Reviews from

in the past


i would sell an intestine for a remaster or just a port. ily suda

The more time passes the more I love this game, I just absolutely cannot stop thinking about it and while it's very hard for me to choose between TSC, FSR and 25thW if I was forced to do so I'd probably pick FSR, it's just such and amazing game that despite it simple gameplay is just very interesting to play through
Just altogether an amazing experience

This review contains spoilers

everybody gangsta til' sumio asks which orphanage she was raised

worthy of my love, the game has an amazing vibe that makes me feel good, I love it


One of the most unique games I've ever played, and one that will stick with me for a long time. I'm early on in my journey into Suda51 but his games are truly like no other, even if that's in a bad way at times (holy shit the walking).

"Flower, Sun, and Rain was me all along, wasn't it?"

the actual "first strand type game"

Para amar este juego tienes que darte cuenta de que lo odias

the authorities are gonna have to use this as my case study

an amazing game that I never want to play again

A sunny surreal vacation of a lifetime

Flower, Sun and Rain represents a tonal shift from Suda's last excursion, The Silver Case. Trading in the dark streets of the 24th Ward for the sunny and tropical stylings of Lospass Island, you assume the role of Sumio Mondo, a searcher hired by the manager of the Flower, Sun and Rain hotel. The mission: locate the terrorist and prevent his plot of exploding a bomb at the airport and wreaking havoc across the island. Seems simple enough right? Things aren't as simple as they seem here...

I think the biggest strengths this game had going for me was the story and characters it presents here. Flower, Sun and Rain as a whole borders on the absurd to the point it almost feels like a dream of sorts. It feels like an immersion that pulls you away so much that it somehow has pulled you in, none of it feels real. A vacation trip in every literal sense of the word, literally and mentally. The notion of checking in with Edo every now and then, interacting with the guests and exploring the island in the sense it almost felt like a surrealist's paradise. It was actually a melancholic feeling checking out to the point I realized that I was extremely invested in the world Suda managed to create. The daily routine I was so used to doing everyday and now that it's gone, I didn't expect to feel like something was missing in the ending of it. All of this accompanying an incredible soundtrack despite being marred by DS limitations still manages to capture the core of the essence Takada wanted to convey during your stay. The use of classical music added with Takada's touch is actually pretty genius too in that it can manage to invoke a sense of emotion and normalcy especially when you hear Gymnopedie #1 every morning which I feel like is a song that is probably the best way to start your morning. I will say this now, it is highly recommended that you play The Silver Case before playing this title, a lot of things will be even more confusing and some moments won't have the same impact but I actually don't exactly think it's a sequel in the traditional sense.

The elephant in the room about this game: the gameplay itself. Flower, Sun and Rain is a bit of an odd title in this regard. Gameplay relies on traversing the island on foot, talking to the citizens of the island and figuring out puzzles with the help of your vacation guidebook which holds all the answers to your problems along with Catherine, your trusty case. The biggest criticism about this game is the amount of tedious walking and I can see where they are coming from. I will acknowledge that I don't have a very high attention span myself so stuff like this would bother me more than most part and I don't even blame anyone for using fast forward for a title like this just to get to the interactions and story moments. Despite that though, I sorta find myself completely intrigued with what was going on the whole time. That said, this isn't rare for me to feel especially for a Suda title who is known to write some avant-garde stuff that gets your attention pretty quickly but despite the tedious walking which the game acknowledges that it is, it didn't detract too much from me surprisingly in that the walking almost feels therapeutic in a sense. Hearing the classical music with a touch along with running along the coast at night was a pretty good moment surprisingly, I did have some moments where I was completely bored with the game though and I don't want to excuse the game completely for that. The puzzles themselves are fairly simple but can bit obtuse on what exactly the solution in as the answers are always numbers. The game does a great job pointing you at the right direction too and is actually linear so you don't get completely lost but there are some moments you might want to consult a guide if your patience is running out.

Flower, Sun and Rain felt like a vacation into the absurd part of humans disguised as a work related trip. I think despite being really bored with the walking, it might actually be my second favorite game by him so far. Even now, I can't really recommend it to everyone but I realized that after playing it that I wanted to replay it again, hopefully a remaster with the uncompressed soundtrack because I truly believe this game deserves it. The music especially deserves to be experienced at its best in game. I remember watching the DS intro (which might spoil some stuff so be warned) like three times because of the music and the whole vibe the whole intro gave off. Happy to say that I enjoyed my time in the Flower, Sun and Rain hotel and I will be coming again in the near future.

