That's just the way that flower looks while it's bloomed
So the 4th flower won't bloom,I thought it was becaue I hadn't found any hidden flowers.I've played the 4th level twice now and can't find any hidden flowers.
That's just the way that flower looks while it's bloomed
So the 4th flower won't bloom,I thought it was becaue I hadn't found any hidden flowers.I've played the 4th level twice now and can't find any hidden flowers.
Asking here is equated to cheating but just in case. IIRC ps3thropies.org wrote
There are hidden flowers on every level and if you collect each and everyone you'll find a super secret level. I think I have one now, unsure as to how to find the rest. Also I unlocked the welcome back trophy without cheating, horray!
*Sigh*
[size=-2]I kinda hate you right now[/size]
Flower is the only video game I've played that made me feel relaxed, peaceful, and happy.
By Chris Suellentrop
Last week, when the hard-core gamers of the world were supposed to be firing up the Lost and Damned, a new, downloadable episode of Grand Theft Auto IV, I instead decided to spend more than $400 for the privilege of playing a $10 game. I bought a PlayStation 3—a system I had consciously avoided to date in favor of the Xbox 360 and the Wii—so that I could download Flower, a little marvel of a game that casts the player as a series of petals floating in the wind.
What's remarkable about Flower is the sensation it creates, from start to finish: simple, almost indescribable, joy. Kellee Santiago, the president and co-founder of thatgamecompany, the game's publisher, says in an accompanying behind-the-scenes video that Flower is "the video game version of a poem" and that its purpose is to create "an emotion" in those who play it. Flower, which at least for now is exclusively for sale on the PlayStation Network of downloadable games, is not unique in that ability—other games successfully create fear, or nervousness, or exhilaration (or controller-hurtling anger)—but it is the only game I've played that made me feel relaxed, peaceful, and happy. What's the point of it? Only that. Which is plenty.
Flower is set in an asphalt city, inside a room where all that can be heard is the rush of the traffic outside. In this grim landscape, the blur of car lights on the road seems to be the only man-made creation that doesn't come from a palette of grays. Sitting on a table in the room is a splash of color: a yellow flower. The instructions are simple: "[T]ilt the controller to soar; press any button to blow wind; relax, enjoy." So you do.
Inside the plant—at least, I think that's where I ended up—a single petal emerges to drift in the breeze, gathering other petals to follow it as the wind blows across a row of flowers, reds and yellows and purples and blues. The petals turn with each tilt of the controller, and the wind gusts, moving the petals forward, with the pressing of any button. As the petals dance across the screen, patches of brown grass turn green.
This, or something like it, repeats itself as one flowerpot after another appears on the table in the gray city. Petals float in the rain and at sunset and at night, and they sometimes encounter danger, disappearing into blackness and smoke when they fly into an electric light. The PlayStation 3's motion-sensitive controller adds to the game's airy quality. Flower asks those who play it to turn the controller elegantly through space, rather than forcefully thumb around joysticks and mash buttons. It's the most effective use of motion controls that I've encountered since Wii Sports: What the game asks the player to do physically complements what it wants the player to experience emotionally.
After a few hours of play, the petals have painted a new city, with pink trees and white buildings and brightly colored graffiti, awnings, and birds. There's a floating, trippy quality that's entrancing. And then, after a credit sequence that is unlocked through game-play, it's over. Can you play it again? Of course. Is it still fun? Yes. Is this a game worth playing over and over and over? Probably not. But that's why it's $10.
Not everything in the game works. The musical score is less effective—and less affecting—than the game-play, and (very) occasionally the imagery veers too far into rainbows and doves and other decorative elements you might find on the walls of a sixth-grade girl's bedroom. (Thankfully, there are no unicorns.) But it is hard to be cynical about the game's small flaws. Overall, Flower is a delight, a welcome refutation of the notion that video games can do nothing more than create spectacle and excitement.
Flower is barely a game in some ways. "There's no score, there's no time limit, there's no death," Santiago says in the behind-the-scenes video. On the other hand, it is clearly, in its interface, identifiable as a game, and it does have levels and sets of challenges, albeit very easy ones. The experience feels both pleasingly familiar and startlingly new.
There is a wrongheaded assumption among many game players that choice is the sine qua non of game-play. Flower rebuts that notion, creating a sense of freedom within a linear structure. There's very little choice and almost no story, no crafting of a character and no choosing of your own adventure.
In Flower, the players don't choose the game's path or insert themselves into the story. This isn't a game that's willing to relinquish control to the all-important you. Flower demands that you relinquish control to the game and its designers, and it's all the better for asking its players to surrender themselves to it.
http://www.slate.com/id/2212231/
I unlocked the fifth flower, but my fourth one still looks droopy. Is it possible to fail a level?
No.
Most PSN games are $10-$15. Flower is $10. It is within the acceptable price range for DL titles.
Some PSN games are $20, $30, even $40. Flower is $10.
I could understand if Flower was $30 and a game similar in content and scope was $10, but that is not the case.
My stance is not that "it's not a lot of money so it doesn't matter". My point is, it is a generally accepted price standard that downloadable titles on PSN and XBLA are roughly $10. I bet if Flower had a high score attached, they'd score it differently. It's stupidity.
I am terribly sorry for having this argument with you.
I was confused about the price, i thought $10 would equal much more in norwegian currency, but the game is far from expensive. I think its because PSN uses more realistic currency convertions than microsoft.
And i agree that its a fair price.
Reason i thought flower actually was more expensive, is because Microsoft prices their arcade games at some sick Dollar to NOK conversion. So i thought the game would be relatively more expensive when converted at whatever rate PSN choses to. (thus i thought that most PSN games actually where priced at $5 in the US)
Kudos to Sony for not screwing me over currency rate (atleast in a far smaller degree than MS).
Anyways, bought the game, my GF enjoyed it alot, i enjoyed it aswell. The graphics are absolutely fantastic at times.
She does, however, think Noby Noby is hilarious.
Just for the title?
[size=-2](knob being UK slang for penis)[/size]