%% Zero Context Examples have been commented out please add context before un-commenting them.

''[[http://thatgamecompany.com/games/flower/ Flower]]'' is an independent game by Creator/ThatGameCompany, creators of such works as ''[[VideoGame/{{Flow}} flOw]]'' and ''Videogame/{{Journey}}'', and described as their '[[ArtGame video game version of a poem]]'. The game takes place within the dreams of a lonely flower upon the windowsill of a rather dreary city apartment.

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.

As the game's wordless story progresses, it takes on an increasingly subdued and eventually sinister tone, until the player finds themselves witness to a triumphant charge to bring back life to a once beautiful landscape and city.

!!This game provides examples of:

* AfterTheEnd: Perhaps implicit, given the state of all things artificial.
* AllTheWorldsAreAStage / FinalExamFinale: 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 darkens to night; and finally an area overrun with girders.]]
* AntiPoopSocking: There's a trophy for waiting ten minutes between levels. There's another for going a week without playing the game.
* BeautifulVoid: There's no one but the wind, flowers and landscapes. The only animal seen is during an ending.
* BlowYouAway: You have the power to control the wind. Combined with PetalPower.
* CherryBlossoms: Dream 6.
* TheCorruption: [[spoiler:Girders.]]
* 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.]]
%% * EarnYourHappyEnding
* EverythingsBetterWithRainbows: End of Dream 2.
* EvilTowerOfOminousness: Seen in Dream 6. Fortunately, it will be [[spoiler: Transformed into a giant flowering tree at the end.]]
* {{Foreshadowing}}: At the end of Dream 3 and 4, you'll get to see what you'll be facing in the next dream in the distance.
%% * GenreBusting
* GrayRainOfDepression: Dream 5.
* GreenHillZone: Dream 1.
* HappyRain: End of the Dream 2. Starts as Gray Drizzle of Depression.
* InvisibleWall: A strong gust of wind will turn you around if you try to go past the level boundaries.
* ItsAllUpstairsFromHere: [[spoiler:The final spire in Dream 6]].
* LevelGoal: Clearly marked in the first 5 levels. [[spoiler: You won't reach the fifth one in the fifth level, so the 6th flower has to finish where 5th one left off.]]
* LuddWasRight: [[spoiler: Actually averted, despite the evil electric Girders. The last stage has you repairing a very non-evil city. Also, Dream 4 has the lampposts as integral and adding to the beauty.]]
* 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.
* MoodWhiplash: At the end of the Dream 4. [[spoiler: It suddenly gets dark when one of the lights fails.]]
** A smaller one appears in Dream 3. You're rushing through canyons at high speed and suddenly a lively melody will be replaced with a much calmer one, and the sky rolls on into sunset.
* NoFlowInCGI: Averted, big time.
* HundredPercentCompletion: Secret flowers.
* PetalPower: Combined with [[BlowYouAway wind]], these are the only things you use.
* PowerGlows: Dreams 4 and 6
* RecurringRiff: A certain 4-note motif can be heard in all of the dreams.
%% * RuleOfEmpathy
* SceneryGorn: The end of [[spoiler:Dream 4]], the entirety of [[spoiler:Dream 5]], and initially [[spoiler:Dream 6]]
* SceneryPorn: Near everywhere, especially the meadows.
* SequelEscalation: One can't help but see the step in titles from ''flOw'' to ''Flower'' as this.
* ShoutOut: A hidden area in Dream 3 contains audio and visual references to ''[[VideoGame/{{Flow}} flOw]]''. In addition, [[spoiler:in the ending cutscene, some graffiti can be found also referencing ''flOw''.]]
* SpiritualSuccessor: To an earlier game of [[http://thatgamecompany.com/ thatgamecompany]]'s, ''[[http://thatgamecompany.com/games/cloud/ Cloud]]''.
* AStormIsComing: End of the Dream 4.
* VariableMix: The game's music reacts in various, usually subtle ways to events and actions on the part of the player.
%% * WidgetSeries
* WhamEpisode: The end of Dream 4.
* WorldHealingWave: Happens at the end of some chapters.
** A smaller "area-healing wave" (turning the grass from brown to green, or causing nearby objects to turn from grey to color, or other such effects) often follows making key flowers bloom.