Flower (video game)
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In Flower, a player directs wind to propel a solitary flower petal across six primary stages plus a credits stage.[1] The game lacks foes, health bars, or countdowns, and finishing it once lasts roughly sixty minutes.[2]
Making and release
They removed elements that frustrated players, such as petal collection requirements to unlock levels.[3][4] Flower was created as a spiritual follow-up to Flow, a 2006 Flash game by Jenova Chen and Nicholas Clark.[5] Before development began, the team ordered two musical pieces to help set the desired emotional atmosphere.[6][7] A prototype featuring petals drifting on the wind was chosen by the team as the best way to produce the feelings they aimed for.[3][4]
The Tokyo Game Show on September 24, 2007, was where Flower was initially revealed.[5] Its PlayStation Network release occurred on February 12, 2009.[8][5] In November 2013, Santa Monica Studio hired Bluepoint Games to produce ports for PlayStation 4 and PlayStation Vita.[9]
References
- Wikipedia, "Flower (video game)" (CC BY-SA 4.0), which cites: Liang, "Flower Review for the PS3 from 1UP.com", 1UP.com, February 9, 2009 (we also read that source) en.wikipedia.org
- Wikipedia, "Flower (video game)" (CC BY-SA 4.0), which cites: "Flower: Review", GameTrailers, February 25, 2009 (original not read by us) en.wikipedia.org
- Carless, "GDC Europe: Thatgamecompany's Santiago On Flower's Emotional Search", Gamasutra, August 19, 2009. facts only, no text reused. gamasutra.com
- Wikipedia, "Flower (video game)" (CC BY-SA 4.0), which cites: Carless, "GDC Europe: Thatgamecompany's Santiago On Flower's Emotional Search", Gamasutra, August 19, 2009 (we also read that source) en.wikipedia.org
- Wikipedia, "Flower (video game)" (CC BY-SA 4.0), which cites: Boyer, "MIGS: First Details On Thatgamecompany's Flower Debut", Gamasutra, November 29, 2007; Boyer, "MIGS: First Details On Thatgamecompany's Flower Debut", Gamasutra, November 29, 2007; Santiago, "Stop and smell the Flower on PSN February 12th", Sony, January 19, 2009; Szadkowski, "Simanimals Too Simplistic", The Washington Times, February 22, 2009, p. M18; Carless, "GDC Europe: Thatgamecompany's Santiago On Flower's Emotional Search", Gamasutra, August 19, 2009; Carless, "GDC Europe: Thatgamecompany's Santiago On Flower's Emotion en.wikipedia.org
- Boyer, "MIGS: First Details On Thatgamecompany's Flower Debut", Gamasutra, November 29, 2007. facts only, no text reused. gamasutra.com
- Wikipedia, "Flower (video game)" (CC BY-SA 4.0), which cites: Boyer, "MIGS: First Details On Thatgamecompany's Flower Debut", Gamasutra, November 29, 2007 (we also read that source) en.wikipedia.org
- Santiago, "Stop and smell the Flower on PSN February 12th", Sony, January 19, 2009. facts only, no text reused. blog.us.playstation.com
- Wikipedia, "Flower (video game)" (CC BY-SA 4.0), which cites: Sheffield, "Interview: Jenova Chen and Thatgamecompany's Vision of the Future", Gamasutra, May 27, 2009; Cowan, "Flower, flOw, Sound Shapes, Escape Plan coming to PlayStation 4 in November", Joystiq, October 16, 2013; "Flower, flOw, Sound Shapes, Escape Plan Coming to PS4", Santa Monica Studio, October 6, 2013; Hodapp, "'Flower' Just Hit the App Store, Published by Annapurna", TouchArcade, September 28, 2017; Chalk, "Flower, the 2009 PS3 hit, is finally on PC", PC Gamer, February 14, 2019 (original not read by us) en.wikipedia.org
Each numbered sentence above was checked against the source it cites before publication. Sentences citing Wikipedia adapt text from the English Wikipedia article Flower (video game) (contributors), used under CC BY-SA 4.0; this entry is available under the same licence. Other sources were used for facts only; no text or images are copied from them.
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- Wikipedia: Flower (video game) (CC BY-SA 4.0).
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