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Flow (video game)

Flow (stylized as flOw) is an independent video game created by Jenova Chen and Nicholas Clark. Originally released as a free Flash game in 2006 to accompany Chen's master's thesis, it was reworked into a 2007 PlayStation 3 game by his development studio, Thatgamecompany, with assistance from Santa Monica Studio. SuperVillain Studios developed a PlayStation Portable version of the game in 2008, and PlayStation 4 and PlayStation Vita versions in 2013. In Flow, the player navigates a series of two-dimensional (2D) planes with an aquatic microorganism that evolves by consuming other microorganisms. The game's design is based on Chen's research into dynamic difficulty adjustment at the University of Southern California's Interactive Media Division, and on psychologist Mihaly Csikszentmihalyi's theoretical concept of mental immersion or flow.

Flow
The logo of Flow
Developer(s)Thatgamecompany[a]
Publisher(s)Sony Computer Entertainment
Designer(s)
Composer(s)Austin Wintory
EnginePhyreEngine
Platform(s)
Release
April 14, 2006
  • Browser
  • April 14, 2006
  • PlayStation 3
    • NA: February 22, 2007
    • PAL: March 23, 2007
  • PlayStation Portable
    • NA: March 6, 2008
    • PAL: April 24, 2008
  • PlayStation 4
    • PAL: November 29, 2013
    • NA: December 17, 2013
  • PlayStation Vita
    • PAL: December 4, 2013
    • NA: December 17, 2013
Genre(s)Life simulation
Mode(s)Single-player, multiplayer (console versions)

The Flash version of Flow received 100,000 downloads within its first two weeks of release, and had been played over 3.5 million times by 2008. Its PlayStation 3 re-release was the most downloaded game on the PlayStation Network in 2007 and won the Best Downloadable Game award at the 2008 Game Developers Choice Awards. It was nominated for awards by the Academy of Interactive Arts & Sciences and the British Academy of Film and Television Arts (BAFTA). Reviewers praised Flow's visual and audio appeal, but noted the simplicity of its gameplay; several considered it to be more of an art piece than a game.

Gameplay Edit

 
The PlayStation 3 version of Flow, showing the player's creature—a multi-segmented worm-like creature—in the top center of the screen. Small edible creatures can be seen nearby, and a blurred version of the lower plane, featuring two aggressive creatures, can be seen in the background.

In Flow, the player guides a small, multi-segmented worm- or snake-like creature through an aquatic environment. There are no menus or guidelines; the game begins immediately.[1][2] The game world, which is viewed from a top-down perspective, consists of two-dimensional planes stacked vertically upon each other. A blurred version of the layer below appears in the background of each plane.[3] Planes contain organisms of varying sizes; the player's creature automatically attempts to consume them when they are nearby.[2] The majority of these creatures are non-confrontational and are composed of cells that increase the number of segments in the player's creature when eaten.[4] All planes, except for the highest and lowest, contain two specially colored organisms that move the player's creature up or down one plane when touched.[3]

Certain planes feature aggressive, multi-segmented creatures that perish when all their segments are eaten by the player's creature; however, they can eat segments of the player's creature to regrow their own.[2] These creatures release many cells upon death, which can restore the health of the player's creature, temporarily increase the size of its mouth, or cause it to sprout decorative protrusions.[4] Players are not required to eat these or any other organisms; they may travel to higher or lower planes at any time. Being defeated by aggressive creatures does not result in death, but causes the player's creature to float to a higher plane.[5] In the Flash version, the player can replay the game with a jellyfish-like organism by defeating an aggressive creature on the bottom plane. If the player reaches the bottom again, the creature there is their original worm-like creature, and defeating it starts the game over as that organism.

