with the justification of your point of view. Even without your help, I, one way or another, will do something, but you can somehow influence the final result. Pleasant reading).

ThatgameCompany studio is known for creating small beautiful games with simple gameplay and unforgettable aesthetics. Many people know this Journey game studio, which has a 92 out of 100 rating on Metacritic. There are quite a few reviews on the site (and one poem), so it is not required in the presentation and we will talk about the previous project of the Jenov Chen team, Flower. And during my story there will also be comparisons not only with the 2012 game, but also with the debut of the studio, Flow.

Directing nature

In Flower, the player takes on the role of the wind. He starts each level with one petal and, flying next to the flowers, receives new.

It all starts with small

Flowers next to the player bloom, thereby destroy obstacles on the way and revive the gray world, staining it in bright colors, or, for example, turn on windmills. Also, the player can fly both in normal mode and in accelerated.

The game takes place in open areas, so you can move in 6 different directions. This feature relates her with Flow, where, playing for microorganism, you need to get to the very depth. True, to get to the level below or higher, you need to eat a certain cage, while the wind moves freely both to the sky and to the ground. On the other hand, flowers have a small size, it is not necessary to rise high up, the verticality of levels is divided only into “earth” and “hill”. The only reason, except for creating a beautiful screen, is to take the desired flight angle, making a small turn \ hook in the air.

In Jorney, mundane horizontal levels of smaller levels, and throughout the game, the movement goes to the top of the mountain, and not in the depths of the ocean. You can’t fly to the clouds all the time, and the flight itself replaced jumps, planning and sliding on the sand. The only way to break away for a long time from the ground (with the exception of some levels), ride on the backs of fabric creatures and then along a certified route.

The earth around the roots and the air around the leaves

Generally the world in Flower is colorful and a https://sistersitescasino.co.uk/casinos/jackpotjoy-casino/ little fabulous. Each level begins in the black and white world, which is gradually saturated with colors, including not familiar to surrounding things. For example, in level 4, having made a couple of circles around the haysters, they acquire a blue color, and before not the whole grass can be returned to its native green.

It may seem to someone a good solution for the lawn or garden.

With all this, it cannot be said that the world around is statistical. Of course, it will not be such that a plane suddenly flies in the sky or a mole crawls out with fresh air. However, the grass is swaying, and in some levels it is raining, which is enough to immerse and enjoy during the contemplation of nature.

It is interesting that in Flow the world came to life thanks to the not surrounding landscape, but living around the predatory and peaceful organisms. When passing the level, the background always had one color, but at first it was light, then saturatedly bright, and at the end the game takes place almost in complete darkness. In this form, the world of micro cells seems almost the opposite of flower.

Journey has its own approach. First, the path goes through the cemetery, where there is nothing alive, and then we get acquainted with different creatures living in ruins.\, and in the end begins the holiday of life at all. However, there is a desert around, and then the snow slopes of the mountain. Both of the climate is extremely not friendly and dangerous. Such a hybrid of life and undead, where there are living creatures and the inanimate world, as well as a gradual change in the situation, as if they were taken from the two past games.

Music of the opening of the flower

In many games, musical accompaniment is in every level and differs from each other depending on the mood. Usually the player’s participation is minimal. If the battle begins, then there is a transition from peaceful to the combat composition and the smoothness of the transition is cooked from the game to the game. There are also sounds accompanying some short effect, for example, the sound of opening a chest and obtaining a subject. ThatGamecompany studio decided to increase the role of the player, accompanying each opening of the flower with sound on a certain instrument. It turns out that if the player will fly quickly and touch as many colors as possible, he will receive his short -term musical background. Also, the player will try to get into colors so as not to break the composition. Creates both immersion and motivation.

The truth is so beautiful that the sounds of the blades decided to come out for a short time

The idea is not unique, at least because it was already in the last game of the studio. The creature in the Flow consists of several cells. Their number increases as it grows, but the process of “digestion” is interesting here, so to speak. The fact is that each “food”, in the form of a white sphere, should take an empty part of the body. And when passing each cell, a certain sound plays, creating a melody, the length of it depends on the size of the player.

And Journey no longer gives such freedom to the player and music simply accompanies the player, as described above. Only a scarf with past work relates her, the longer it is, the longer the sound.

Leaving memories

Speaking of the plot, I want to share my own expectations and impressions. If you go to the page of the game, you will see green fields at different times of the day, and after watching the gameplay and starting to play, you will associate yourself with the wind that smoothly changes the world around. The problem is that the plot is almost a pure monomif. There is a new world shown at the beginning of the world, the fall and ascent of the hero, the victory over evil and the triumph. And then difficulties began.

The fact is that the first petal from the flower looks very fragile, especially when electricity appears and leaves can burn out. And if the launch of the windmills looks normal (we still play by the wind), then when they gave me the strength to light bulbs, making me almost ball lightning, and my actions stained the haystack in blue, I was worried. And since everything went on inclined, the end was completely upset.

This is a torpedo? This is a fairy? No, this is a petal

So why the text is called “… flower. Before creating a masterpiece “? Because the studio took a step forward in terms of the plot. Journey history is the same monomifa and passes throughout its stages. But having reached the top, the hero does not have a super strength and he does not turn into an avatar in the form of a huge tissue “slope”. It is as outwardly as at the beginning. Only can jump constantly, but here’s the case in the area. The only change that may be is to gain inner peace. This is what the player will most likely receive after passing, and not the ability to change the appearance of the whole city with the help of a couple of colors.

On the other hand, the story of Flower is a pure fairy tale, beautifully told and you can also enjoy it. We are shown that nature can not only coexist next to people, but also transform their surrounding world, despite numerous obstacles.

Keeping in memory

Flower, an unconditionally beautiful game, which is well suited for a relaxing vacation for 1-2 hours. She holds well compared to the hit of Thatgamecompany and leaves good memories. The only thing you want to warn future players, that this fairy tale is with a rather fabulous plot and a slightly fabulous world.

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