Tomorrow is calling me. Maybe you'll catch up with me there?

This is the sort of game to come out after games have been around for 200 years.

flower, bud, and strain 😮‍💨

fucked up game makes you walk and you cope

agora que peguei the silver case vou deixar fsr guardadinho pra jogar dps

Amazing plot structure keeping the pace of the game and increasing it by every day makes this game phenomenal. The puzzles were not that bad tbh, it was quite the opposite. I enjoyed the music from start to finish, the atmosphere and vibes it gave me were soothing and fresh i kinda wanted to go to an island just to experience "Paradise".

2 yıl sonra kendimi buraya bir şeyler eklemeye hazır hissediyorum. Flower, Sun, and Rain hayatımda tüketme şerefine ulaşmış olduğum en iyi medya ürünü. Flower, Sun, and Rain'den önce üst düzey hikaye olarak gördüğüm çok fazla medya ürününe denk geldim aklıma gelen en net örneklerinden biri ''Azazil''in ''Deicide''ı ve üzerine düşündükten sonra aslında bu iki hikayeyi de benzer sebepler yüzünden sevdiğimi fark etsem de bu vn oynadığım en iyi oyun olarak olarak gördüğüm şeyi kolayca geçebildi. Çünkü bu eli sikinde ergenler için yaratılmış porno oyunu bana hem hayatımda gördüğüm en iyi kurgulanmış gizem öyküsünü, hem yüksek derecede ilgili olduğum felsefe alanında alışılmışın dışında mantıksal bakış açıları, hem de hayatımın en sebep ve gelecek bunalımlarını yaşadığım dönemde 'neden?' soruma bir yanıt sundu. Flower, Sun, and Rain iğrenç, yorucu, gereksiz hissettirebilecek ve yer yer 'neden bunu okuyorum ki?' demenize yol açacak kadar abes bir anlatıyla bunları sunan ama bütün bu hafif negatif nüanslarına rağmen her detayı üzerinde düşünülmüş tek bir cümlesi dahi boşuna eklenmemiş olan bir eser.
Bu incelemenin bu aşamasından sonrası oyun hakkında hafif spoilerlı örnekler içermesine rağmen oyunun plotu konusunda hiçbir şeyden bahsetmeyecektir.

Kolay kolay hiçbir hikaye size aynı olayı defalarca herkesin persfektifinden sunarken bunu hala canlı ve heyecanlı tutmayı başaramaz. kolay kolay hiçbir hikaye bir köylünün sert ve gerçekçi intihar psikolojisinin birinin ardından size basit bir slice of life hikayesi sunup bundan şikayet etmemenizi sağlayamaz. FSR kesinlikle her chapteri birbirinden farklı birer türde olan ve bunların birleşiminin kesinlikle garip durmamasını sağlayan bir hikaye. Vn'in her chapteri aynı olayı farklı şekillerde gördüğünüz ve sanki farklı kişilerinden elinden çıkmış gibi hissettiren bakış açıları ve buna rağmen 'Yine mi aynı şey' demek yerine bu yeni bakış açısının size sunduğu şeyler merak duygunuzu daha da körüklüyor.

Az önce yukarıda övdüğüm pacing konusundaki başarılarının yanında FSR yaratılmış belki en iyisi değil ama en iyi gizem öykülerinden biri. Standart gizem öyküleri ya çok fazla Red Herring vererek sizi şok değeri ile 'Bakın ben tahmin edemeyeceğiniz bir şey sundum' diyerek aptal yerine koymayı tercih eder ya da size çözülmesi basit bir senaryoyu karmaşık bir şekilde verip zeki hissettirip tatmin etmeye çalışır. FSR bunların tamamının aksine size başından beri apaçık ortada bir gizem sunuyor. Oyunun ikinci chapterından aslında her şeyin cevabı ortada sadece o an olan bilginiz bunları bu şekilde yorumlamaya müsait olmadığından farkına varmak için ya üzerine fazla düşünmeniz ya da ilerlendikçe ortaya çıkan şeyleri de hesaba katarak farkında varmanız gerekiyor. 2. chapterdan itibaren olayları üzerine yeterince düşünerek anlayabilirsiniz, red herringler evet bulunuyor ama hiçbiri tamamen kafanız dağılsın diye değil aksine protagonist ne kadar biliyorsa onun kadar bilin ve onun gibi düşünüp onun ulaşamadığına ulaşın diye oradalar. Bu hikaye sizi salak yerine koymuyor aksine sizin dikkatinizi toplamanızı ve üzerine düşünmenizi istiyor. Oyunu bitirdikten sonra açıp herhangi bir chaptera bakarsanız yahut oynarken geriye dönük düşünürseniz aslında her şeyin ne kadar apaçık anlatıldığının farkına varacaksınız ve bence bu iyi bir yazarlığın en büyük yapıtaşlarından biri; okuyucuyu düşünmeye iten başından sonuna kadar her aşaması planlanarak yazılmış olan bir hikaye Flower, Sun, and Rain.