PlayStation versions Edit

The PlayStation 3 version of Flow features enhanced visuals and three additional playable organisms: one that can move with a short burst of speed, one that can paralyze other creatures, and one that lunges toward its prey's weak point. The worm creature from the original game was given the ability to move faster, while the jellyfish may now create a vortex to attract small creatures. These special moves are activated by hitting any button on the controller. When the player reaches the bottom plane with each creature, the next creature type is unlocked and becomes selectable at the beginning of the game.[6] The PlayStation 3 version features a multiplayer mode for up to four players; a game in progress can be joined at any time, players may play different creatures if they desire so.[2] The PlayStation Portable version contains all the features introduced by the PlayStation 3 version, but reduces the size of each plane.[4] On November 20, 2007, the PlayStation 3 version received an add-on pack that allows players joining a multiplayer game to select their creatures. The pack also includes new enemies, food types, and a playable creature with a shield ability.[7]

Development Edit

 
Designer Jenova Chen in 2007

Flow was originally developed as part of Jenova Chen's master's thesis for the Interactive Media Program at the University of Southern California's School of Cinematic Arts.[8] His thesis was on the concept of dynamic difficulty adjustment (DDA), wherein a game adjusts its reactions to a player based on the past and present actions of that player. He illustrated his ideas with Flow, which he created in collaboration with Nicholas Clark.[9] Chen implemented DDA by causing the player to change the game's difficulty subconsciously; he allowed players to dive between planes at will and provided the option of eating or not eating any creature. Players may decide to rush downwards or to grow stronger before attacking powerful opponents. Chen described Flow as "a simple game. It's the simplest test of active DDA."[9] Another influence on the game was psychologist Mihaly Csikszentmihalyi's work on flow, wherein a person fully immerses themselves in an activity and gains a feeling of energized focus.[10] To achieve this state, the person or player must have control over the activity; Chen believed that his DDA theory gave players the control necessary to achieve flow while playing.[9]

The game was released in March 2006, after two months of development—during which Chen and Clark taught themselves Flash programming.[11][12] The game's source code was later released in 2009.[13] The game's score was composed by Austin Wintory.[14] A PlayStation 3 version was announced for the PlayStation Store in May of that year, and was released in February 2007. Chen had graduated by that point, and had founded Thatgamecompany, which handled the conversion to the PlayStation 3; Nicholas Clark was one of the employees and served as the game version's designer. Impressed by Flow, Sony provided Thatgamecompany with finances, supplies, and additional staff, and offered them a three-game contract; the PlayStation 3 version of Flow was the first of these.[1] Chen originally believed the conversion could be completed in four months and that it would be ready for the November 2006 launch of the PlayStation Network. However, when it was finally released in February 2007, it did not include "half of the original design".[12]

A version for the PlayStation Portable, developed by SuperVillain Studios, was released in March 2008.[15] The company coded it from scratch, as the PlayStation 3 version's code and art were too platform-specific to reuse. The add-on pack for the PlayStation 3 version was also developed by SuperVillain. Thatgamecompany was not involved in the development of either project beyond a design influence and art direction role, as they were creating their next title, Flower.[12] SuperVillain Studios later created ports of the PlayStation 3 version for the PlayStation 4 and PlayStation Vita, which were published in November 2013 to correspond with the release of the PlayStation 4.[16] Although no album of music specifically for Flow has been released, in 2012 Austin Wintory released Journey Bonus Bundle as a download-only album on Bandcamp, containing variations on themes from Flow and Journey, a 2012 PlayStation 3 game by Thatgamecompany.[17]

Reception Edit

The Flash version of Flow received 100,000 downloads within its first two weeks of release. By July 2006, it had been downloaded over 650,000 times; by February 2008, it had been played over 3.5 million times.[1][11][22] Its PlayStation 3 re-release was the most downloaded game on the PlayStation Network in 2007.[23] Flow received the 2008 Game Developers Choice Awards nominations for the Innovation Award and Best Debut, and was presented with Best Downloadable Game.[24] The game was nominated for Downloadable Game of the Year at the Academy of Interactive Arts & Sciences' 11th Annual Interactive Achievement Awards, and for the Best Innovation award at the 2007 British Academy of Film and Television Arts (BAFTA) awards.[25][26] Its music garnered nominations for Best Interactive Score and Most Innovative Use of Audio from the Game Audio Network Guild, and won composer Austin Wintory the Rookie of the Year award.[14] Flow was a finalist at the 2007 Slamdance Guerrilla Games Competition, but withdrew along with several other finalists after Super Columbine Massacre RPG! was removed from the competition.[27] In 2011 it was chosen through a public vote out of an initial selection of 240 to be one of 80 games showcased in a 2012 exhibit at the Smithsonian American Art Museum titled "The Art of Video Games".[28] The game was also included in the 2010 video game reference book 1001 Video Games You Must Play Before You Die.[29][30]

