Flower (video game)
Encyclopedia
Flower is a PlayStation 3
video game. It was developed by Thatgamecompany
, designed by Jenova Chen
and Nicholas Clark, and announced at the 2007 Tokyo Game Show
. Flower was released on February 12, 2009, via the PlayStation Network. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In it, the player controls the wind, blowing a flower petal
through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary windmills. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.
Flower was primarily intended to arouse positive emotions in the player, rather than to be a challenging and "fun" game. This focus was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience, and that the emotional range of most games was very limited. The team viewed their efforts as creating a work of art, removing gameplay elements and mechanics that were not provoking the desired response in the players. The music, composed by Vincent Diamante, dynamically responds to the player's actions and corresponds with the emotional cues in the game. Flower was a critical success, to the surprise of the developers. Reviewers praised the game's music, visuals, and gameplay, calling it a unique and compelling emotional experience. It was named the "best independent game of 2009" at the Spike Video Game Awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences.
level. Each level is represented by a flower in a pot on a city apartment windowsill, and upon selecting one the player is taken to the "dream" of that flower. Once inside a level, the player controls the wind as it blows a single flower petal through the air. Changes in the pitch and roll
of the floating petal are accomplished by tilting the PlayStation 3
controller. Pressing any button blows the wind harder, which in turn moves the petal faster. The camera generally follows just behind the petal, though it sometimes moves to show a new objective or consequence of the player's actions.
Groups and lines of flowers are present in each level; approaching these with the petal causes them to bloom and a new petal to trail the first. When the player approaches certain flowers or groups of flowers, changes are made to the game world. These can range from opening new areas, transforming dead grassy areas to bright green fields, or turning on wind turbines. These changes generally result in new flowers sprouting for the player to interact with. Flying through each flower results in a musical chime which harmonizes with the music. The music itself dynamically adjusts as changes are made to the world. The more flower petals the player has trailing the lead petal, the faster the petals move. It is impossible for the player to lose a level or even lose any progress. The game features no enemies, hit points
, or time limit
s. A single play-through of the game takes approximately one hour.
Although no speech or text is used anywhere in the game aside from credits, the six flower dreams follow a narrative arc. The player's starting location in each stage appears to be near the ending location of the previous one, and through the course of the game the player approaches a distant city. The first levels focus on restoring life and color to the landscape. After starting up a series of windmills the player flies through a nighttime field, illuminating darkened strings of lights until they reach the city. The city is full of menacing metal structures, small arcs of electricity, and washed-out buildings; the player enlivens the city in the final two levels and transforms it into a bright and cheerful place.
As the player progresses through the different levels of the game, the city viewed through the apartment window in the level selection screen gradually becomes more vibrant and colorful. If the player triggers three secret flowers in each level, the cityscape is replaced with a bright field with mountains in the background. The music changes in scope as the game progresses, growing in scale and complexity and adding to the narrative arc. The credits level is played in a similar manner to the main levels, but as the player flies through each flower the name of a person involved in the game appears above it. Flower includes PlayStation Network trophies in keeping with the game's feel. While some are objective-based, many are centered around relaxing and watching the scenery.
, a 2006 Flash
game created by Jenova Chen
and Nicholas Clark while the two were students at the University of Southern California
. Flow was later developed into a PlayStation 3 game by Thatgamecompany
in 2007 and a PlayStation Portable
game by SuperVillain Studios in 2008. Flower was Thatgamecompany's "first game outside the safety net of academia". It was first announced at the Tokyo Game Show
on September 24, 2007, and was released on the PlayStation Network on February 12, 2009. Flower was intended primarily to provoke positive emotions in the player, and to act as "an emotional shelter". Six to nine people were involved at varying stages of development. Chen, who co-founded Thatgamecompany with game producer Kellee Santiago
, was the creative director in charge of the game, while Clark was the lead designer. Chen described the game as "an interactive poem exploring the tension between urban and nature". He decided on the "nature" theme early in the development process, saying that he "had this concept that every PlayStation is like a portal in your living room, it leads you to somewhere else. I thought; wouldn't it be nice if it was a portal that would allow you to be embraced by nature".
