
Experience award-winning Flower, now available on PC. Flower lets you take control of the wind as you explore and navigate beautiful, lush environments.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Dutch, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese +5 more
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
любимая игрулька на приставку
i used to play it in wii and i remember that every time that i collected a petal music notes were playing in the background and sfx sounds every time i was completing an area. now those are gone. can someone check this out??
This is a beautiful, enjoyable, relaxing experience. and yet I can't say I recommend it because of how poorly this port is made. If it works, it works. But I have the audio constantly cutting in and out, and sometimes it's a black screen with audio. Sometimes not.
表达了作者对大自然的热爱之情
Игра очень интересная красивая рисовка история интересная и сюжет, багов я не нашла и это большой плюс, ещё игра в моей коллекции и я полностью довольна, игру рекомендую.
hh
很美的游戏但是我感觉少了一些音乐,不是很好玩,操作比较简单,玩法单一比较无聊不是很推荐
[h1] 花 [/h1] [h1] ——风会记得每一朵花 [/h1] [h3] 特点总结 [/h3] +养眼的美术、治愈的氛围 -流程短,步行模拟玩法缺少趣味性 [h3] 游玩时长 [/h3] ·2小时线性流程 [h3] 介绍 [/h3] 《花》是知名游戏制作人陈星汉早期就具备心流概念的步行模拟作品,这款首发于2009年PSN平台的作品,没有文字、没有UI、没有敌人、没有失败,甚至没有传统意义上的“角色”——玩家只是操控一缕风,携一片花瓣,在广袤的草原与灰暗的城市间穿行……它曾在首周刷新PSN北美下载纪录,被IGN打出9分以上评价,更成为华盛顿特区博物馆的馆藏作品。 [b]玩法与体验:在“枯燥”中抵达治愈 [/b] 《花》的核心机制极其简单:引导花瓣飞向沿途的花苞,每触碰一朵,它便绽放,并托起一片新的花瓣加入队伍。随着花瓣越聚越多,枯萎的土地逐渐转绿,沉寂的风车重新转动,城市废墟中的灯火依次亮起…… 然而,简单往往伴随着单调。两小时的线性流程中,玩家所做的无非是反复飞行、触碰、绽放。关卡之间虽有不同的交互规则——比如在峡谷中借助气流攀升,或在城市里避开漏电的输电塔——但本质上并未跳脱寻找目标的玩法循环,这种重复很容易被感知为“枯燥”。 其实,正是“枯燥”构成了《花》独特的治愈感。游戏中飞行本身成了一种节奏,花瓣的飘落与绽放形成一种近乎呼吸的韵律,让玩家从“做任务”的状态抽离出来,进入“感受”的状态。正如冥想中的单调呼吸最终将人引入平静,游戏中的单调飞行同样能让内心放缓。这种体验因人而异——愿意慢下来的人,才会遇见治愈。 [b]禅意设计:不灌输,只呈现 [/b] 陈星汉的“禅意游戏”理念在《花》中已初具雏形。最显著的标志是舍弃一切语言和界面,唯一的指引来自花瓣飞向花苞时的本能直觉——就像风自然地吹向花朵。 游戏似乎想诉说一个关于自然与工业对抗的故事,又似乎什么具体的故事都没有——禅意游戏从不提供标准答案,它只抛出一团模糊而纯粹的感受,任由玩家在其中照见自己的孤独、向往或超然。 [b]缺憾与门槛 [/b] PC版的操作初上手需要适应——游戏最初为PSN掌机的陀螺仪设计,移植到键鼠后,花瓣的惯性飘移常常让新手感到“不跟手”;而动态镜头频繁拉近视角,对3D眩晕症患者可能不太友好。此外,两小时的流程偏短,可重玩性也几乎为零——当你已经见过所有花朵绽放的样子,再次打开的动力便会大打折扣。 [b]结语 [/b] 《花》是陈星汉游戏美学的奠基之作,也是《风之旅人》之前的重要实验——只有那些愿意放下对“玩法”的执念,接受“枯燥”作为治愈代价的人,才能真正进入它的世界:让风成为主角,让花开成为叙事,让两个小时的飞行成为一场心灵的重组之旅。
It's a very simple game, I wouldn't call it fun but maybe relaxing and a way to space out... But also makes me want to fall asleep which I did almost twice.
o vento tem lore
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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