Flow received mixed reviews from critics, who focused on the game's PlayStation versions. The visuals and presentation were among its most praised elements, with IGN's Chris Roper calling them "one of Flow's greatest strengths".[6] Alex Navarro of GameSpot agreed, saying that it was "hard to argue with those aesthetics"; he lauded the use of color, the designs of the creatures, and the dynamic soundtrack.[2] Will Freeman of VideoGamer.com called it "attractive and stylish", which made the game "immensely satisfying to toy with".[31] Richard Leadbetter of Eurogamer claimed that the game's main purpose was to "look pretty" and "sound cool".[3]

Reviewers were mixed in their opinions on the gameplay; Roper said that "simply see[ing] what's next" was enjoyable, but acknowledged that the game's activities were limited beyond this aspect.[6] Leadbetter went further, saying Flow "feels like a tech demo in many ways", and that its small amount of gameplay existed primarily "to act as a tour guide" through the visuals and audio.[3] Freeman said that "it would not be unfair to describe Flow as empty and without substance."[31] Navarro concluded that Flow was enjoyable for the few hours needed to complete it, but it lacked "a lasting gameplay experience"; he attributed this to the game's "heavy emphasis on aesthetics over gameplay".[2] Luke Mitchell of PALGN, however, felt that "anything more complicated would take away from the friendly nature of an experience of this type."[5]

Reviewers found the game to be largely unchallenging. Roper stated that "there really isn't any sort of a challenge here", particularly due to the player character's inability to die; Leadbetter summed up the game's difficulty as "negligible".[3][6] However, when reviewing the PlayStation Portable version of the game, Justin Calvart of GameSpot took the view that "the game's difficulty masterfully scales to match your skill level", so it does not become overly "frantic or frustrating".[4] Reviewers were universally dismissive of the multiplayer mode, with Calvart saying that "whatever it is, it's not good".[4] Leadbetter called the PlayStation 3 version's multiplayer "little more than an afterthought", while Navarro said it "doesn't add a lick of depth to the experience".[2][3]

Overall, reviewers saw Flow as being more akin to an art piece than a game. Navarro called it an "arty piece of gaming", and complimentarily said that it had the "vibe of an art-school project".[2] Leadbetter believed that it was more of an experiment than a traditional game, and described it as a "trippy ornament".[3] Freeman called it the PlayStation 3's "first art-house title".[31] Roper summarized Flow as "not so much a game as it is an experience", and Mitchell claimed that it "tries to do something entirely unique and experimental, and on that level, it succeeds".[5][6]

Notes Edit

  1. ^ PlayStation 3 version developed with support from Santa Monica Studio. Ported to PlayStation Portable, PlayStation Vita and PlayStation 4 by SuperVillain Studios.