Before beginning work, the development team commissioned two pieces of music that they felt would inspire the right emotional tone for the game to guide their efforts. They created a number of prototype
s, including concepts focused on growing flowers and based around human consciousness. The team decided that a prototype centered on petals floating in the wind best captured the emotions they wanted to evoke. They made keeping the player in a peaceful emotional state their design focus, and removed elements that frustrated players such as petal collection requirements to unlock levels and game mechanics that were too traditional and made the players too excited. The team tried to not place any barriers in the levels, allowing the player to go anywhere in an open world, but realized that without a few guidelines, such as the camera focusing on new flowers or segmenting the levels, players became confused and frustrated. Chen described the process as "almost like we wanted to throw away the traditional game design, but we end up picking up all the pieces we threw away and putting them back because we know those are actually needed to deliver a good guided experience". The overall development time was two years, but the team spent three-fourths of that time in the prototyping stage. After deciding on the game elements, Flower was produced in only six months.
The game's focus on emotions was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience, and that the emotional range of most games was very limited. Chen tried to make the game focus more on emotions than on a message; he specifically changed the design of Flower when early testers felt there was a message of promoting green energy in the game. To make Flower have the "emotional spectrum" that he wanted, Chen looked at the development process as creating a work of art, rather than a "fun" game, which would not provoke the desired emotions. He summarized this view by saying that the only gameplay mechanic is hitting a flower to trigger a new event. The team specifically cut out deeper gameplay elements because they added "challenge" to the game, which, while fun, was not relaxing.
. He had previously scored the music for Cloud, Chen's first game, and Dyadin when they were both at the University of Southern California. He worked directly with the development team to integrate the music into the game by adjusting the placements of flowers and the tones that each type played when they were reached. He did this by harmonizing the gameplay with the music, and adjusting the music dynamically to correspond to changes in the game world. Diamante used his music to influence the development team in adapting ideas he had for the game.
The music and instruments in each level were chosen to correspond to the game world and the level's placement in the overall emotional arc. The music is composed of multiple layers of acoustic instrument tracks that rise and fall in correlation with the player's actions. The instruments used include pianos, string instruments such as classical guitars, and woodwinds such as bass flutes and bassoons. The number of instruments playing increase in correlation with the amount of petals that the player gathers. The music is meant to suggest natural sounds like wind. The instrument tracks were intended to be able to stand on their own, even when used in a large orchestrated group as in levels three and six. Several times in the development process, Diamante became so attached to a piece of music that needed alteration that he composed a new piece to replace it. Diamante was long in talks with Sony to produce an album of music from the game. On April 8, 2010 a soundtrack album was released by Sony for purchase on the PlayStation Network. The album, titled Flower: Original Soundtrack from the Video Game, contains 8 tracks with a total duration of 1:04:37.
applauded the game, saying that "the freedom of movement makes the game feel as relaxing as a gently wafting breeze". She felt that "fun" did not fully describe the game experience, saying that it had a "well-constructed movie's emotional arc" and that the game's music, visuals, and gameplay all drew the player into a compelling emotional experience. She also felt that it was very replayable, which offset its brevity. Ryan Clements of IGN
agreed with Liang's opinion, saying that it provided "more enjoyment, emotion and enlightenment than any game" he had played in years. Though he noted that the game would not appeal to everyone, he described it as "something very unique and very powerful", referring to it as a "must-play". Michael Kontoudis of PALGN
called it an "utterly unique, brave and moving game brimming with personality and intent", though he noted that as it was closer to a work of art than a game, many players would not be interested in it. Gerard Campbell of The Press
similarly described it as something more than a game, calling it a "perfect foil" to "ultra-violent shoot-'em-up" games and summarizing it as "one of the most refreshing and relaxing games around".
