flOw: Breaking the mold of casual gaming
February 23rd, 2007 at 02:40pm madgunde
Those of us who have been lucky enough to get our hands on a Playstation 3 here in Canada will probably agree that there isn’t exactly a huge selection of content for the next-gen console yet. Like most people, I don’t have a huge amount of time to spend playing games, so this hasn’t been a problem for me, and I’m fully aware that the situation will get better as time goes on. March seems to be the month the floodgates will open on game releases, no doubt to coincide with the console’s March 23 European launch. It’s given me time to finish the games I already have before my attention is distracted by newer, shinier things.
So yesterday’s release of flOw was a welcome addition to the console’s catalog. This seemingly simple casual game is unlikely to keep me away from other retail Blu-Ray titles that are waiting to be finished, but I was excited to get home from work and give it a try. I had heard little about the game ahead of time, in fact I think my first real exposure to came from the online Flash version I heard about on Digg or Slashdot. The game intrigued me, as it really was nothing I had seem/played before. I purchased and downloaded the game last night from the Playstation Store, priced at $8.99 here in Canada ($7.99 in the US). I’m not sure why we continue to pay some of the cheapest prices in the world for digital online media, but I’m not complaining. Sure it’s no “at par” pricing like iTunes 99¢ downloads, but we are still getting better than market exchange rate!
So I played the game for about a half hour, maybe 45 minutes. It’s kind of hard to say because you really can lose track of time in this game. The basic premise is you are a water-born organism that has to eat other organisms in order to grow and evolve. It’s basic gameplay seems to be somewhat of a cross between the classic video games Snake and Joust, in that you have to eat to grow and evolve, but the other creatures you are trying to eat, are trying to eat you too, so you have to try to approach them from angles that will allow you to eat them without exposing your body to their mouth. Everything you eat, changes your body so you are constantly evolving based on what you eat.
The game takes place in a body of liquid, which I’m going to assume is water. Each level takes you deeper in the body of water, and you can vaguely make out what organisms exist in the next deeper level ‘behind’ you on the screen, which adds to the feeling of immersion. The ‘levels’ are relatively short, but there is no waiting between them, and you can easily move deeper and shallower through levels at will by eating the appropriate shaped and coloured floating cells. Red with inward pointing arrows to descend deeper, and blue with outward pointing arrows to ascend to the previous level.
I almost have no clue about how many levels I passed in the 30-45 minutes I played because there is no indicator about what level you’re on. Not only are the levels not indicated in any way shape or fashion, but there’s no score and no menu either! The game’s interface is completely devoid of any information whatsoever. When you launch the game from the PS3’s XMB interface, after viewing the customary bevy of brand logos that adorn the startup of every game, and a screen that describes the controls, you just start playing. No need to press the start button, or navigate any options. In fact, there are NO options. There’s nothing to configure whatsoever. The same screen that describes the controls also mentions that a second player can join in at any time, but I didn’t have a chance to try the multiplayer option out, so I’ll have to revisit this aspect of the game in a followup posting.
The refreshing surprise about the game when I first started playing is it’s controls. It uses the Sixaxis motion control completely for movement. You simply tilt the controller in the direction you want to travel, and your organism responds instantly. This game really showcases just how accurate and sensitive the motion sensor is in the Sixaxis controller. It took a bit of practice to realize that I had to use very subtle movements in order to have accurate control in the game, and after a bit of practice, I quickly got the hang of it. I have to say this method of control seems so utterly intuitive for this type of game, and I applaud Sony for releasing a game that truly takes advantage of this feature, rather than most PS3 games that add motion control as an afterthought. In fact the only other inputs you will use on the controller in playing the game is to press any button to speed your creature up in some fashion (this will vary based on what state of evolution your creature is in) and the Start button to pause/unpause the game. That’s it. This game’s control is as simple as it gets.
One other indicator that is missing from the screen, is how many lives you have left. Because you don’t die in this game! When predators eat parts of your body, you simply de-evolve into a simpler organism, which makes you a smaller target and insures you can still defeat the bigger stronger creatures you are up against–creatures that you will no doubt eventually become, once you’ve evolved far enough. The bigger and more evolved you become, the more ‘hits’ you can take before being devolved to something much smaller. So the trick to survival is to keep eating and learn the movement and tactics of each new enemy organism so you can get better at defeating them. Not having to worry about dying in this game really adds to the relaxed and enjoyable game-play. The words “game over” do not exist in this game whatsoever.
When you’re tired of playing, you simply exit the game as any other, and your progress up till a certain point is saved, to continue at a later time. There appear to be specific save points, which aren’t identified in the game, so there is the potential that you will lose some of your progress when you quit and come back. From what I can tell from my limited time playing, the save point appears to be when you pass a major milestone your evolution. When I finally quit the game, and quickly went back in to see where it continued from, I had lost a good few minutes worth of gaming, but nothing that I can’t get back the next time I play. I’m wondering if maybe had I paused the game before quitting, whether it would have saved my progress a little further. I’ll experiment on this next time I play.
flOw’s graphics are simple yet beautiful at the same time. The game supports both 720p and 1080i/p, so everything is very crisp and clear on modern TVs. The graphics are an interesting mix of 2D objects interacting in 3D space, much like looking at micro-organisms through a microscope. The game is very conservative with it’s use of colour, focusing more on shape and physics. Everything moves in a very natural and life-like manner, and everything seems to affect the movement of everything else in the way one would expect objects to affect the flow of the water around them. It’s probably a very complex physics engine, but it’s not apparent to the player. Everything just seems to move naturally, which I think is one heck of an achievement, from a developers perspective.
So is the game any fun to play? Yes, but not in ways that one might be used to. There’s no bright colours, annoying sound effects and fast-paced action that are usually associated with most addictive, repetitive, casual games such as Tetris. Playing this game doesn’t feel like work the way that playing Tetris does. It seems designed for longer average play time, with difficulty increasing at a slower pace and the subtle background music and natural freeflowing movement intended to relax, rather than stress. It’s really an anti-video game, in almost every way I can think of. From the relaxed atmosphere, slow difficulty progression and simple and intuitive controls to the utter lack of progress indicators, lives, menus and options, it really feels like the developers set out to create a game that has as little in common with traditional video games as possible, and succeeded.
flOw is a uniquely addictive game that one will play just for the sake of playing, as opposed to trying to beat the high score or attain a certain level. I can’t even imagine how people will discuss their progress in flOw with friends, given the lack of any clear progress indicators such as score or level names/numbers or any language at all. If flOw is the anti-video game, then maybe it isn’t meant to be discussed at all. Maybe it’s enjoyment should just be experienced and then forgotten about, which makes it the perfect game for people who don’t want to think about their games.
Entry Filed under: Entertainment, Internet, Software, Video Games
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