References Edit

  1. ^ a b c Rutkoff, Aaron (2006-11-28). . The Wall Street Journal. Archived from the original on 2007-03-19. Retrieved 2011-01-05.
  2. ^ a b c d e f g h i Navarro, Alex (2007-02-22). "FlOw Review for PS3". GameSpot. from the original on 2009-04-24. Retrieved 2011-01-12.
  3. ^ a b c d e f g h Leadbetter, Richard (2007-04-01). "FlOw". Eurogamer. from the original on 2011-06-04. Retrieved 2011-01-12.
  4. ^ a b c d e f Calvert, Justin (2008-03-14). "FlOw Review for PSP". GameSpot. from the original on 2009-06-18. Retrieved 2011-01-12.
  5. ^ a b c d Mitchell, Luke (2007-11-02). . PALGN. Archived from the original on 2011-12-28. Retrieved 2011-01-12.
  6. ^ a b c d e f Roper, Chris (2007-02-20). "FlOw Review". IGN. from the original on 2009-02-04. Retrieved 2011-01-12.
  7. ^ "Sony 2007 Pre TGS Party Video Feature". GameSpot. 2007-09-20. from the original on 2011-06-29. Retrieved 2008-04-22.
  8. ^ Chaplin, Heather (2009-03-25). "Video Game Grad Programs Open Up The Industry". NPR. from the original on 2009-03-26. Retrieved 2011-01-05.
  9. ^ a b c Miller, Ross (2006-09-18). . Joystiq. Archived from the original on 2009-01-02. Retrieved 2011-01-05.
  10. ^ Brophy-Warren, Jamin (2008-12-20). "Joysticks and Easy Riders". The Wall Street Journal. from the original on 2009-04-14. Retrieved 2011-01-05.
  11. ^ a b Shamoon, Evan (July 2006). "Check Out My Flow". Wired. Vol. 14, no. 7. ISSN 1059-1028. from the original on 2010-03-26. Retrieved 2011-01-05.
  12. ^ a b c Sheffield, Brandon (2008-05-05). "Finding A New Way: Jenova Chen And Thatgamecompany". Gamasutra. from the original on 2010-08-10. Retrieved 2011-01-12.
  13. ^ Chen, Jenova (2009-09-21). . Thatgamecompany. Archived from the original on 2016-04-01. Retrieved 2016-05-31.
  14. ^ a b "2008: 6th Annual GANG Awards". Game Audio Network Guild. from the original on 2010-12-13. Retrieved 2011-01-12.
  15. ^ "Coming to PSP: Go with the flOw". Sony Computer Entertainment. 2008-02-07. from the original on 2009-06-25. Retrieved 2008-02-08.
  16. ^ Cowan, Danny (2013-10-16). . Joystiq. Archived from the original on 2013-11-05. Retrieved 2013-11-04.
  17. ^ Wintory, Austin (2012-07-05). . Bandcamp. Archived from the original on 2012-10-23. Retrieved 2012-11-02.
  18. ^ "flOw for PlayStation 3". GameRankings. CBS Interactive. from the original on 2010-12-19. Retrieved 2011-01-12.
  19. ^ "flOw for PlayStation 3 Reviews". Metacritic. CBS Interactive. from the original on 2010-08-25. Retrieved 2011-01-12.
  20. ^ "flOw for PSP Reviews". Metacritic. CBS Interactive. from the original on 2018-12-25. Retrieved 2018-12-23.
  21. ^ "flOw for PlayStation 4 Reviews". Metacritic. CBS Interactive. from the original on 2018-12-25. Retrieved 2018-12-23.
  22. ^ Sunilkumar, Nikita (2008-02-21). "USC Alumni Win A Game Developers Choice Award". University of Southern California. from the original on 2010-08-26. Retrieved 2011-01-12.
  23. ^ Krisner, Scott (2008-05-02). "Kellee Santiago and Jenova Chen". Variety. from the original on 2011-02-10. Retrieved 2011-01-06.
  24. ^ "8th Annual Game Developers Choice Awards". Game Developers Conference. from the original on 2010-12-11. Retrieved 2011-01-12.
  25. ^ "2008 Interactive Achievement Awards". Academy of Interactive Arts & Sciences. from the original on 2011-05-16. Retrieved 2011-01-12.
  26. ^ "BAFTA—Games Nominations 2007". British Academy of Film and Television Arts. from the original on 2009-02-06. Retrieved 2011-01-12.
  27. ^ Santiago, Kellee (2007-01-08). . Thatgamecompany. Archived from the original on 2011-05-20. Retrieved 2011-03-14.
  28. ^ "The Art of Video Games Voting Result" (PDF). The Smithsonian Institution. 2011-05-05. (PDF) from the original on 2015-12-21. Retrieved 2011-05-05.
  29. ^ . 1001beforeyoudie.com. 7 October 2013. ISBN 978-1844037667. Archived from the original on 2014-07-13.
  30. ^ Tony Mott, ed. (2013). 1001 Video Games You Must Play Before You Die. Universe Publishing. ISBN 978-1844037667.
  31. ^ a b c Freeman, Will (2007-03-29). "FlOw Review for PS3". VideoGamer.com. from the original on 2011-07-17. Retrieved 2011-02-25.