Eurogamer
's Tom Bramwell had similar praise, describing it as "pleasantly innocent and uplifting", though he awarded it a lower score than other reviewers as he felt the US$9.99 price was too high for the game's length. This criticism was not universal, as reviewers such as Jason Hill of The Age
called the A$
13 Australian price "reasonable" and described the length as not "overstay[ing] its welcome". Critics such as GamePro
s Terry Terrones and GameTrailers
echoed the same praises as other reviewers for the game; GameTrailers said that it was "less a game and more an experience. You don't necessarily "play" Flower; you interact with it," while Terrones noted the music as the best part of the game's presentation. Tom Hoggins of The Daily Telegraph
felt that Flower would "reignite the 'video games as art' debate" and was of the opinion that it was a "wonderful work of art" in addition to a game. The positive reception surprised the developers, as they had expected a mixed reaction.
Flower received the "Best Independent Game Fueled by Dew" award in the 2009 Spike Video Game Awards. It was similarly named the "Best Indie Game" of 2009 by Playboy
. It was nominated for the 2009 "Outstanding Innovation in Gaming", "Outstanding Achievement in Sound Design", "Outstanding Achievement in Original Music Composition", and "Outstanding Innovation Achievement in Game Direction" awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences. It was nominated for the "Use of Audio" video game awards by the British Academy of Film and Television Arts
and won the "Artistic Achievement" award. Its soundtrack was awarded the 2009 "Best Original Soundtrack" prize from G4
. The music was also nominated for the Game Audio Network Guild's "Music of the Year" award and won the "Best Interactive Score" award. Its gameplay debut at the 2008 Electronic Entertainment Expo resulted in multiple awards, including "Best E3 Download Game" from 1UP.com
, "Best Original Game" from UGO
, and "Special Achievement for Innovation" from IGN
. In 2011 it was chosen through a public vote out of an initial selection of 240 to be one of 80 games showcased in a 2012 exhibit at the Smithsonian American Art Museum
titled "The Art of Video Games
".
PlayStation 3
The is the third home video game console produced by Sony Computer Entertainment and the successor to the PlayStation 2 as part of the PlayStation series. The PlayStation 3 competes with Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles...
video game. It was developed by Thatgamecompany
Thatgamecompany
Thatgamecompany, stylized as thatgamecompany, is an American independent video game developer co-founded by University of Southern California students Kellee Santiago and Jenova Chen. The studio is currently a second-party developer for Sony Computer Entertainment, and is under contract to create...
, designed by Jenova Chen
Jenova Chen
Xinghan Chen , known as Jenova Chen, is the designer of the award-winning games Cloud, Flow, and Flower, and is co-founder of Thatgamecompany. Chen is from Shanghai, where he earned a bachelors degree in computer science and a minor in digital art and design...
and Nicholas Clark, and announced at the 2007 Tokyo Game Show
Tokyo Game Show
The , commonly known as TGS, is a video game expo / convention held annually in the Makuhari Messe, in Chiba, Japan. It is presented by the Computer Entertainment Supplier's Association and the Nikkei Business Publications, Inc...
. Flower was released on February 12, 2009, via the PlayStation Network. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In it, the player controls the wind, blowing a flower petal
Petal
Petals are modified leaves that surround the reproductive parts of flowers. They often are brightly colored or unusually shaped to attract pollinators. Together, all of the petals of a flower are called a corolla. Petals are usually accompanied by another set of special leaves called sepals lying...
through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary windmills. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.
Flower was primarily intended to arouse positive emotions in the player, rather than to be a challenging and "fun" game. This focus was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience, and that the emotional range of most games was very limited. The team viewed their efforts as creating a work of art, removing gameplay elements and mechanics that were not provoking the desired response in the players. The music, composed by Vincent Diamante, dynamically responds to the player's actions and corresponds with the emotional cues in the game. Flower was a critical success, to the surprise of the developers. Reviewers praised the game's music, visuals, and gameplay, calling it a unique and compelling emotional experience. It was named the "best independent game of 2009" at the Spike Video Game Awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences.
