flOwer (PSN title)

Any game with flowers should have bees, by default. Bees make honey, hence there should also be bears.

I'm sure I'm giving deepbrown some good material with regards to design choices.
 
After reading so many story books to my kid...
I have come to accept that bears love honey like men love money, pigs can fly and mice have table manners.

Any game with flowers should have bees, by default. Bees make honey, hence there should also be bears.

I'm sure I'm giving deepbrown some good material with regards to design choices.

Ah yes, I get that. But you forgot 'bout wind pollination.
[size=-2]deepbrown's going to be p*ssed at me for derailing his question sub-thread.[/size]
 
Hey, some of my questions are serious. [size=-2]'specially the Miyazaki one[/size].

Makes your interview more different from regular gaming Q&A too.

EDIT:
* The game was delayed once (or twice ?). What took them so long ? The refinement of the idea, the tuning of the controls or the technical implementation ?

Kinda related... what is the most difficult issue they encountered ? How did they solve it ?
 
What are the chances of us getting something that combines the viewpoint and control of Flower with a space themed title? Or even a Space expansion for Flower? I'd love to collect space dust, astriods, meteors, etc, and create new Stars, planets, etc. It would be awesome to have the game "build your own mini-galaxy". Use different elements to create different planets, larger stars, etc.

*sigh* I can dream...
just like flowers
 
What the hell, my Miyazaki + Jenova Chen dream team just went up in flames.

Q: Do you have any interest in creating big budget blockbuster games?

Jenova Chen: We don't. If you have a blockbuster, it means you have a lot of pressure on profits. If you're creating a new experience, that automatically equals risk. When you have USD 30 million or USD 100 million invested in your project, you can't afford any risk. If you make a mistake then hundreds of people will lose their jobs. The priority of that kind of production is to make sure the project is safe rather than to say we want to do everything differently.
 
If Incognito maps the Flower controls to Warhawk, I might be able to play it.


I think the biggest reason that Flower works so well with motion control is because of the speed at which you travel, and also there isn't a great necessity to be extremely accurate (I mean, you never really can "see" the wind, just "feel" it).

I don't think the motion controls from Flower would translate to Warhawk well at all.
 
The control scheme is very similar to Lair's but better because it uses the right thumb stick to fine-tune the speed. In Lair, right thumb stick controls the rider's view which is seldom used, and you have to flap the dragon's wings (X) constantly to build speed.

You can kinda see the wind in Flower. I usually watch the tip of the grass movement to control the wind (The player is some distance behind the wind). It works rather well until it becomes too fast for me to handle.

Right now, I can't pilot Warhawk at all. It's too confusing for me. :oops:
 
The control scheme is very similar to Lair's but better because it uses the right thumb stick to fine-tune the speed. In Lair, right thumb stick controls the rider's view which is seldom used, and you have to flap the dragon's wings (X) constantly to build speed.

You can kinda see the wind in Flower. I usually watch the tip of the grass movement to control the wind (The player is some distance behind the wind). It works rather well until it becomes too fast for me to handle.

Right now, I can't pilot Warhawk at all. It's too confusing for me. :oops:

What? Thumb stick? What are you talking about....oh you use the thumb stick as your speed button - cause that's any and all of the buttons. Your top speed also depends on how many petals you have.
 
Yap, I use the right stick as speed control. Didn't realize I can use another button or stick. It felt natural for me.
 
I use the triggers for speed :)

Also, the reason Warhawk and Flower are different is becuase Warhawk has a defined object that has hard edges and can "collide" with objects. With flower, you have a general sense of the "wind" but you really "feel" it, not "see it" and it's collision is far more forgiving.

There is a huge difference between the forgiving "hit box" in Flower, and the very very precise hit detection box of Warhawk.

Not to mention the speed between the two is worlds apart.
 
...Right now, I can't pilot Warhawk at all. It's too confusing for me. :oops:

I've been playing Warhawk since day one and I've only ever flown twice. I just can't get the hang of the controls, it just feels awkward! I've always played on foot, tanks being my favourite (got the million to one trophy).

If Warhawk handled like flower it would be so much more straight forward. But it did come out when everyone and their dog was saying how crap sixaxis was and how every game that used it was awful. If they included it now it probably would be a different matter!
 
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