External links Edit

Listen to this article (14 minutes)
 
This audio file was created from a revision of this article dated 27 July 2020 (2020-07-27), and does not reflect subsequent edits.
  • Jenova Chen's official website

flow, video, game, this, article, about, indie, game, created, flash, mobile, puzzle, game, flow, free, other, uses, flow, disambiguation, flow, stylized, flow, independent, video, game, created, jenova, chen, nicholas, clark, originally, released, free, flash. This article is about the indie game created in Flash For the mobile puzzle game see Flow Free For other uses see Flow disambiguation Flow stylized as flOw is an independent video game created by Jenova Chen and Nicholas Clark Originally released as a free Flash game in 2006 to accompany Chen s master s thesis it was reworked into a 2007 PlayStation 3 game by his development studio Thatgamecompany with assistance from Santa Monica Studio SuperVillain Studios developed a PlayStation Portable version of the game in 2008 and PlayStation 4 and PlayStation Vita versions in 2013 In Flow the player navigates a series of two dimensional 2D planes with an aquatic microorganism that evolves by consuming other microorganisms The game s design is based on Chen s research into dynamic difficulty adjustment at the University of Southern California s Interactive Media Division and on psychologist Mihaly Csikszentmihalyi s theoretical concept of mental immersion or flow FlowThe logo of FlowDeveloper s Thatgamecompany a Publisher s Sony Computer EntertainmentDesigner s Jenova Chen Nicholas ClarkComposer s Austin WintoryEnginePhyreEnginePlatform s Browser PlayStation 3 PlayStation Portable PlayStation 4 PlayStation VitaReleaseApril 14 2006 BrowserApril 14 2006PlayStation 3NA February 22 2007PAL March 23 2007PlayStation PortableNA March 6 2008PAL April 24 2008PlayStation 4PAL November 29 2013NA December 17 2013PlayStation VitaPAL December 4 2013NA December 17 2013Genre s Life simulationMode s Single player multiplayer console versions The Flash version of Flow received 100 000 downloads within its first two weeks of release and had been played over 3 5 million times by 2008 Its PlayStation 3 re release was the most downloaded game on the PlayStation Network in 2007 and won the Best Downloadable Game award at the 2008 Game Developers Choice Awards It was nominated for awards by the Academy of Interactive Arts amp Sciences and the British Academy of Film and Television Arts BAFTA Reviewers praised Flow s visual and audio appeal but noted the simplicity of its gameplay several considered it to be more of an art piece than a game Contents 1 Gameplay 1 1 PlayStation versions 2 Development 3 Reception 4 Notes 5 References 6 External linksGameplay Edit nbsp The PlayStation 3 version of Flow showing the player s creature a multi segmented worm like creature in the top center of the screen Small edible creatures can be seen nearby and a blurred version of the lower plane featuring two aggressive creatures can be seen in the background In Flow the player guides a small multi segmented worm or snake like creature through an aquatic environment There are no menus or guidelines the game begins immediately 1 2 The game world which is viewed from a top down perspective consists of two dimensional planes stacked vertically upon each other A blurred version of the layer below appears in the background of each plane 3 Planes contain organisms of varying sizes the player s creature automatically attempts to consume them when they are nearby 2 The majority of these creatures are non confrontational and are composed of cells that increase the number of segments in the player s creature when eaten 4 All planes except for the highest and lowest contain two specially colored organisms that move the player s creature up or down one plane when touched 3 Certain planes feature aggressive multi segmented creatures that perish when all their segments are eaten by the player s creature however they can eat segments of the player s creature to regrow their own 2 These creatures release many cells upon death which can restore the health of the player s creature temporarily increase the size of its mouth or cause it to sprout decorative protrusions 4 Players are not required to eat these or any other organisms they may travel to higher or lower planes at any time Being defeated by aggressive creatures does not result in death but causes the player s creature to float to a higher plane 5 In the Flash version the player can replay the game with a jellyfish like organism by