Gameplay
Flower is divided up into six main levels and one creditsClosing credits
Closing credits or end credits are added at the end of a motion picture, television program, or video game to list the cast and crew involved in the production. They usually appear as a list of names in small type, which either flip very quickly from page to page, or move smoothly across the...
level. Each level is represented by a flower in a pot on a city apartment windowsill, and upon selecting one the player is taken to the "dream" of that flower. Once inside a level, the player controls the wind as it blows a single flower petal through the air. Changes in the pitch and roll
Flight dynamics
Flight dynamics is the science of air vehicle orientation and control in three dimensions. The three critical flight dynamics parameters are the angles of rotation in three dimensions about the vehicle's center of mass, known as pitch, roll and yaw .Aerospace engineers develop control systems for...
of the floating petal are accomplished by tilting the PlayStation 3
PlayStation 3
The is the third home video game console produced by Sony Computer Entertainment and the successor to the PlayStation 2 as part of the PlayStation series. The PlayStation 3 competes with Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles...
controller. Pressing any button blows the wind harder, which in turn moves the petal faster. The camera generally follows just behind the petal, though it sometimes moves to show a new objective or consequence of the player's actions.
Groups and lines of flowers are present in each level; approaching these with the petal causes them to bloom and a new petal to trail the first. When the player approaches certain flowers or groups of flowers, changes are made to the game world. These can range from opening new areas, transforming dead grassy areas to bright green fields, or turning on wind turbines. These changes generally result in new flowers sprouting for the player to interact with. Flying through each flower results in a musical chime which harmonizes with the music. The music itself dynamically adjusts as changes are made to the world. The more flower petals the player has trailing the lead petal, the faster the petals move. It is impossible for the player to lose a level or even lose any progress. The game features no enemies, hit points
Health (gaming)
Health is a game mechanic used in role-playing, computer and video games to give value to characters, enemies, NPCs, and related objects. This value can either be numerical, semi-numerical as in hit/health points, or arbitrary as in a life bar....
, or time limit
Time limit (video game terminology)
A time limit is a phrase in video game terminology that is used to make gameplay faster on the threat of losing a life. A typical time limit can range from a single second to multiple amount of minutes. Although it is possible to have a Super Mario World level with zero seconds on the timer A time...
s. A single play-through of the game takes approximately one hour.
Although no speech or text is used anywhere in the game aside from credits, the six flower dreams follow a narrative arc. The player's starting location in each stage appears to be near the ending location of the previous one, and through the course of the game the player approaches a distant city. The first levels focus on restoring life and color to the landscape. After starting up a series of windmills the player flies through a nighttime field, illuminating darkened strings of lights until they reach the city. The city is full of menacing metal structures, small arcs of electricity, and washed-out buildings; the player enlivens the city in the final two levels and transforms it into a bright and cheerful place.
As the player progresses through the different levels of the game, the city viewed through the apartment window in the level selection screen gradually becomes more vibrant and colorful. If the player triggers three secret flowers in each level, the cityscape is replaced with a bright field with mountains in the background. The music changes in scope as the game progresses, growing in scale and complexity and adding to the narrative arc. The credits level is played in a similar manner to the main levels, but as the player flies through each flower the name of a person involved in the game appears above it. Flower includes PlayStation Network trophies in keeping with the game's feel. While some are objective-based, many are centered around relaxing and watching the scenery.
Development
Flower was developed as a spiritual successor to FlowFlOw
Flow is an indie video game created by Jenova Chen and Nicholas Clark. Originally released as a free Flash game in 2006 to accompany Chen's master's thesis, it was reworked into a 2007 PlayStation 3 game by his development studio, Thatgamecompany. SuperVillain Studios released a PlayStation...
, a 2006 Flash
Adobe Flash
Adobe Flash is a multimedia platform used to add animation, video, and interactivity to web pages. Flash is frequently used for advertisements, games and flash animations for broadcast...
game created by Jenova Chen
Jenova Chen
Xinghan Chen , known as Jenova Chen, is the designer of the award-winning games Cloud, Flow, and Flower, and is co-founder of Thatgamecompany. Chen is from Shanghai, where he earned a bachelors degree in computer science and a minor in digital art and design...
and Nicholas Clark while the two were students at the University of Southern California
University of Southern California
The University of Southern California is a private, not-for-profit, nonsectarian, research university located in Los Angeles, California, United States. USC was founded in 1880, making it California's oldest private research university...
