thatgamecompany

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  • SXSW 2009: Being Indie and Successful in the Video Game Industry

    by 
    Kevin Kelly
    Kevin Kelly
    03.17.2009

    There's a wealth of indie-related gaming panels and goings on at SXSW this year, ranging from the previous "Games By The People, For The People" panel, the GameSalad folks, and the retro-cool Get Outta My Face arcade cabinet. Heck, there's even a company that wants to bring back Hypercard stack games. So we went back for more indie gaming panel goodness, just because we could. This was a panel by the game developers this time, rather than the people who run the companies ... so what did we learn? A lot of the same from the previous panel. Sadly Jonathan Blow couldn't make it, and was replaced by the above inflatable doll with the Freddie Mercury mug. Although covering his absence nicely were panelists Kellee Santiago from thatgamecompany, John Baez of The Behemoth, Ron Carmel of 2D BOY, and Joel DeYoung from Hothead Games who moderated. Check out the highlights after the break.

  • Flower is top downloaded PSN game in February

    by 
    Andrew Yoon
    Andrew Yoon
    03.13.2009

    Looks like PS3 fans are willing to give experimental gaming a chance. The PSN-exclusives Flower and Noby Noby Boy both take the top spots in February. These innovative games take gaming in new directions, and we're glad to see gamers have embraced them. Flower Noby Noby Boy Super Street Fighter II Turbo HD Remix 3 on 3 NHL Arcade Savage Moon Mortal Kombat II Bejeweled 2 Burnout Paradise Linger in Shadows Magic Ball It's amazing to see the longevity some of these downloads have. Mortal Kombat II still rakes in the sales, despite being one of the earliest downloads to launch on PSN. The PSN version of Burnout Paradise takes the #8 position more than a year after its initial retail release. See? DLC really can make a game that much more attractive. See the top 10 movies, after the break.

  • Flower composer talks about game's soundtrack

    by 
    Majed Athab
    Majed Athab
    02.25.2009

    Intelligent use of visuals and sound is one of the reasons that makes Flower such a surreal experience, and it was the job of composer Vincent Diamante to manifest this PSN dream world through music. He recently spoke with GameSetWatch to discuss his work in Flower, revealing some interesting bits on how the music not only affected the atmosphere of the game but also the design. Diamante mentioned that the Sixaxis controls influenced the way he wrote his music. He called it a "soft type of control" and that "you can feel that there is a texture to the way you fly through the air." This texture, he added, would determine how he'd write music for "the winds." Conversely, Diamante also influenced the game design: "I had the opportunity to talk with the artists about the arrangement of flowers: tightening up lines of flowers or stretching them out, replacing red flowers with white flowers, and so forth so that the sound would work." Lastly, those gamers looking to score a soundtrack might be in some luck. Diamante revealed he's in talks with Sony to put out an album; though, he does say the music lends itself more to the game experience over that of an album experience. Have a read of the full interview here.

  • Flower's Jenova Chen doesn't play new games, wants to explore 'feelings'

    by 
    Griffin McElroy
    Griffin McElroy
    02.23.2009

    Jenova Chen, creative director for thatgamecompany and champion for the recently released arboreal PSN title Flower, recently opened up during an interview with GamesIndustry to an extent we rarely see outside of Dr. Phil reruns. During the interview, he reveals that he's interested in making games that elicit emotional responses more effectively than the traditional industry blockbuster, in an attempt to "recapture" the emotions that games used to inspire within him during his formative years. According to him, this is an area that modern video games (which he admittedly rarely plays) don't really excel at, saying most major releases "fail to educate you on an intellectual level, and the emotions they evoke are relatively primal." To this effect, the self-proclaimed goal of his burgeoning development company is to "push the boundary of what games can communicate." We're not sure what thatgamecompany's next aesthetically pleasing project will be, but one thing's for certain -- it probably won't incorporate any firearms with chainsaws attached to them. [Image]

