Posts Tagged ‘ flower ’

Wave Foam – “Best Videogames of 2009… wait… is 2009 over already?”

I get the whole top 5/10/100 thing: it feels great to massage your ego by telling the whole world what you feel are the best games/movies/albums/whatever. And as a periodic exercise it can even be healthy, as a way of promoting the good, penalizing the bad, and do some reflections on how mediums stand in that time period. It is never a question of “what will be remembered” for the future, but a question of “what should be remembered”. I believe it’s a great opportunity for media to further cultivate taste and elevate the medium. Apparently, this year, there must be a shortage on news and games, because instead of the typical yearly analysis, we’re already getting a sneak preview half way across the gap. Both Kotaku and Destructoid already have a selection of the best of the year, and Gamespot has a “Dads and Grads Wishlist”, which is basically a silly and sneaky way of doing  just the same (and perhaps there are more sites, go ahead and find out). I mean… the best games of the first semester of 2009? Is this for real? What will it come to next? The best games of the second trimester of 2010? Talk about silly season. Guess the heat will do that to game journalists.

But, let’s forget that all the (supposedly) good games only come out by year’s end, and pretend this exercise even makes sense. What is the media telling us? First, and thank god they finally get it (they have to get something right, don’t you think?) – small, low budget, almost indie-like games, are being rewarded. The most notable of these examples is “Plants Vs. Zombies”, which all websites mention with top honors. “Rhythm Heaven”, “flower“, “bit trip beat”, “Henry Hatsworth in the Puzzling Adventure” are some of the mentioned. From all three websites, “Destructoid” is the one that most embraced non triple-AAA gaming, with the number of honorable mentions regarding small/medium sized productions being greater than that of blockbuster titles. I have to say this is a good sign, and despite some glaring omissions (Takahashi’s “Noby Noby Boy” which, strangely, is absent all around), this could mean journalists are moving away from the triple AAA industry paradigm that was the standard not so long ago. Then again, it might just be a sign that Christmas is still to come… we’ll see then how many low-budget games get on these lists by year’s end.

0000001307-L-05539bf

Not all is well though. The number of mentions to “Resident Evil 5“, “Killzone 2”, “Street Fighter IV” and “Punch Out” are still enough to leave me utterly disappointed, might I even say, a tad nauseous, given the generic, highly derivative game-play styles of all these games. But what hurt me the most was how little praise “flower” got… a game that should have received the highest accolades, but that in the end is a secondary reference to all these nit wits that wouldn’t know what art is even if it slapped them in the face. For some obscure reason, Gamespot doesn’t even mention it (perhaps their category system is so good that it doesn’t encompass the best game of the year); of the entire Destructoid staff, only three editors selected the game; and lastly, Kotaku’s editor (who wrote the top) does mention it as one of the best 10 of the year, but still makes me gag by placing it alongside *things* like “Red Faction Guerrilla”, “infamous” and “House of the Dead Overkill”… talk about an eclectic taste, hey?

And no, I won”t do a half year top… only “flower” and perhaps “Noby Noby Boy” could make it there, so why bother?

State of the Art pt.1 – “Balance of Power”

balanceofpower

Chris Crawford, despite being present at the very infancy of video-game development, achieved a thorough knowledge of the area, one that granted him a visionary insight over its future. In his book, “The Art of Computer Game Design”, he defined video-games, laid out the principles of game design (most of which stand today), delivered a possible games’ taxonomy out of a remarkably small number of titles, and even predicted how the industry would evolve, to a point only realized in the XXIst century – a heterogeneous marketplace (only possible today thanks to download services).

VanGogh-starry_night_edit

But there’s another idea in his text, one far more provocative and stunning than any of the rest – the idea that in the old days of 16 color screens, kilobyte sized memory, and assembly programming, Chris Crawford already regarded video-games as Art. As he himself admits, video-games couldn’t be further from “a Shakespeare play, a Tchaikowsky symphony, or a Van Gogh self portrait”, and yet he could already perceive the video-game equivalent of such masterpieces possible in the means! However, twenty seven years down the road, and such a statute seems far from being consolidated. In fact, most of Crawford’s criticisms still stand today: “computer games are much like candy, comic books, and cartoons”, “artistic flair has heretofore been treated as subordinate to technical prowess”, and as he had predicted, the market is still overrun “with blockbuster games, spin-off games, remake games, and tired complaints that computer games constitute a vast wasteland.”

ico_cover

I, for one, believe he was right, the potential for video-games to become a rightful form of art exists. One look at games like “ICO”,  “Silent Hill 2”, “Gadget – Past as Future”, or my recently reviewed “Myst” and “D”, quickly reassures my heart that games can be Art. More so, the recent rise of the indie scene has allowed many new developers to find niche markets whose players have higher expectations for video-games – Jenova Chen’s “flower” and Auriea Harvey and Michaël Samyn’s “The Path” are but some of the most outstanding examples of this new trend.