defeating an aggressive creature on the bottom plane If the player reaches the bottom again the creature there is their original worm like creature and defeating it starts the game over as that organism PlayStation versions Edit The PlayStation 3 version of Flow features enhanced visuals and three additional playable organisms one that can move with a short burst of speed one that can paralyze other creatures and one that lunges toward its prey s weak point The worm creature from the original game was given the ability to move faster while the jellyfish may now create a vortex to attract small creatures These special moves are activated by hitting any button on the controller When the player reaches the bottom plane with each creature the next creature type is unlocked and becomes selectable at the beginning of the game 6 The PlayStation 3 version features a multiplayer mode for up to four players a game in progress can be joined at any time players may play different creatures if they desire so 2 The PlayStation Portable version contains all the features introduced by the PlayStation 3 version but reduces the size of each plane 4 On November 20 2007 the PlayStation 3 version received an add on pack that allows players joining a multiplayer game to select their creatures The pack also includes new enemies food types and a playable creature with a shield ability 7 Development Edit nbsp Designer Jenova Chen in 2007Flow was originally developed as part of Jenova Chen s master s thesis for the Interactive Media Program at the University of Southern California s School of Cinematic Arts 8 His thesis was on the concept of dynamic difficulty adjustment DDA wherein a game adjusts its reactions to a player based on the past and present actions of that player He illustrated his ideas with Flow which he created in collaboration with Nicholas Clark 9 Chen implemented DDA by causing the player to change the game s difficulty subconsciously he allowed players to dive between planes at will and provided the option of eating or not eating any creature Players may decide to rush downwards or to grow stronger before attacking powerful opponents Chen described Flow as a simple game It s the simplest test of active DDA 9 Another influence on the game was psychologist Mihaly Csikszentmihalyi s work on flow wherein a person fully immerses themselves in an activity and gains a feeling of energized focus 10 To achieve this state the person or player must have control over the activity Chen believed that his DDA theory gave players the control necessary to achieve flow while playing 9 The game was released in March 2006 after two months of development during which Chen and Clark taught themselves Flash programming 11 12 The game s source code was later released in 2009 13 The game s score was composed by Austin Wintory 14 A PlayStation 3 version was announced for the PlayStation Store in May of that year and was released in February 2007 Chen had graduated by that point and had founded Thatgamecompany which handled the conversion to the PlayStation 3 Nicholas Clark was one of the employees and served as the game version s designer Impressed by Flow Sony provided Thatgamecompany with finances supplies and additional staff and offered them a three game contract the PlayStation 3 version of Flow was the first of these 1 Chen originally believed the conversion could be completed in four months and that it would be ready for the November 2006 launch of the PlayStation Network However when it was finally released in February 2007 it did not include half of the original design 12 A version for the PlayStation Portable developed by SuperVillain Studios was released in March 2008 15 The company coded it from scratch as the PlayStation 3 version s code and art were too platform specific to reuse The add on pack for the PlayStation 3 version was also developed by SuperVillain Thatgamecompany was not involved in the development of either project beyond a design influence and art direction role as they were creating their next title Flower 12 SuperVillain Studios later created ports of the PlayStation 3 version for the PlayStation 4 and PlayStation Vita which were published in November 2013 to correspond with the release of the PlayStation 4 16 Although no album of music specifically for Flow has been released in 2012 Austin Wintory released Journey Bonus Bundle as a download only album on Bandcamp containing variations on themes from Flow and Journey a 2012 PlayStation 3 game by Thatgamecompany 17 Reception EditReceptionAggregate