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Posts Tagged ‘flower’

Posted on 3 August by Fred Dutton – SCEE Blog Manager

Weekend Debate: Gaming One-Liners To Remember

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Great video games are generally remembered for a variety of different things – compelling gameplay, stunning visuals, stirring music, rock-hard bosses – take your pick. However, it’s rare that they stick in the mind for their dialogue.

For many games, dialogue is an afterthought often penned by developers for whom prose is not their primary talent. That said, in the same way that I might unconsciously drop one-liners from my favourite movies or TV shows into conversation, I also occasionally find myself whispering “Fresh blood is coming in” (remember that sinister gem, ISS fans?) whenever a substitution is made in a football game, or “What are ya selling?” (yep, Resi 4) when, say, I’m picking up some salami at the deli counter in Waitrose.

So, this weekend’s debate topic:

“What’s your favourite line of video game dialogue?”

I’ve a nice prize for the 15 best suggestions this week – a download voucher for lovely thatgamecompany PSN effort Flower. Trailer below to refresh your memory.

Enjoy your weekend everyone!

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Flower Competition Winners

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Hello everybody,

I am back to announce the list of winners of the Flower online contest.

Well done to everybody for the hard work and the beautiful pieces of art you sent over.

As promised, the thatgamecompany team ran through each of them personally and picked the following as the winning creations:

David Bascones

flowerbyossian

Saku Hatakka

Saku Hatakka

Stéphanie Dubut

concflower1

Teresa Garratty

Teresa Garratty

Jesús Pavón

Jesus Pavon

PRIZE TIME! Each of the above winners will soon receive a PlayStation Network Voucher Code that will allow them to download three free games from PlayStation Store.

Congratulations, and keep on playing with us!

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Your Art Inspired By Flower Contest

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Hello Everybody!

As promised, I am back with more news about the multi-award winning gem of PSN, Flower.

To celebrate the beauty of this game, today we are launching a contest that will test your creativity. So get your felt tip pens and paper ready and send us a piece of original art inspired by Flower.

Take the feelings that playing the game left you with and let them spill out onto the page.

Flower Contest

You could even show off your skills in Photoshop, Illustrator, 3D software, or any other imaging software. Or make something physical, like a painting, mixed media or a sculpture, and snap a photo of it to submit.

The only requirements are that the submission be 1920 pixels wide by 1080 pixels tall, that it be your original creation, and that it be related to Flower as described above.

Flower

To help inspire you, check out some of the amazing concept art thatgamecompany created in the development of the game.

The contest will run from 9 June 2010 to 23 June 2010 and you will be required to send your piece of art at the following email address: genericscee5000@yahoo.com.

thatgamecompany will judge the submissions and choose five winners. Each of them will receive a PlayStation Network Voucher Code that will allow them to download three free games, to be chosen from the following:

  • Hustle Kings
  • Gravity Crash
  • PixelJunk Shooter
  • Savage Moon
  • FlOw
  • Trash Panic
  • RagDoll Kung Fu
  • The Last Guy
  • Elefunk
  • PixelJunk Eden
  • Crash Commando
  • Echochrome
  • High Velocity Bowling
  • Snakeball
  • Super Stardust HD
  • Toy Home
  • PAIN
  • Super Rub a’ Dub
  • Piyotama
  • PixelJunk Monsters

The winner’s artwork will also be posted on the PlayStation.Blog and PlayStation Forums at the end of the competition.

We look forward to seeing your creations!

For more information on this competition, see the terms and conditions.

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Technical Difficulties With Flower Soundtrack

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I am really sorry to inform you the European version of Flower’s soundtrack has encountered last minute technical issues while in QA so we have had to unfortunately postpone the European launch date.

Please bear with us in the meantime whilst the necessary fixes are being made, and we will make sure to keep you all updated through the PlayStation Blog. A big apology to all Flower fans for any inconvenience this may have caused and a thank you in advance for your understanding and constant support !

Flower

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Flower Soundtrack Coming This Week

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Hello everybody!

This is Cristina Giuliano again and as promised I am back with further updates on coming soon?

Well, I can finally announce that the original Flower soundtrack is coming this Thursday on PSN!

It features 8 beautiful and relaxing tracks from the game and over an hour worth of music, all for just € 1.99/£ 1.59. So be sure to pick it up when it comes out ;o)

And here is a very special treat for you…

Vincent Diamante is the award-winning music composer and audio designer behind Flower’s wonderful soundtrack. He kindly agreed to put together some thoughts on creating the soundtrack and to share them with you. Enjoy!

Vincent Diamante

Looking back, a year-plus removed from working on Flower, it’s hard for me to remember anything but wonderful times with Sony and thatgamecompany. Then I think a bit harder and remember: the fights. Not fights amongst us developers, no. Besides, that comes part and parcel in the process of game development. Rather, the fights happened within the music. All-out brawls between themes, lines, instruments, harmonies as the music struggled to find identity when Flower was just this bud of a game.

Ostensibly, I was the one in control, penning each note in my music synthesizer as environment after environment demanded score. Not just any score, though; an ambitious score where the number of instruments present in the music ultimately dictated a different perspective on the game. From that simple directive, I codified a way of writing the music that would result in the interactive score I dreamt of.

In the beginning, however, there was nothing but fights. Instruments weren’t just masking or overshadowing their orchestral mates, they were outright demolishing them. French horns knocking bassoons to the floor, violins contorting cello lines, trumpets trampling over pianos. When I first started working on the music for Flower, I saw myself as being much like a conductor, gently urging sections of the orchestra into the space needed to fit the game. Instead, I felt like I had brought a conductor’s baton to a knife fight.

And then I started playing the game. And playing it. And playing it some more. I believe there were a few days in that year of working on Flower when I drove over to thatgamecompany and “worked” by playing the game for eight hours straight. Yes, I was having fun with the game, but I was also meditating, internalizing the rhythm, shape, and color of the world.

And somewhere in the process, I started writing Flower. There was no real struggle; just, suddenly, it didn’t feel like work to pen line after line of music. Each instrument in the score seemed to love each other, raising each other up even as they were added to the increasingly complex mix. Looking back on it, I can see exactly what changed in my approach to the music.

At the time, though, it all just felt magical.

It’s nice, now, playing Flower as just another player, reliving those bits of magic. That amazing exhale when you leave the canyon in the wind level. The drive that pushes you through a darkened city. The serenity of night that accompanies the post-game credits.

And while those magical parts were carefully composed and scripted for effect, the parts where the computer dictates the order of notes for a flower’s melody continue to floor me.

I remember one time, while playing the color level, a series of flowers set before the beginning of the third section of music played a melody so full of longing that I had to drop the controller to catch my breath.

When people speak of game development, they often describe it as a process of discovery. Though I’ve worked on video game scores before Flower, working closely with Sony and thatgamecompany was probably the best experience I ever had writing music. The music, ostensibly coming from me, seemed to keep on revealing itself to us from everywhere in the development. From level design, art, and mechanics to little things like the time needed to load a level and even the heft of the Dualshock 3; all of these had such an impact on the music composition that I couldn’t help but feel joy that the music was springing up from some space beyond myself.

And here I am, a little more than a year later thinking: I can’t wait to take part in that experience once again.

So remember to watch for the Flower official soundtrack, coming this Thursday to PSN for € 1.99/£ 1.59. And if you missed it, check out the Flower dynamic theme as well, also only € 1.99/£ 1.59.

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