. Flow was later developed into a PlayStation 3 game by Thatgamecompany
Thatgamecompany
Thatgamecompany, stylized as thatgamecompany, is an American independent video game developer co-founded by University of Southern California students Kellee Santiago and Jenova Chen. The studio is currently a second-party developer for Sony Computer Entertainment, and is under contract to create...
in 2007 and a PlayStation Portable
PlayStation Portable
The is a handheld game console manufactured and marketed by Sony Corporation Development of the console was announced during E3 2003, and it was unveiled on , 2004, at a Sony press conference before E3 2004...
game by SuperVillain Studios in 2008. Flower was Thatgamecompany's "first game outside the safety net of academia". It was first announced at the Tokyo Game Show
Tokyo Game Show
The , commonly known as TGS, is a video game expo / convention held annually in the Makuhari Messe, in Chiba, Japan. It is presented by the Computer Entertainment Supplier's Association and the Nikkei Business Publications, Inc...
on September 24, 2007, and was released on the PlayStation Network on February 12, 2009. Flower was intended primarily to provoke positive emotions in the player, and to act as "an emotional shelter". Six to nine people were involved at varying stages of development. Chen, who co-founded Thatgamecompany with game producer Kellee Santiago
Kellee Santiago
Kellee Santiago is a video game designer and producer, and the co-founder and president of Thatgamecompany. Santiago was born in Caracas, Venezuela and was raised in Richmond, Virginia, where she played video games from a young age and was encouraged by her software engineer father to experiment...
, was the creative director in charge of the game, while Clark was the lead designer. Chen described the game as "an interactive poem exploring the tension between urban and nature". He decided on the "nature" theme early in the development process, saying that he "had this concept that every PlayStation is like a portal in your living room, it leads you to somewhere else. I thought; wouldn't it be nice if it was a portal that would allow you to be embraced by nature".
Before beginning work, the development team commissioned two pieces of music that they felt would inspire the right emotional tone for the game to guide their efforts. They created a number of prototype
Prototype
A prototype is an early sample or model built to test a concept or process or to act as a thing to be replicated or learned from.The word prototype derives from the Greek πρωτότυπον , "primitive form", neutral of πρωτότυπος , "original, primitive", from πρῶτος , "first" and τύπος ,...
s, including concepts focused on growing flowers and based around human consciousness. The team decided that a prototype centered on petals floating in the wind best captured the emotions they wanted to evoke. They made keeping the player in a peaceful emotional state their design focus, and removed elements that frustrated players such as petal collection requirements to unlock levels and game mechanics that were too traditional and made the players too excited. The team tried to not place any barriers in the levels, allowing the player to go anywhere in an open world, but realized that without a few guidelines, such as the camera focusing on new flowers or segmenting the levels, players became confused and frustrated. Chen described the process as "almost like we wanted to throw away the traditional game design, but we end up picking up all the pieces we threw away and putting them back because we know those are actually needed to deliver a good guided experience". The overall development time was two years, but the team spent three-fourths of that time in the prototyping stage. After deciding on the game elements, Flower was produced in only six months.
The game's focus on emotions was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience, and that the emotional range of most games was very limited. Chen tried to make the game focus more on emotions than on a message; he specifically changed the design of Flower when early testers felt there was a message of promoting green energy in the game. To make Flower have the "emotional spectrum" that he wanted, Chen looked at the development process as creating a work of art, rather than a "fun" game, which would not provoke the desired emotions. He summarized this view by saying that the only gameplay mechanic is hitting a flower to trigger a new event. The team specifically cut out deeper gameplay elements because they added "challenge" to the game, which, while fun, was not relaxing.
Music
The music for Flower was created by Vincent Diamante, a video game music composer and professor at the University of Southern California's Interactive Media DivisionUSC Interactive Media Division
The University of Southern California's School of Cinematic Arts's Interactive Media Division first accepted students in 2002. In addition to coursework in film production, screenwriting, and animation, students in the division study across three disciplines within interactive media: immersive...