  • Gaming renaissance happening now, Flower creator says

    by 
    Majed Athab
    Majed Athab
    02.19.2009

    "I think right now – in the future, when people look back, I think it's the renaissance of video games." These words were spoken by Jenova Chen – creator of Flower and flOw – to MTV Multiplayer on the role of digital distribution in the industry. Chen believes that digital distribution platforms like PSN, Xbox Live, WiiWare, and Steam are a bastion for new and artistic game designers to flourish. While larger companies are struggling to maintain higher production costs on "bigger and badder" versions of the same games every year, cheap and unique downloadable titles are doing well for themselves. Games like Flower, Braid and PixelJunk Monsters are noteworthy games that exemplify the "rebirth" of diversity and creativity for the industry. While it's nice to hear that digital distribution has been experiencing a renaissance and pushing boundaries, we can only hope that the rest of the industry catches up and gets pulled out of the dark ages.[Image credit: Sklathill]

  • Joystiq review: Flower (PSN)

    by 
    Andrew Yoon
    Andrew Yoon
    02.09.2009

    There are a number of challenges a reviewer faces when writing a Flower review. It would be much easier to say "please buy it," but that would be unfair to the reader that demands to know why. The simplicity of Flower's gameplay is already well-documented: tilt the controller and collect flower petals. In regards to the mechanics, there really is nothing more to say that hasn't been said before. It's tempting to explain the surprises the game hides in its second half. No footage or screenshots of the game's latter half can be found online, and for good reason. The revelations of the second half of the game are so startling that to know anything about them would ruin the game's impact. (Think of Rez's endgame transformation, and you'll have a good idea as to what Flower becomes.) Perhaps my reluctance to reveal anything about the game's progression reveals that, in spite of its rather unconventional appearance, Flower ultimately follows a very standard blueprint for storytelling and game design. There is a greater "good" and a greater "evil" -- and the conflict that arises between the two becomes the driving force of a rollercoaster of emotions. %Gallery-27943%

  • Trophies: Flower

    by 
    Andrew Yoon
    Andrew Yoon
    02.02.2009

    0 Platinum 1 Gold 2 Silver 11 Bronze Difficulty: Easy Online Trophies? No Time to Completion: 5 hours DLC Trophies? No View Trophy List Read More About the Game %Gallery-12750%

  • Flower gets priced in Europe

    by 
    Majed Athab
    Majed Athab
    02.02.2009

    How much is Flower worth? If your answer is anywhere near six pounds and 29 pence, then you'd be correct. As confirmed to Eurogamer, that's the price which British players should expect to pay on February 12 (the worldwide release date). Moreover, a SCEE representative has confirmed to Joystiq that the rest of Europe will get this unique and relaxing PSN title for €7.99. Americans need not worry about pricing, as we already know it's coming our way for $9.99. %Gallery-12750%

  • Flower gets priced: $9.99

    by 
    Andrew Yoon
    Andrew Yoon
    01.27.2009

    VentureBeat's Dean Takahashi calls the upcoming PSN game, Flower, the "most inspired game for the PlayStation 3." It seems as though he agrees with our assessment of the title. Takahashi doesn't restrain himself, calling the title "pure eye candy" and "artistic inspiration at its best." His preview also adds a detail we didn't know: the price. Flower will be available on the PlayStation Network on February 12th for $9.99. %Gallery-12750%

  • Flower. Screenshots.

    by 
    Andrew Yoon
    Andrew Yoon
    01.21.2009

    Click for high-resolution image. It's hard to replicate the elegant beauty of Flower in a headline. The upcoming PlayStation Network game is getting ready for a February release, and we're psyched. It may sound surprising, but Flower is one of the best-looking games we've ever seen, from both an artistic and technical standpoint. Techies will love seeing thousands of individual blades of grass rendered on the screen; while those with a softer side will be awe-struck by the eye-catching use of color. Once you play Flower, you will believe. %Gallery-12750%

  • Flower to bloom on PSN February 12

    by 
    Ross Miller
    Ross Miller
    01.19.2009

    Thatgamecompany's not-quite-a-game-but-an-interactive-poem Flower finally has a virtual shelf date. According to TGC president Kellee Santiago, we should expect to see it germinate sprout up on the US and European PSN stores February 12th. Our friends at PS3 Fanboy recently got some hands-on time with a preview build and came away impressed, just as we did at E3. No word yet on price, unfortunately. Check out new gameplay footage after the break. %Gallery-27943%