GB_Wii_WiiFit

And yet, despite all theses advances, the same teenager oriented industry and ludic design models remain. Talking about art in the context of video-games is still, let’s face it, wishful thinking. The small beacons of light that I mentioned beforehand are minuscule when compared to the ever growing cloud of darkness that dominates games’ landscape. Players, in general, don’t want to play new games (just compare established franchises’ sales when faced with new IP’s, such as the recent EA fiasco) or even artistic ventures (see the sales of PSN titles, of which only “flOw” makes it to the top ten). Game designers themselves, show little interest in creating interactive art instead of glorified tech toys. Publishers and producers just back up where the money is: shooters, platformers, role-playing, sports, and casual games still eat up the gross of video-game’s productions, with original titles that step out of the boundaries of tried and true formulas and established genres being harder to find than a needle in a haystack. Journalists on the other hand, instead of defending artsy ventures and breakthrough original games, as a way of helping the means evolve by educating and cultivating gamers, insist on valloring mediocre games that apply template design models, such as “Killzone 2”, “GTA IV” or “Gears of War 2”. Everyone says these games are “more fun”. Art games, on the orther hand, aren’t. In fact the whole industry seems to measure itself upon this generic, abstract equation of “fun”. Back in the ATARI days, Chris Crawford said that “Computer games are much like candy, comic books, and cartoons”. They still are. Just serves to show how little games have changed in this quarter of a century.

[In the coming articles I will delve further on these issues and explore how everyone can help change the current video-game landscape]

flower – “Wind of Change”

flower_screenshot_b

The wind blows softly, a petal rises in the air. A gust of wind carries it in a wisp of flower petals, all dancing in harmony in a flying sea of color and magic. Its beauty is contagious to the surrounding landscape: flowers bloom in a rainbow of vibrant hues, the grass becomes lush with a new-found green, the sky shines brightly as if flooded by the very light of nature. You smile at the delicate marvel that engulfs your senses. As you guide the wind to yet another flower, its petal flies high in a pirouette worthy of a ballet – it has joined the petals’ wind. It is the most beautiful of winds. It is a wind of change.

flower1

There’s no easy way to sum up “flower”, it’s one of those games that must be experienced firsthand to be fully understood. The premise is simple – guide the wind, through the use of the six-axis motion control, into flowers, allowing them to bloom, in the process collecting their petals. Doing so, allows nature to rejoice all around, rejuvenating the once worn down landscape into a stunning painting, vivid with color and  light – an effect similar to that of restoring guardian trees in “Ôkami”. There’s really not much else to “flower”. You simply gather petals with the wind, watching nature bloom, and sink in the beauty of the process. Like a symphony, each level has a different variation on the same theme, providing a different background to the interaction in everyone of its expressive dimensions. Like “flOw”, there’s an elegant simplicity to the way the game is played; however beneath it, lies an aesthetic voyage unlike any other in the video-game realm.

flower_19-640x

The abstract look of “flOw” has been replaced by a picturesque visual style that tends to echo impressionist themes. Though completely three-dimensional, there’s a great contrast between levels of detail. Flowers are rendered with stunning accuracy, their incredibly detailed lines reminiscent of a painter’s brushstrokes, brimming with finesse and care. The surrounding landscape on the other hand, is very minimalist, borderline empty and vacant, giving it an eerie, dream-like vibe. The soundtrack itself is hauntingly beautiful, not only because of the way in which the score, by Vincent Diamante, complements the ongoing action, but also in the form in which sound effects make up a tune of their own to complement the static soundtrack. For example, whenever the player makes a flower bloom, there’s a stroke of pure synesthesic bliss, as each flower emits their own musical note, one that blends perfectly into the sound-scape of the game. The final result is what Jenova Chen pretended of course, a zen-like environment that transports the player into a symbolic, mystical realm.

flower_1

Naturally, the symbolic aspect of “flower” is crucial for its message. The game is really an environmentalist message, trying to make a point about how industrialized society should live in balance with the surrounding nature. The sub-text is simple and elegantly translated via a series of brief interludes, and more importantly, through the actual game-play, which becomes increasingly meaningful towards the end of the game. That is “flower’s” most important achievement – the way in which, through a carefully laden aesthetic backdrop, it gives meaning to the interactions of the game, conveying feelings and emotions through that same interactive dimension… an absolute rarity in video-games.

flower-20070920032053752_640w

The million dollar question about “flower” though, is… “is it Art?” Is it the solution for the immaturity of the means? Is it the sign of a possible avenue for artistic endeavors in the means? The answer is anything but straightforward. “flower” is a video-game in every sense of the word, that much is certain. It abides by many of the laws that define the means: it presents challenge to the player, it warrants skill and dexterity, and it encourages the most basic collectivism; it’s more thrilling than contemplative (a fact not indifferent to the use of a six-axis control scheme), and it’s a game not easily presentable to a non-gamer. “flower” is a game, and a game that would not be deemed as Art according to the principles of Tale of TalesRealtime Art Manifesto. And yet, “flower” is Art… a fact that makes it puzzling in many ways. It’s a game, that while subscribing to some of the crudest notions of its means, can still convey its message, by subscribing to a unique aesthetic and artistic identity. Perhaps then “flower” is the solution for video-games as an Art form. Its metaphor for the change of Mankind’s ways can thus also serve as a metaphor for the change that it represents to video-games. Indeed, “flower” is the wind of change we’ve all been yearning for.

score: 5/5