Flow - PS3 [Digital Code]

3.4 out of 5 stars 7 customer reviews
Rated: Everyone
Metascore: 71 / 100
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  • Flow - PS3 [Digital Code]
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About the Product

  • Full HD at 1080p - Vibrant environments.
  • Dynamically Adjusting Experience - Customize your game experience.
  • Multiplayer mode - 1 to 4 players; same screen.

Product Information

Release date February 21, 2007
Customer Reviews
3.4 out of 5 stars 7 customer reviews

3.4 out of 5 stars
Pricing The strikethrough price is the List Price. Savings represents a discount off the List Price.
Countries Note: Currently, this item is available only to customers located in the United States.
Return Policy
This product is non-returnable and non-refundable.
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IMPORTANT NOTICE: To use this code, you need a compatible PlayStation device connected to broadband Internet. You also need to accept the PlayStation Network Terms of Service .

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Product Description

flOw is a game about piloting an aquatic organism through a surreal biosphere where players consume other organisms, evolve, and dive into the abyss. With an embedded design of DDA (dynamic difficulty adjustment), players with differing skill levels can intuitively customize their game experience and enjoy the game at their own pace. You can play as one of 5 creatures, each in a unique environment. Lose yourself in the crisp “deep blue” in full HD at 1080p and 5.1 Surround Sound. Use the SIXAXIS wireless controller for an organic experience that will allow you to glide, flit, and flOw through the universe.

Customer Questions & Answers

Customer Reviews

Top Customer Reviews

By Christopher J. Stone on October 7, 2009
flOw is a video game developed by thatgamecompany, who has previously developed Cloud for the PC and has since developed Flower for the PS3. They are known for their attempts in bringing emotion to gaming in a movement for making video games appear as a form of art. Like their other titles, flOw takes a simple concept, but performs it exceptionally well.

flOw started as game designer Jenova Chen's MFA thesis in applying Mihály Csíkszentmihályi's flow theory to video games in making sure that the challenge is not greater than the abilities provided, and vice-versa. Depending on how you play, the difficulty will change.

The game takes place underwater. You are an organism that swims around and eats other creatures--some are tiny, and some are much larger than you. The more that you eat, the larger you become. You progress through the game by going down the various levels. It seems that, whether you eat nothing or everything, you will still be able to progress at your own pace, creating your own gaming experience (though the larger creatures won't let you pass easily). If other creatures eat away your health, you will not perish, but you will be transported to the previous level with the chance to regain your stamina by eating more so that you can go down and continue attacking. This gives a sense of accomplishment without making failure feel harsh enough to get discouraged, creating a relaxed environment. After you reach the bottom level, you will advance to a similar world using a different type of organism, and this continues for another few types.
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Yes, Virgina, there is ...

... an interactive experience marketed through Sony that uses the PS3 as a host and it is indeed art. Make no mistake this is what art would look like if it was a video game. If the Dalai Lama was a "gamer" this is what he would be playing.

It is unfortunate that some gamers won't appreciate it because it's on the PS3 and the word "game" is used to describe it. The experience is certainly structured as a video game, complete with levels and "bosses" of a sort, but in its simplicity flOw transcends the idea of a simple video game. Its simple "gameplay" will draw you in but seeing the artwork evolve as a result of you actions will keep you intrigued. After awhile the gameplay, artwork, and accompanying music lulls you into a mental state that no other "video game" can claim.

flOw isn't just another video game. In a better world "flOw" and "Flower" would be touchstones for interactive entertainment's future. It would also be included in the upcoming exhibit at the Smithsonian.
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I love microorganisms and I love Jellyfish. This game offers a playable creature that combines the two beautifully. The visuals and sound are pretty, tranquil and ambient. The simplicity of the gameplay makes the game easy to pick up and play--and play and play.

The only gameplay difficulty I encountered was the nature of the game controls; it uses motion sensors instead of joysticks to navigate the creatures. It took awhile to get used to.

One of the features that I unexpectedly liked was its multiplayer option. My friend and I would play this game for hours.
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flOw was free on PSN a few weeks ago for just one day, so I decided to download it. I mean, free's a good price, and I can't really complain about wasting my time or money with a free game, right? Well, I can't complain about wasting money, but time? Yes. A lot of people have went on and on about how this game is a 'work of art', a phrase that's being thrown around more loosely than Courtney Love, and has lost a lot of credibility. Yes, this game is relaxing as far as the mood goes, but it stops there.

flOw has you controlling a fish/bacteria kind of creature as you guide it through different levels, eating other organisms and moving on to the next level. The more you eat, the more your creature changes form and gets bigger. If you get attacked, you lose your size and have to go back a little. Honestly, I didn't find this game fun at all, and I'm the kind of person who loved games like Seaman. I can find fun and entertainment in a lot of things that most people don't like, but not here. Yes, I can see how some people will like the game because of how different it is, but playing flOw is like watching a standard art film- you can call it art all you want, but that doesn't change the fact that it's boring. I never wanted to progress through the levels or even beat the game because of how basic everything was. Eat enemies, move on to next level, eat more enemies, go to next level, eat different portions of a big enemy to defeat it, move on to the next level. That's the game for you.

The whole thing's controlled with the Sixaxis, and it never felt accurate to me, even when using three different controllers. Super Rub a Dub, another game that just uses the motion control, is much more accurate, so it's not my controllers' faults.
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