  • PS3 Fanboy hands-on: Flower

    by 
    Jem Alexander
    Jem Alexander
    01.19.2009

    Did you hear? Flower's awesome. That's what we thought when we saw it at E3, at least. Recently we've have some hands-on time with a preview build which includes the first three levels and, yes, it's still awesome. So much so that we haven't really been able to stop playing it. We blitzed through the three-level preview and there was a sincere feeling of disappointment when, upon trying to access the fourth level, we were greeted with a simple message; "To be continued." Flower is simply a joy to play, which is funny because there isn't even much of a game in there. Not in comparison to a Final Fantasy title or Killzone 2, at least. If you've played ThatGameCompany's first PS3 outing, flOw, you'll be familiar with this sort of ludological whimsy. Before anyone gets worried, I'll make it clear that Flower definitely has more gameplay than flOw did. The premise is simple. You are a gust of wind inside a flower's dream and you must carry petals to other flowers in order to progress to the end of the level. There's no time limit, no hazards, no points system and, really, no way to fail. %Gallery-12750%

  • Flower flies to PSN in February

    by 
    Andrew Yoon
    Andrew Yoon
    01.14.2009

    You won't have to wait too long for thatgamecompany's next game, Flower. The soothing downloadable game has you controlling a flower pedal as you navigate it through a dream world using the SIXAXIS controller. A recent preview of the game at IGN UK has revealed that Flower's planned release is some time in February. We're thinking it'll be a good way to calm the nerves after a session of Killzone 2. A more concrete date and price should be coming in the next few weeks.

  • Jenova Chen recognized as top young innovator by Technology Review

    by 
    Andrew Yoon
    Andrew Yoon
    08.27.2008

    One of the founders of thatgamecompany, the team behind flOw and the upcoming Flower, has been recognized by Technology Review's TR35 awards. Jenova Chen is being called a "top young innovator" for his work on game design, focusing on how "gaming can be an emotional journey for many different audiences and not just an aggressive experience for young males.""Jenova Chen exemplifies what it means to be an innovator. He pushes the boundaries of his industry, questioning assumptions about what gaming can be. Because of his breakthrough vision, the impact from his approach to gaming will be felt for generations to come," said Krisztina "Z" Holly, USC Vice Provost for Innovation and Executive Director of the USC Stevens Institute for Innovation.The upcoming flOwer took multiple accolades at E3, including our own award for Best PSN Game. Gamespot also awarded it Best Downloadable Game and Best Graphics.%Gallery-12750%

  • Joystiq E3 hands-on: flower (PSN)

    by 
    Ross Miller
    Ross Miller
    07.21.2008

    Before E3, the last time we heard anything about flOw dev Thatgamecompany's newest project was November 2007. Cut to last week, when TGC Creative Director and co-founder Jenova Chen guided us through an early build of their upcoming PSN title flower (note the 'o' is now lowercase). Like flOw, it's really hard for us to confidently form an opinion on the abstract idea (check out PS3 Fanboy for their praises). We hope Sony decides to release a demo with this game. Videos and previews will not do flower justice; it's a game worth trying for yourself. %Gallery-27943%

  • It's awesome: Flower (PS3)

    by 
    Andrew Yoon
    Andrew Yoon
    07.16.2008

    Click for high-resolution image. A carefully typed PowerPoint presentation had Jenova Chen's next PSN game's title as Flower. No, not flOwer, because that would suggest it was flOw+er, which would do an incredible disservice to this surprisingly ambitious title. Sure, there are a number of similarities between flOw and Flower: both use SIXAXIS tilt-controls, both are technically "single button games," and both fuse music and intuitive gameplay to evoke emotions rarely found in any other game. But, Flower does much more than we could have expected. Jenova Chen described flOw as a gaming "haiku" -- but Flower is a "poem." It comes as an incredible surprise that Flower tells a story, told through the dreams of various flowers. When a player begins a new game, they aren't treated to lush green fields of grass. No, we see a colorless dying cityscape, one with a lone flower sitting in a cracked, dirty pot. Trigger a flower's dream, and we're treated to abstract watercolor paintings of a city that hint at a much bigger story. So what's the gameplay like? You control a flower pedal, and you must tilt the PS3 controller to guide it to other flowers. It's a simple premise that's instantly accessible, but figuring out what must be done in each level requires exploration and experimentation. Each playthrough is meant to be a "performance," and players will want to tilt their controllers and create music through the various flowers in these fields. Each flower creates its own unique sound, depending on the background music, the speed of the wind and the player's timing. The mix of lush visuals and synesthetic gameplay is nothing short of mesmerizing. %Gallery-12750%

