Florence is a short experience. That does not mean it is bad or not worth its price.
If you want to experience a short story about finding love, letting go, and moving on, then you will enjoy Florence.
If you enjoy short films or quirky movies that explore the human condition, you will probably enjoy Florence.
Simply put, if you respond well to the trailers, you will like what you get in the full game.
The interactivity is limited, but clever and interesting - it's purpose is to connect you with the unfolding story (the outcome of which you cannot change).
I really enjoyed the music and the underlying message is one that struck a chord with me. It is beautiful, understated and poignant. The "game" to play when you are thinking about life.
I've been looking forward to playing this game for a while. I was very intrigued by the positive reception it received from both critics and the public. However, I was ultimately disappointed with the experience. I finished the game in just 40 minutes and found the story to be unoriginal and clichéd. While I understand the developers were trying to create a relatable and realistic story, I felt that any real-life relationship would be more interesting than what was presented in the game. The mechanics were also very simple and I didn't find any real challenge.
I understand that personal preferences play a role in one's enjoyment of a game, but for me, the art style was also a disappointment. I found it to be rough and unfinished, and I couldn't shake the feeling that the art was rushed. As this game heavily relied on the art as an interactive graphic novel, I wish the developers had chosen a more polished and detailed art style.
On the positive side, I did enjoy the music and the concept of an interactive graphic novel, but I wish the story had been more engaging and the puzzles had been more challenging.
Overly simplistic game. Overrated. Mini games that are as bad as the "clean and brush your pony" games my daughter plays on her IPAD. Story is predictable. I knew within minutes that it would be another "your better off without a man" storyline. Well, at least Florence was hetero and, for that, it gets two stars instead of one. Truly disliked this waste-of-an-hour playtime. There are certain women who may like it and I recommend it for these women and I have no problem with that. Games are to be enjoyed but this was just not for me.
Let's face it, we've all been in Florence's position at one point in our lives or another. Gwenuinely sweet as they come, with a lovely art direction and score to boot. Definitely worth the money either way you slice it.
Florence is an interactive storybook about adult life and relationships. There's no bad guy to beat and no choices to be made. You scroll/swipe though the screens to advance the story, some of which require the completion of a simple activity. These include things like hitting snooze on Florence's alarm clock, doing simple math problems,and completing literal puzzles (i.e. with pieces). Depending on how long you spend taking things in, expect it to take between 30 and 60 minutes.
I confess that I wanted to like Florence before I experienced it. I'm a big believer that we're still just beginning to explore the possibilities of computers as a storytelling and artistic medium. Not everything has to be edgy, high-adrenaline, or even winnable to be enjoyable or well made. Florence is a great example of that, moreso than I had even imagined when I bought it.
The presentation is extremely crisp. There are games with far more invested in them that don't do it half so well, and the way the art, music, and story complement each other is simply superb.
There's no dialogue, but Florence doesn't need it. If you're an adult, you know the story, whether it belongs to you or somebody you know. Although I'm not female nor went through a relationship exactly like Florence's, I found it to be quite possibly the most relatable story I've come across. And while on the one hand that could make it ho-hum (and for some it undoubtedly will) I found I felt the same drudgery, happiness, emptiness, and so on that Florence was feeling.
What really put Florence over the top for me were a couple of activities toward the end, where the activities themselves were metaphors for the story at those moments. That's the type of higher level design developers should be shooting for.
Florence is not going to be for everybody, so do your homework before you buy it, but for the audience it's trying to reach, it can be a really enjoyable or even moving experience.