. He had previously scored the music for Cloud, Chen's first game, and Dyadin when they were both at the University of Southern California. He worked directly with the development team to integrate the music into the game by adjusting the placements of flowers and the tones that each type played when they were reached. He did this by harmonizing the gameplay with the music, and adjusting the music dynamically to correspond to changes in the game world. Diamante used his music to influence the development team in adapting ideas he had for the game.
The music and instruments in each level were chosen to correspond to the game world and the level's placement in the overall emotional arc. The music is composed of multiple layers of acoustic instrument tracks that rise and fall in correlation with the player's actions. The instruments used include pianos, string instruments such as classical guitars, and woodwinds such as bass flutes and bassoons. The number of instruments playing increase in correlation with the amount of petals that the player gathers. The music is meant to suggest natural sounds like wind. The instrument tracks were intended to be able to stand on their own, even when used in a large orchestrated group as in levels three and six. Several times in the development process, Diamante became so attached to a piece of music that needed alteration that he composed a new piece to replace it. Diamante was long in talks with Sony to produce an album of music from the game. On April 8, 2010 a soundtrack album was released by Sony for purchase on the PlayStation Network. The album, titled Flower: Original Soundtrack from the Video Game, contains 8 tracks with a total duration of 1:04:37.
Reception
Flower was well received by critics. Alice Liang of 1UP.com1UP.com
1UP.com is a video game website owned by IGN Entertainment, a division of News Corporation. Previously, the site was owned by Ziff Davis before being sold to UGO Entertainment in 2009....
applauded the game, saying that "the freedom of movement makes the game feel as relaxing as a gently wafting breeze". She felt that "fun" did not fully describe the game experience, saying that it had a "well-constructed movie's emotional arc" and that the game's music, visuals, and gameplay all drew the player into a compelling emotional experience. She also felt that it was very replayable, which offset its brevity. Ryan Clements of IGN
IGN
IGN is an entertainment website that focuses on video games, films, music and other media. IGN's main website comprises several specialty sites or "channels", each occupying a subdomain and covering a specific area of entertainment...
agreed with Liang's opinion, saying that it provided "more enjoyment, emotion and enlightenment than any game" he had played in years. Though he noted that the game would not appeal to everyone, he described it as "something very unique and very powerful", referring to it as a "must-play". Michael Kontoudis of PALGN
PALGN
The PAL Gaming Network is an Australian based video game news and reviews website that focuses on the videogame industry and culture in PAL territories, particularly Australia and the UK. It was launched in 2003 by a group of PAL forum members on the IGN message boards who were disenfranchised by...
called it an "utterly unique, brave and moving game brimming with personality and intent", though he noted that as it was closer to a work of art than a game, many players would not be interested in it. Gerard Campbell of The Press
The Press
The Press is a daily broadsheet newspaper published in Christchurch, New Zealand. It is owned by Fairfax Media.- History :The Press was first published on 25 May 1861 from a small cottage in Montreal Street, making it the oldest surviving newspaper in the South Island of New Zealand. The first...
similarly described it as something more than a game, calling it a "perfect foil" to "ultra-violent shoot-'em-up" games and summarizing it as "one of the most refreshing and relaxing games around".
Eurogamer
Eurogamer
Eurogamer is a Brighton-based website focused on video games news, reviews, previews and interviews. It is operated by Eurogamer Network Ltd., which was formed in 1999 by brothers Rupert and Nick Loman. Eurogamer has grown to become one of the most important European-based websites focused on...
's Tom Bramwell had similar praise, describing it as "pleasantly innocent and uplifting", though he awarded it a lower score than other reviewers as he felt the US$9.99 price was too high for the game's length. This criticism was not universal, as reviewers such as Jason Hill of The Age
The Age
The Age is a daily broadsheet newspaper, which has been published in Melbourne, Australia since 1854. Owned and published by Fairfax Media, The Age primarily serves Victoria, but is also available for purchase in Tasmania, the Australian Capital Territory and border regions of South Australia and...
called the A$
Australian dollar
The Australian dollar is the currency of the Commonwealth of Australia, including Christmas Island, Cocos Islands, and Norfolk Island, as well as the independent Pacific Island states of Kiribati, Nauru and Tuvalu...
