Green | February 26, 2009 | 12 comments

The Anti-Grand Theft Auto?

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Chris Sullenthrop reviews "Flower."

"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.

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."
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    Green,   Culture,   Gaming
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    Culture Green Gaming Playstation 3 3 more
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