Ama tabii ki bu oyun gizemden ibaret değil. FSR sert, rahatsız edici, gösterdiği şeyleri sakınmayan ve bu konuda fazla da tepki gören bir hikaye. Evet bir karakterin futbol topu ile 200 kişiyi içinde barındıran bir uçağı patlatmasını görmek çoğu kişinin tercih edilecek bir manzara değil ama travmalar sert şeyler ve FSR sizi o karakterin hissetirdiklerini sunarken rahatsız olmanızı umursamıyor. A kişisi Kosuke Kurumizawa diyebilirsin ama A kişisinin o saçı nasıl yediğine giden yolda aklından geçen her düşünceyi birebir görmen normalde umursamayacağın bir faktörle empati kurmana, onu anlamana yol açıyor ve bu sert acımasız sahneler bunları kuvvetlendirmek için oradalar. Bu yolda elinizden tutmuyor aksine sürekli sizi döverek bir şeyleri kanıksamanızı sağlıyor. Ve yine az önce övdüğüm etmenler yüzünden bu hikayedeki her karakterin inanılmaz dolu ve iyi yazılmış olduğuna inanıyorum.

Bütün bunlara rağmen oyun benim yorumuma göre yazarın self inserti olan bir karakterle de sürekli yanınızda bulunup olaylara farklı şekillerde yaklaşmanızı sağlıyor ve bunu çoğu self insertin aksine size sadece bir seçenek olarak sunuyor kendisini umursamadan da bu hikayeyi deneyim edebilirsiniz ama yazarı gerçekten anlamak istersiniz o hep orada ve siz yani protagonistler yani okuyucunun sense'i ile sürekli konuşuyor.

Hikayesi ve sunuşunun yanı sıra Flower, Sun, and Rain felsefeye olan ilgimi de tekrar diriltti, oyunu daha bitirmediğim sırada dahi Franz Kafka'nın işlerini pdf olarak indirip uzunca okudum. Çünkü FSR sadece basit bir hikaye değil aynı zamanda yazarının dünya görüşünün, hayat amacının ve tüm birikiminin kağıda dökülmüş hali ki oyunun aslında yapımcısı Goichi Suda'nın çalıştığı firmada oyunlara senaryo yazan basit biriyken ilk oyunu Fire Pro Wrestling Special'ı 10 yılda gelişen dünya görüşüne göre baştan yaratıp bu hale getirmesi de bunun kanıtı.

Lütfen Kürdistan Kartalı Yado'yu okuyun.

ve lütfen oyunu bitirseniz sonu hakkında yazılmış teorilere bakın. Hayır Flower, Sun, and Rain bazı salak eserler gibi üzerine sonsuz teori üretip anlamanız gereken bir şey değil aksine apaçık ortada bir sonu olmasına rağmen oyunun hayranlarının meta naratifi hakkındaki fikirlerinin ufkunuzu açacağına inanıyorum.

Flower, Sun, and Rain hayatımı öyle ya da böyle değiştirdi ve inanıyorum ki sonsuza kadar bende ayrı yeri olan o hikaye olarak kalacak. Oyunun ne üzerine olduğu konusunda tek bir cümle etmeden yazdığım bu yazıyı oyunun aslında anlatmak istediği şeyi yazarak bitirmek istiyorum:

"Pay me my 50.000 yen."

going to call every mild inconvenience in my life "a certified sumio mondo moment" from now on

"content dictates form. less is more. god is in the details.
all in the service of clarity, without which, nothing else matters."

