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7 | [[quoteright:278:https://static.tvtropes.org/pmwiki/pub/images/flower1_5079.jpg]] |
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9 | ''[[http://thatgamecompany.com/games/flower/ Flower]]'' is an independent game by Creator/ThatGameCompany, and described as their '"[[ArtGame video game version of a poem]]." The game takes place within the dreams of a lonely potted flower upon the windowsill of a rather dreary city apartment. |
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11 | With the completion of each dream, more flowers appear upon the windowsill, and the apartment grows ever less run-down while the view out of the window grows ever more picturesque. Actual game-play consists, for the most part, of guiding a single, wind-borne petal of the presently dreaming flower, awakening other flowers and adding a petal from each to your own, until you find yourself guiding a great, winding current of blossoms and petals (along with the occasional leaf) through the game's vast and varied landscapes while the ambient music [[VariableMix shifts and changes]] according to locations, movements, and events. |
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13 | As the game's wordless story progresses, it takes on an increasingly subdued and eventually sinister tone, until the player finds themself witness to a triumphant charge to bring back life to a once beautiful landscape and city. |
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15 | ---- |
16 | !!This game provides examples of: |
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18 | * HundredPercentCompletion: There are secret flowers throughout the game which can be collected to achieve this. |
19 | * EleventhHourSuperpower: In the final level, you gain the power to break the girders, healing the areas around them. |
20 | * AfterTheEnd: In the flower's dreams, it makes its way through a landscape that seems to be the ruins of modern civilization, revitalizing them. |
21 | * AllTheWorldsAreAStage: A subtle version. The final dream passes through areas inspired by each previous dream: [[spoiler:beginning with "awakening" the city; then restoring colour; speeding along the highway 'canyons'; the sky darkening to night; and finally an area overrun with girders.]] |
22 | * AntiPoopSocking: There's a trophy for waiting ten minutes between levels. There's another for going a week without playing the game. |
23 | * BeautifulVoid: There's no one but the wind, flowers and landscapes. The only animal seen is during an ending. |
24 | * BlowYouAway: You have the power to control the wind. Combined with PetalPower. |
25 | * DevelopersForesight: A minor example in Dreams 5 and 6. [[spoiler:Normally at the end of Dream 5, your petal will fall to the ground before it can reach the goal, and a new one will take its place at the beginning of Dream 6. However, if you finish Dream 5 without getting zapped, the level will just end abruptly without your petal dying, and you'll begin Dream 6 controlling the same petal (albeit without all the petals you collected in Dream 5 trailing it) until you reach the nearby goal.]] |
26 | * DramaticThunder: Loud thunder and lighting can be heard and seen throughout Dream 5. |
27 | * DreamsOfFlying: In the flower's dreams, it imagines soaring on the wind. |
28 | * EasterEgg: A hidden area in Dream 3 contains audio and visual references to ''VideoGame/{{flOw}}'', and a trophy of the same name for finding it. In addition, [[spoiler:in the ending cutscene, some graffiti can be found also referencing ''flOw'']]. |
29 | * EverythingsBetterWithRainbows: At the end of Dream 2, a rainbow arcs across the sky, just to top off the peaceful tone. |
30 | * EvilTowerOfOminousness: The massive, girder-filled structure seen throughout Dream 6. Fortunately, it will be [[spoiler: transformed into a giant flowering tree at the end.]] |
31 | * {{Foreshadowing}}: At the end of Dream 3 and 4, you can see the electrical structures you'll be facing in the next dream in the distance. |
32 | * GenreBusting: It's not easily classifiable, not least because you play as a petal on the wind. |
33 | * GlowingFlora: Several flowers can be seen glowing faintly during daytime, but Dream 4, which takes place at nighttime, takes it to [[SceneryPorn breathtakingly gorgeous extremes]], with entire fields of luminous flowers looking like pretty fireflies. |
34 | * GreenAesop: Evil is represented by old run-down power girders, and the game follows you replacing them with clean WindTurbinePower while growing flowers and rehabilitating grass. |
35 | * GreenHillZone: Dream 1 takes place in a verdant meadow full of flowers. |
36 | * HighVoltageDeath: The broken electrical girders will zap you in certain areas, burning a substantial part of your petal train. You can never lose your initial petal, however. |
37 | * HopeSproutsEternal: The revitalization of the world is accomplished through flowers, and the final shot of the game is of a yellow flower growing atop concrete in the now-brighter city. |
38 | * InvisibleWall: A strong gust of wind will turn you around if you try to go past the level boundaries. |
39 | * ItsAllUpstairsFromHere: [[spoiler:The final spire in Dream 6, which must be climbed all the way to the top to finish the game.]] |
40 | * LevelGoal: A swirling vortex of wind marks the end point of each level. [[spoiler: You won't reach the one in the fifth level, so the 6th flower has to finish where 5th one left off.]] |
41 | * LuddWasRight: [[spoiler:Actually averted, despite the evil electric girders. The last stage has you repairing a very non-evil city with clean energy. Also, Dream 4 has the lampposts as integral and adding to the beauty.]] |
42 | * MiniGameCredits: An independent level where each flower is inscribed with a developer's name. It can be played and replayed whenever one wants, [[CallBack all the gameplay mechanics from previous levels make an appearance]], and you get a trophy for collecting all the petals. |
43 | * MoodWhiplash: |
44 | ** At the end of Dream 4, [[spoiler:the triumphant tone shifts abruptly to foreboding when one of the fuse boxes sparks out.]] |
45 | ** A smaller one in Dream 3. You're rushing through canyons at high speed, and suddenly the lively melody will be replaced with a much calmer one, and the sky rolls on into sunset. |
46 | * OneWordTitle: It's about a flower, after all. |
47 | * PetalPower: Combined with [[BlowYouAway wind]], flower petals are the only things you use. You collect one new petal from each flower you open. |
48 | * PowerGlows: In Dreams 4 and 6, you consume so many petals that your main petal becomes a glowing ball of light--extra fast and powerful. |
49 | * RainbowMotif: Each of the six levels is represented by a different-colored potted flower, all of which are arranged in rainbow order on the desk. |
50 | * RecurringRiff: A certain 4-note motif can be heard in all of the dreams. |
51 | * RedAndBlackAndEvilAllOver: The girders pre-healing are black, with red glowing lights. The final EvilTowerOfOminousness is composed entirely of these. |
52 | * SceneryGorn: [[spoiler:From the end of Dream 4 up through the beginning of Dream 6, the aesthetic is rife with twisted, black, and lifeless UrbanRuins.]] |
53 | * SceneryPorn: The game is filled with beautiful vistas, including a sunset and rolling meadows. |
54 | %%* SpiritualSuccessor: To an earlier game of [[http://thatgamecompany.com/ thatgamecompany]]'s, ''[[http://thatgamecompany.com/games/cloud/ Cloud]]''. |
55 | * AStormIsComing: The thunderstorm that brews in [[spoiler:Dream 4 portends the bleak tone of Dream 5]]. |
56 | * VariableMix: The game's music reacts in various, usually subtle ways to events and actions on the part of the player. Each color of flower also makes a certain note when opened, adding further layers to the score. |
57 | * WhamEpisode: Everything is lovely until [[spoiler:the fuse box breaks in Dream 4]], at which point the tone suddenly becomes sinister and eerie. |
58 | * WindTurbinePower: Most of Dream 3 revolves around powering up wind turbines so they can blow wind and help progression within the level. |
59 | * WorldHealingWave: In certain areas, opening all the flowers will send out a ripple healing the dying grass and growing more blossoms. |
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