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Picture the scene: you've woken up early and spent the morning sprucing
yourself up to look your very best for an important meeting. You've
done everything you can and gathered everything you need - you're
as ready as you'll ever be. There's time for a cup of coffee and
a quick browse through your RSS feeds before you leave, but you're
still on schedule; a few minutes early, even. You get to the car
feeling pretty good about yourself, all things considered, and fish
through your pockets for the keys. But they're gone!
We've
all suffered through such nightmarish moments; whether it's lost
car keys threatening to derail your day or a remote control missing
in action, minor inconveniences have a canny way of picking the
perfect moment to strike. There's an urgent email that you need
to reply to before close of business, but suddenly the same password
you've been using for the last decade doesn't work. At such times,
you need Sumio Mondo. He's a searcher; a finder of lost things.
For a small fee, he'll come to your place of work and turn the caps
lock on your keyboard off. Sumio's such a swell guy that he'll even
look between the sofa cushions for your DVR remote! Ably aided in
his endeavours by Catherine, a know-it-all sidekick that's no less
indispensable for being a computer, together they're the perfect
team.
The
story is all rather farcical, but knowingly so, and while the first
few minutes of Flower, Sun and Rain are affected enough to put potential
players off, give Rising Star Games' DS reworking of Grasshopper
Manufacture's PS2 debut a fair shake, because a warm light soon
shines through the ill-advised abstraction: the trademark charm
of cult Japanese game-maker Goichi Suda. The game isn't for everyone,
though, and relatively speaking it mightn't be for anyone - certainly
it wasn't for this critic and I get the impression that I've enjoyed
Flower, Sun and Rain rather more than most. Still, there are a select
few out there - dedicated subjects of the great Suda 51, wrestling
and football fanatics, the clinically deranged - who will love it
unreservedly and without restraint; very much in the same sense,
you suspect, its idiosyncratic creator went about realising his
distinct vision. For those of us left behind, a range of issues,
not least the tiresome mechanics of its moment-to-moment gameplay,
prove problematic enough to make the eight hours of Flower, Sun
and Rain an opportunity missed; a memorably madcap experience that's
unfortunately marred by a mess of frustrating design choices. And
on the DS, it's not even a pretty mess.
The
narrative has Sumio and his trusty companion dispatched at the outset
to Lospass Island, where Edo, the manager of the titular hotel,
has requested their searcher-services. In true Grasshopper fashion,
of course, it takes a while to discern as much; that, or an adventure
through the game manual - otherwise, what Flower, Sun and Rain hopes
to pass off as story only comes together only after you've suffered
through a few long minutes of abstract MTV animation and an overindulgence
of protracted angles of Giggs, Sumio's beloved Toyota Celica, while
inexplicable European elevator muzak plays over the sound of waves
crashing. Not soon enough, the searcher arrives at the car park
where you get your first taste of gameplay. You move Sumio with
the d-pad or by scratching directions around a circle on the touch
screen, but the implementation of the latter control method is so
cack-handed that you're best advised to slide your stylus back into
its slot until it's absolutely necessary to retrieve it.
When
you navigate Sumio near something of interest, a pulsating ring
indicates that you can interact with it. Largely, interaction in
Flower, Sun and Rain amounts to either tapping through writer/director
Suda's trademark scrolls of self-indulgent dialogue or solving puzzles
with your lovely assistant Catherine. The former, if you don't share
the game-maker's disparate pop culture fascinations (count wrestling,
music, tech and football among the myriad), can be absolute tedium
given the non-interactive nature of conversation, while the latter,
an answer-for-everything mechanic by which you drive the experience
forward baby step by baby step, is so inane in its conception and
disconnected in its laboured execution that you might find yourself
misremembering a fondness for low-resolution pixel hunting. Whatever
your objective, the puzzles are predictable encounters at best;
your path is blocked by some inconsiderate citizen who requires
your help to locate some lost item and refuses to move until their
possession is retrieved. It's no trouble to find NPCs in such need,
nor trigger points for story-driven events to occur, because the
game funnels you through the environment like a double-wide sailboat
along a claustrophobic canal; through the five floors of the luxurious
Flower, Sun and Rain Hotel and the rest of the island, you're often
given the illusion of freedom but never the reality. In fact, the
developers go so far as to refuse you entry to any doors or passages
that don't play directly into the particular mystery of the scenario
at hand - of which there are eighteen, all named after songs and
ranging from a few minutes in duration to an hour or more.
In
any case, finding important NPCs or pertinent puzzle paraphernalia
isn't the problem. You often find yourself a few steps ahead of
Flower, Sun and Rain, in fact, but hindered nevertheless by its
insistence that you visit a particular location or jack into Catherine
before the opportunity to crack a case opens up. Don't expect the
ends of the earth when it finally does, either; this isn't a game
that requires you to use logic and deduction so much as trawl through
an extensive in-game guidebook for the right numerical code to plug
into your automated puzzle-solving computer - and the less said
about the indecipherable mess of a mini-game that it insists you
preface each such sequence with, the better.
When
you're first presented with the mass of patch cables that represent
Catherine's jacking interface, Sumio even advises that "there's
no real art to this. Just keep going until one fits," as if the
arbitrariness that suffuses every aspect of Flower, Sun and Rain
were something to be proud of. Suda, at least, seems to positively
relish it. While banging on about how only specifically stipulated
vehicles can be driven around the island, by way of explaining that
you have to spend upwards of fifteen minutes walking from one end
to the other in search of some trigger point, another of his madcap
cast of characters offers an insincere apology: "I'm sorry. These
are the rules." The paint-by-numbers linearity of the game mean
that you're never given the opportunity, but should you think of
straying from the path, the hotel manager advises that "breaking
the rules means punishment by death." One imagines that cannibalism
would soon follow, so set is Suda on denying the player any sense
of involvement in the experience.
In
terms of its gameplay, Flower, Sun and Rain is a disappointment
- and did I say already how offensive its graphics are, next to
the refined aesthetic of Suda's later, greater efforts? Give it
your all and you might divine that Lospass is supposed to be an
idyllic haven, the Caribbean island of your dreams, except that
it's so very fugly. Complex textures are not among the portable
platform's strong suits, but so many of the environments look like
cheap soap opera sets that it can be hard at times to tell the wood
from the trees, or the doors from the walls. At least it sounds
alright; if it's of some comfort, there are a few toe-tapping techno
renditions of classic music, along with a range of original Japanese
electronica to keep you company during the long walks between locations.
What
holds Flower, Sun and Rain together, in the end, is Suda 51's inimitable
sense of humour. Much of its dialogue tends towards self-service
but the same indulgences that make conversations so monotonous when
their subject matter doesn't hit home - when Suda isn't fetishising
one niche interest or another - are better brought to bear when
applied in broad strokes. The friendly ghost who roams the hotel,
putting holes in the manager's underpants and flipping up the maids'
skirts, is a particular highlight - and it wouldn't do to overlook
Mati the housekeeper, who takes "a broader view on trotting" as
opposed to running in the hallways (which is strictly forbidden).
The game is peppered, too, with appreciably offbeat winks and tips
of the hat to the myriad influences that Suda wears on his sleeve.
You could call it Twin Peaks meets Memento meets Hotel
Dusk, but the collage of Flower, Sun and Rain sadly never comes
close to even equalling the disparate parts from which it takes
its cues. While it has its moments, the DS port of this lost chapter
of Suda's game-making career is a collage of inferior experiences
that can't quite muster a voice of their own, strung together with
poorly executed play mechanics and contrivances the likes of which
you'll be glad never to set eyes on again.
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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