- stephen sondheim

above is a quote from one of my lifelong heroes who passed away a few months ago. mr. sondheim's work defined a great deal of my teenage and transitional years and upon hearing the news of his tragic passing, i took the opportunity to reflect on the ways with which he'd influenced my art, my views, and my conduct. i'm by no means a theatre type - while i spent a few years in high school co-directing and acting as a dramaturge for a local company, by no means do i enjoy the theatre as it exists to the common eye and ear. i left that world to escape the despotism of what 'must be' and what 'sells' by the overseeing eye of the major companies and self-satisfied bigwigs because, as any artist knows, when you climb a few rungs of the ladder no art is political, but all art is politics.

yet i find myself, years removed from theatre, years removed from pushing my own envelope of personal expression to a public eye, many nights in front of a google doc, or a blank notepad, or staring at my shelf, wondering when the spark is going to hit and i'll write the next pieces of my screenplay, or my next chorus to a song, or my next analysis of some 20-year-old adventure game made by a small passionate team from the literal opposite of the world. sometimes i wonder if my minimalism, my expression of big feelings in small boxes, through white and black forms with bright technicolor lights, if it's a crutch, if i'm an imitator of the conglomerate great ideas of people before me... if i shoot half this short film adaptation of a novel as a silent work, am i up my own ass for it? if i push myself creatively as a musician to a one-man audience by design, am i selling myself short? have i missed my shot at truly expressing MYself?

of course, if you've got your head screwed on halfway right, you'll realize this self-talk is a complete load of bullshit. just put the pen to the paper. put the fingers to the keys. don't worry about who sees it, don't worry about why you do it, but if you believe in it - content dictating form - and if your style is simple short strokes with deep, cutting lines - less is more - and if your heart hurts to watch it play back - god is in the details. if you are an artist, if you are a person who needs to be able to say something for the sake of saying it, you must throw away preconceptions, you must disregard what people have said of you and your work, you must take that future into your hands and seize it. all in the service of clarity, without which, nothing else matters.

live your daily rut. get up, go to work.
push hard to make those days count.
let your work be your work, and let your work be your work.
to find happiness is to be honest with oneself.
recognize the monotony but don't let it overtake you.
your career isn't your person.
every person on this site, every person reading this
i think each one of us has art inside of us waiting to blossom.
you need to be willing to find love in your heart for that, for yourself, and the willingness to seize that potential regardless of the cost and regardless of how you've hurt before.
you need to seize the future.
you need to kill the past.

flower, sun & rain was me all along, wasn't it?

How ugly can be game textures? How bad written can be game dialogues? How obtuse and confusing can be game puzzles? These are the questions that this games answers.
A videogame so poorly executed in all possible senses that it is a masterpiece. It's the Morbius of videogames.

after suffering through this i have to say that i finally got it. i understand.


This game’s a lot more enjoyable on the 2nd time around.

deliberately tedious gameplay counteracted by an amazing story with funny characters. if you can truck through the tedious walking back and forth "gameplay", give it a shot.

also the soundtrack is really good

The most mundane horror game you’ll ever play where instead of getting jump scared, you get that DS feeling. Enjoy being blue-balled by the most inane obstacles (why can’t you just step over the dude laying down in front of the stairwell?) for over half the game while not making an inch of progress in your main objective, and then actively resisting any easily-digestible interpretation of events once you finally do. Instead of any cool action sequence to conclude the game with, you pull out your calculator and do math homework for 20 minutes.

Of course, as evidenced by the rating, I mean that in the best way possible. It’s become “Backloggd-core”, a game beloved here that is deemed one of the greatest examples of Western gaming journalists failing to understand video games as anything other than a toy, so there are already plenty of reviews here to sing its praises. To describe it on a more personal level: I definitely found it to be a frustrating experience and I was pretty loudly complaining while streaming it because my brain was screaming for some form as stimulation as I slowly moved Sumio across the beach road for the 15th time. But on reflection, I think that feeling gets enveloped by the surrealist humor and more quiet moments of pontification. It still doesn’t make much sense without The Silver Case as a deciphering tome but in hindsight, Sumio’s character arc becomes so much easier to trace, and the false capitalistic paradise of the titular hotel makes the frustration easier to understand as by design rather than accident. I really couldn’t recommend this to anybody that isn’t already fairly deep on the metaphorical iceberg meme of video game tastes but it’s a secret treasure to those who are in the loop.

farewell my paradise 🌺☀️🌧️