
Flower
If you have ever needed a game to decompress to rather than grind through, this is the one thatgamecompany made before Journey proved the formula at scale.
Veredicto de GamerScout
Worth it for anyone wanting a short, wordless decompression session - just play it with a controller, not mouse and keyboard.
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Capturas y multimedia
Acerca de Flower
I went in expecting a pleasant curiosity and came out genuinely surprised at how much a one-to-two hour experience could leave an impression. Flower puts you in control of a wind gust carrying a single flower petal across six dream-like levels, each framed as the daydream of a potted plant sitting on a city apartment windowsill. The core loop is simple: glide past flowers, collect their petals into your growing trail, restore color and life to drained gray landscapes. There is no dialogue, no text, no health bar, no fail state. The only consequence of hitting an obstacle like an electrical pylon is losing some of your collected petals. That permissiveness is a deliberate design choice, not laziness. What holds the experience together is how tightly every system serves the same emotional aim. Composer Vincent Diamante's score builds dynamically as you gather petals: individual chime-like notes when you brush the first flower in a patch, gradually layering into full piano-and-woodwind arrangements as your petal stream grows. The grass blades physically react as you pass over them. Later levels shift the mood considerably, moving from open sun-drenched fields into darker, more industrial spaces before a final resolution that earns its payoff. The six levels each run through a distinct emotional register, so the game never settles into monotony even within its short runtime. Hidden secret flowers in each level unlock an alternate version of the cityscape if you find all three, which gives completionists a small secondary goal to chase. The PC port does come with a caveat worth knowing. The game was designed around motion controls, specifically tilting a PlayStation controller to steer the wind, and that physical physicality carried a lot of the immersion on console. On PC, a gamepad works fine and the analog stick input is serviceable, but mouse-and-keyboard is awkward enough that most reviews flag it as a last resort. If you own any PC-compatible controller, plug it in before you launch. The port is otherwise clean, with basic graphical options and controller remapping available. Who is this for? Honestly, a broader audience than most "relaxation game" labels suggest. Players burned out on systems-heavy games, people who want something to share with a non-gamer partner or parent, anyone curious about thatgamecompany's work before committing to Journey, or just somebody who wants forty-five minutes of something genuinely pretty on a Tuesday night. The brevity is real and the community is split on whether that brevity is freeing or frustrating. It lands closer to an interactive short film than a traditional game, and if that framing appeals to you, the execution is close to the best the format has produced.

Catch-all
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 10
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Graphics
- Intel Iris Pro 580 or GeForce GTX 650 or AMD Radeon R7
- Processor
- Intel Core i3-2125 or AMD A8-5600K
Recomendados
- OS
- Windows 10
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Graphics
- GeForce GTX 750 Ti or Radeon R9 270
- Processor
- Intel Core i7-3770 or AMD FX-8350
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Reseñas y valoraciones
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Información del juego
- Desarrolladora
- thatgamecompany
- Distribuidora
- Annapurna Interactive
- Fecha de lanzamiento
- 14 feb 2019