scoresAggregatorScoreGameRankingsPS3 72 18 MetacriticPS3 71 100 19 PSP 70 100 20 PS4 71 100 21 Review scoresPublicationScoreEurogamer7 10 3 GameSpotPS3 7 1 10 2 PSP 7 0 10 4 IGN7 6 10 6 PALGN7 10 5 The Flash version of Flow received 100 000 downloads within its first two weeks of release By July 2006 it had been downloaded over 650 000 times by February 2008 it had been played over 3 5 million times 1 11 22 Its PlayStation 3 re release was the most downloaded game on the PlayStation Network in 2007 23 Flow received the 2008 Game Developers Choice Awards nominations for the Innovation Award and Best Debut and was presented with Best Downloadable Game 24 The game was nominated for Downloadable Game of the Year at the Academy of Interactive Arts amp Sciences 11th Annual Interactive Achievement Awards and for the Best Innovation award at the 2007 British Academy of Film and Television Arts BAFTA awards 25 26 Its music garnered nominations for Best Interactive Score and Most Innovative Use of Audio from the Game Audio Network Guild and won composer Austin Wintory the Rookie of the Year award 14 Flow was a finalist at the 2007 Slamdance Guerrilla Games Competition but withdrew along with several other finalists after Super Columbine Massacre RPG was removed from the competition 27 In 2011 it was chosen through a public vote out of an initial selection of 240 to be one of 80 games showcased in a 2012 exhibit at the Smithsonian American Art Museum titled The Art of Video Games 28 The game was also included in the 2010 video game reference book 1001 Video Games You Must Play Before You Die 29 30 Flow received mixed reviews from critics who focused on the game s PlayStation versions The visuals and presentation were among its most praised elements with IGN s Chris Roper calling them one of Flow s greatest strengths 6 Alex Navarro of GameSpot agreed saying that it was hard to argue with those aesthetics he lauded the use of color the designs of the creatures and the dynamic soundtrack 2 Will Freeman of VideoGamer com called it attractive and stylish which made the game immensely satisfying to toy with 31 Richard Leadbetter of Eurogamer claimed that the game s main purpose was to look pretty and sound cool 3 Reviewers were mixed in their opinions on the gameplay Roper said that simply see ing what s next was enjoyable but acknowledged that the game s activities were limited beyond this aspect 6 Leadbetter went further saying Flow feels like a tech demo in many ways and that its small amount of gameplay existed primarily to act as a tour guide through the visuals and audio 3 Freeman said that it would not be unfair to describe Flow as empty and without substance 31 Navarro concluded that Flow was enjoyable for the few hours needed to complete it but it lacked a lasting gameplay experience he attributed this to the game s heavy emphasis on aesthetics over gameplay 2 Luke Mitchell of PALGN however felt that anything more complicated would take away from the friendly nature of an experience of this type 5 Reviewers found the game to be largely unchallenging Roper stated that there really isn t any sort of a challenge here particularly due to the player character s inability to die Leadbetter summed up the game s difficulty as negligible 3 6 However when reviewing the PlayStation Portable version of the game Justin Calvart of GameSpot took the view that the game s difficulty masterfully scales to match your skill level so it does not become overly frantic or frustrating 4 Reviewers were universally dismissive of the multiplayer mode with Calvart saying that whatever it is it s not good 4 Leadbetter called the PlayStation 3 version s multiplayer little more than an afterthought while Navarro said it doesn t add a lick of depth to the experience 2 3 Overall reviewers saw Flow as being more akin to an art piece than a game Navarro called it an arty piece of gaming and complimentarily said that it had the vibe of an art school project 2 Leadbetter believed that it was more of an experiment than a traditional game and described it as a trippy ornament 3 Freeman called it the PlayStation 3 s first art house title 31 Roper summarized Flow as not so much a game as it is an experience and Mitchell claimed that it tries to do something entirely unique and experimental and on that level it succeeds 5 6 Notes Edit PlayStation 3 version developed with support from Santa Monica Studio Ported to PlayStation Portable PlayStation Vita and PlayStation 4 by SuperVillain Studios References Edit a b c Rutkoff Aaron 2006 11 28 How a Grad School