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Do not fear his name, he will not cast Meteor on you. Jenova Chen, Creative Director of Flower, recently sat down with the PlayStation Blog for an interview. He actually seems like a pretty nice guy - and of course he would be. He made Flower for crying out loud. Watch the sit down interview with him after the link, where he talks about what Flower's all about. |
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Can you still remember the microbial game flOw? Its dev Jenova Chen left Spore to pursue this indie game which was released in February of 2007. Looking back, Chen weighs on the incentives of going indie. Now if you have similar fantasies to go indie, you may want to check Chen's insights over at the full article. |
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According to GDC reports and Joystiq, flOw could have very well been on Wii. During an informative Q&A session at the GDC with Kellee Santiago, That Game Company's president, she noted that the history of the game, just like the its single-celled protagonist, could have evolved in two ways: as a Playstation game, or as a Wii one.Santiago admits that it "was the hardest decision we ever had to make, choosing between Sony and Nintendo." Later on, she clarifies her statement, saying, "they weren't right for us at the time. Sony kind of came to us with the process of incubation ... They helped us get our studio started." At the same time, there would always be a chance for them to work with the Wii, it seems. Jenova Chen, one of the game's creators, also noted that they wouldn't mind working with Nintendo at a later date. In essence, collaboration with both companies would not be entirely out of the question, which is definitely a good thing, considering just how far flOw has come from its early beginnings as a flash game and thesis. |
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More than for North American fans, this flOw gameplay video is for our European friends who will get the opportunity to download the game on April 6. It will be remembered that just before the Game Developers Conference (GDC) began, Sony Computer Entertainment Worldwide Studios (SCEWW) President Phil Harrison promised to showcase, among other things, a demonstration of PlayStation downloadable titles.
This one-minute long flOw gameplay vid shows how the bootylicious squirmy jelly evolves in-game through shape-shifting. While the game is pretty much straight up, it's amazing how creator Jenova Chen was able to incorporate such features that makes the game a little more interesting. flOw became available across North America last February 22 for the reasonable price of US$ 7.99. As we've mentioned earlier, the game can be downloaded at the PlayStation Network in Europe starting April 6, but pricing is still yet to be revealed. Expect more announcements from Phil Harrison and the rest of the Sony gang in the days to come. |
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Not really news, since most of you folks who have a Sony PlayStation 3 are probably playing flOw already. (Unless you're European.) Just in case you aren't yet, here's a preview of some "Spinning Jelly" gameplay featured at GDC 2007, so the GDC attribute at least makes this timely. Honestly, a lot of us here at QJ love flOw, some though, just find it to be "not their thing." Well, given that appreciation for Jenova Chen's opus is a matter of preference, we're going to ask you folks: what is it about flOw that makes you dig/hate it? Comment away. Seriously though, what is it about this game that reminds us so much of the opening sequence House MD? |
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To make things more interesting, pricing for the game has already been announced. For some time now, it's been expected to debut for US$ 10 which is very reasonable. However, we just found out the game can be purchased for an even lower price of US$ 7.99. Sony, now we're talking... Anyway, please take note that flOw will run at 1080p and can support up to four players in multiplayer mode. |
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Somehow, while watching this video, the song "Bootylicious" started playing in my head. "I don't think you're ready for this jelly. I don't think you're ready for this jelly. I don't think you're ready for this... My microbe's too bootylicious for you babe!" What the hell, right?
Well, it does apply though. For one thing, the video is of the Jelly gameplay for flOw. While what we've mostly seen before is the default snake-like microbe, here's the other mode you can play the game on - a jellyfish-ish organism. It's a full two and a half minute long video of jelly luvin'. From the minds of Jenova Chen and thatgamecompany, this game never ceases to strike us with awe. Whatever organism you control (snake-ish or jellyfish-ish), it's nothing but mesmerizing to watch. |
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Have you heard of flOw? Seen it in action, maybe? With innovative gameplay, "go with the flow" attitude, and of course, great music, this title has fans eagerly waiting for it to hit the PS3. JayIsGames.com recently had the chance to sit down and talk with Austin Wintory, the genius behind flOw's music. Read on for some snippets of the interview. On the creative process behind flOw's music: We sought something atmospheric and electronic, but not in the stark, soundscape sort of way. Something warm and organic, as if a symphony of instruments never before played on Earth. That sounds horribly pretentious, but that was sort of our guide. What resulted was a combination of literally hundreds of small audio files being triggered by the player interactions, and a steady background track. On videogame music: I think game music is still finding its footing as an original medium. It took film composers a good forty years to begin writing for film in a way that made it apparent it was film music, and not a ballet or opera score. It needed to be cultivated as its own art form. Game music, I think, is still searching for that. But if ever there was a medium for music to really be unique, it’s game music, if only for the element of interactivity. On composing game music as opposed to film or other media: Films, TV and whatnot all pose their own problems. The approach is just different. For example, in films you may have to find a way to synchronize with a dozen on-screen events over the course of a single piece of music, but in a game you have to make a sixty-second loop which doesn’t get annoying after a few dozen listenings. For the full interview, click on the "read" link below. flOw, from Jenova Chen and thatgamecompany, is set to be released by the end of next month. |
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