  • flOwer looks very relaxing ... sleepy even

    by 
    Majed Athab
    Majed Athab
    07.16.2008

    flOwer still seems like a mystery. Perhaps that's part of its charm. A sort of hazy daydream -- I'm-floating-high-in-the-sky kind of whimsical fairytale. We feel soothed when we watch these clips, though we can't help but wonder how to play this game, and really, what's the point of it? What do you do? Where do you go? It's funny ... we ask these things and have yet to walk away. If you too are somewhat mesmerized by the aloofness of flOwer, then hit the break to watch the second clip.

  • Jenova Chen talks about flOwer and Sony's interest in 'grown up gamers'

    by 
    Andrew Yoon
    Andrew Yoon
    05.09.2008

    Not much is known about thatgamecompany's mysterious flOwer. The PSN downloadable was revealed at TGS as their big follow-up to the best-selling flOw, but few gameplay details have been unearthed. Jenova Chen talked to Gamasutra about developing another PSN title, and how the team has finally come to grips with the incredible power of the PS3."When we were working on flOw we didn't really use any SPUs, which is the biggest asset of PS3. Or, even if we used them, it was done by other programmers, not the programmers on our team," explained Chen. "But now, the team has caught up, and they've all started doing SPU programming. So that is really making a difference. We actually used the power of the PS3 this time."After flOwer's release, thatgamecompany is still obliged to producing at least one more game for Sony. Thankfully, it appears that Sony has been incredibly respectful of the development process. "So far we have had a great relationship with Sony. They totally understand what we are doing, and they appreciate what we are doing." Sony's quest for artistic games is something that resonates with both parties: "I think Sony is much more interested in making games stylish and artistic; more appealing to adults. On that aspect, I think they are the same as we are. Because we are making games for people who are, I would say, like grown up gamers, who expect to see more out of a game than traditional actions."

  • thatgamecompany make a game in 24 hours that we want to play

    by 
    Jem Alexander
    Jem Alexander
    03.10.2008

    From Crackle: thatgamecompany Game Jam 0: Gravediggers thatgamecompany, the developers behind flOw and the upcoming flOwer have started a regular feature on the PlayStation.Blog showcasing their game development skills. The 24 Hour Game Jam projects are exactly as they sound - thatgamecompany will develop a small, playable game within a 24 hour time limit. The main objective? To produce something fun. That's what games are all about, right?The first 24 Hour Game Jam project is a title named Gravediggers and is a multiplayer deathmatch game where you have to collect the skulls of zombies and deposit them in crypts to gain points while avoiding other gravediggers who will kill you for your skull collection. Sound like fun? It looks even more so. There's probably no chance that we'll see any of these Game Jam projects being released to the public, but we can wish. Our favourite part? The sound effects. "Wise from your gwave" hasn't gotten old since we first played Altered Beast all those years ago.

  • PSP Fanboy review: flOw

    by 
    Andrew Yoon
    Andrew Yoon
    03.05.2008

    The best-selling PSN title will be available on the PSP tomorrow. This experimental title received a lot of attention when it sailed to the PS3 due to its unique style and premise. Less of a "game" and more of an "experience," players titled their SIXAXIS controllers to guide an ever-growing creature through a series of primordial stages. Players would consume other creatures along the way, expanding in size and capability. flOw is a rather accurate recreation of the PS3 title -- an impressive feat, considering the reduced processing capabilities of the handheld. Just like the PSN original, flOw will look and feel unlike anything else on the system. However, those that have played the original will find little reason to revisit the title, and many may find the technical shortcomings of this SuperVillian-developed effort to be an ebb to an otherwise engrossing experience. %Gallery-15561%