13 Australian price "reasonable" and described the length as not "overstay[ing] its welcome". Critics such as GamePro
GamePro
GamePro Media was a United States gaming media company publishing online and print content on the video game industry, video game hardware, and video game software developed for a video game console , a computer, and/or a mobile device . GamePro Media properties include GamePro magazine and...
s Terry Terrones and GameTrailers
GameTrailers
GameTrailers is a media website that specializes in video game related content. It provides free access to original programming , game trailers and recorded game play. Along with standard definition , many of the video clips are offered in a higher resolution .Users can upload videos, create...
echoed the same praises as other reviewers for the game; GameTrailers said that it was "less a game and more an experience. You don't necessarily "play" Flower; you interact with it," while Terrones noted the music as the best part of the game's presentation. Tom Hoggins of The Daily Telegraph
The Daily Telegraph
The Daily Telegraph is a daily morning broadsheet newspaper distributed throughout the United Kingdom and internationally. The newspaper was founded by Arthur B...
felt that Flower would "reignite the 'video games as art' debate" and was of the opinion that it was a "wonderful work of art" in addition to a game. The positive reception surprised the developers, as they had expected a mixed reaction.
Flower received the "Best Independent Game Fueled by Dew" award in the 2009 Spike Video Game Awards. It was similarly named the "Best Indie Game" of 2009 by Playboy
Playboy
Playboy is an American men's magazine that features photographs of nude women as well as journalism and fiction. It was founded in Chicago in 1953 by Hugh Hefner and his associates, and funded in part by a $1,000 loan from Hefner's mother. The magazine has grown into Playboy Enterprises, Inc., with...
. It was nominated for the 2009 "Outstanding Innovation in Gaming", "Outstanding Achievement in Sound Design", "Outstanding Achievement in Original Music Composition", and "Outstanding Innovation Achievement in Game Direction" awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences. It was nominated for the "Use of Audio" video game awards by the British Academy of Film and Television Arts
British Academy of Film and Television Arts
The British Academy of Film and Television Arts is a charity in the United Kingdom that hosts annual awards shows for excellence in film, television, television craft, video games and forms of animation.-Introduction:...
and won the "Artistic Achievement" award. Its soundtrack was awarded the 2009 "Best Original Soundtrack" prize from G4
G4 (TV channel)
G4, also known as G4 TV, is an American cable- and satellite-television channel originally geared primarily toward young adult viewers, originally based on the world of video games...
. The music was also nominated for the Game Audio Network Guild's "Music of the Year" award and won the "Best Interactive Score" award. Its gameplay debut at the 2008 Electronic Entertainment Expo resulted in multiple awards, including "Best E3 Download Game" from 1UP.com
1UP.com
1UP.com is a video game website owned by IGN Entertainment, a division of News Corporation. Previously, the site was owned by Ziff Davis before being sold to UGO Entertainment in 2009....
, "Best Original Game" from UGO
UGO
UGO Entertainment, Inc. is a website providing coverage of online media in entertainment targeting males age 18–34. The company is currently based in New York, New York, United States. On July 24, 2007 it was announced that Hearst Corporation would acquire UGO Entertainment...
, and "Special Achievement for Innovation" from IGN
IGN
IGN is an entertainment website that focuses on video games, films, music and other media. IGN's main website comprises several specialty sites or "channels", each occupying a subdomain and covering a specific area of entertainment...
. In 2011 it was chosen through a public vote out of an initial selection of 240 to be one of 80 games showcased in a 2012 exhibit at the Smithsonian American Art Museum
Smithsonian American Art Museum
The Smithsonian American Art Museum is a museum in Washington, D.C. with an extensive collection of American art.Part of the Smithsonian Institution, the museum has a broad variety of American art that covers all regions and art movements found in the United States...
titled "The Art of Video Games
The Art of Video Games
The Art of Video Games is an upcoming exhibition to be displayed at the Smithsonian American Art Museum from March 16, 2012 through September 30, 2012. The exhibition is designed to highlight the evolution of art within the video game medium over its forty-year history...
".