Thesis Theory Evolved Into a PlayStation 3 Game The Wall Street Journal Archived from the original on 2007 03 19 Retrieved 2011 01 05 a b c d e f g h i Navarro Alex 2007 02 22 FlOw Review for PS3 GameSpot Archived from the original on 2009 04 24 Retrieved 2011 01 12 a b c d e f g h Leadbetter Richard 2007 04 01 FlOw Eurogamer Archived from the original on 2011 06 04 Retrieved 2011 01 12 a b c d e f Calvert Justin 2008 03 14 FlOw Review for PSP GameSpot Archived from the original on 2009 06 18 Retrieved 2011 01 12 a b c d Mitchell Luke 2007 11 02 PSN flOw Review PALGN Archived from the original on 2011 12 28 Retrieved 2011 01 12 a b c d e f Roper Chris 2007 02 20 FlOw Review IGN Archived from the original on 2009 02 04 Retrieved 2011 01 12 Sony 2007 Pre TGS Party Video Feature GameSpot 2007 09 20 Archived from the original on 2011 06 29 Retrieved 2008 04 22 Chaplin Heather 2009 03 25 Video Game Grad Programs Open Up The Industry NPR Archived from the original on 2009 03 26 Retrieved 2011 01 05 a b c Miller Ross 2006 09 18 Joystiq interview Jenova Chen Joystiq Archived from the original on 2009 01 02 Retrieved 2011 01 05 Brophy Warren Jamin 2008 12 20 Joysticks and Easy Riders The Wall Street Journal Archived from the original on 2009 04 14 Retrieved 2011 01 05 a b Shamoon Evan July 2006 Check Out My Flow Wired Vol 14 no 7 ISSN 1059 1028 Archived from the original on 2010 03 26 Retrieved 2011 01 05 a b c Sheffield Brandon 2008 05 05 Finding A New Way Jenova Chen And Thatgamecompany Gamasutra Archived from the original on 2010 08 10 Retrieved 2011 01 12 Chen Jenova 2009 09 21 flOw flash version source code Thatgamecompany Archived from the original on 2016 04 01 Retrieved 2016 05 31 a b 2008 6th Annual GANG Awards Game Audio Network Guild Archived from the original on 2010 12 13 Retrieved 2011 01 12 Coming to PSP Go with the flOw Sony Computer Entertainment 2008 02 07 Archived from the original on 2009 06 25 Retrieved 2008 02 08 Cowan Danny 2013 10 16 Flower flOw Sound Shapes Escape Plan coming to PlayStation 4 in November Joystiq Archived from the original on 2013 11 05 Retrieved 2013 11 04 Wintory Austin 2012 07 05 Journey Bonus Bundle Bandcamp Archived from the original on 2012 10 23 Retrieved 2012 11 02 flOw for PlayStation 3 GameRankings CBS Interactive Archived from the original on 2010 12 19 Retrieved 2011 01 12 flOw for PlayStation 3 Reviews Metacritic CBS Interactive Archived from the original on 2010 08 25 Retrieved 2011 01 12 flOw for PSP Reviews Metacritic CBS Interactive Archived from the original on 2018 12 25 Retrieved 2018 12 23 flOw for PlayStation 4 Reviews Metacritic CBS Interactive Archived from the original on 2018 12 25 Retrieved 2018 12 23 Sunilkumar Nikita 2008 02 21 USC Alumni Win A Game Developers Choice Award University of Southern California Archived from the original on 2010 08 26 Retrieved 2011 01 12 Krisner Scott 2008 05 02 Kellee Santiago and Jenova Chen Variety Archived from the original on 2011 02 10 Retrieved 2011 01 06 8th Annual Game Developers Choice Awards Game Developers Conference Archived from the original on 2010 12 11 Retrieved 2011 01 12 2008 Interactive Achievement Awards Academy of Interactive Arts amp Sciences Archived from the original on 2011 05 16 Retrieved 2011 01 12 BAFTA Games Nominations 2007 British Academy of Film and Television Arts Archived from the original on 2009 02 06 Retrieved 2011 01 12 Santiago Kellee 2007 01 08 flOw won t be at Slamdance after all Thatgamecompany Archived from the original on 2011 05 20 Retrieved 2011 03 14 The Art of Video Games Voting Result PDF The Smithsonian Institution 2011 05 05 Archived PDF from the original on 2015 12 21 Retrieved 2011 05 05 Official page with game list 1001beforeyoudie com 7 October 2013 ISBN 978 1844037667 Archived from the original on 2014 07 13 Tony Mott ed 2013 1001 Video Games You Must Play Before You Die Universe Publishing ISBN 978 1844037667 a b c Freeman Will 2007 03 29 FlOw Review for PS3 VideoGamer com Archived from the original on 2011 07 17 Retrieved 2011 02 25 External links EditListen to this article 14 minutes source source nbsp This audio file was created from a revision of this article dated 27 July 2020 2020 07 27 and does not reflect subsequent edits Audio help More spoken articles Playable Flow Flash game Jenova Chen s official website Thatgamecompany s Flow page Flow Flash game source code Retrieved from https en wikipedia org w index php title Flow video game amp oldid 1175150771, wikipedia, wiki, book, books, library,

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