User Score
8.7

Generally favorable reviews- based on 43 Ratings

User score distribution:
  1. Positive: 36 out of 43
  2. Negative: 3 out of 43
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  1. Nov 10, 2014
    5
    This is a very difficult game to review and I'm also very sorry to say that, despite having a great names behind (like Suda51), I will say that the game is not recommended for everyone: I love his works, Killer7 is on top of my favourite games of all time, but this game just doesn't work right.

    Let me explain why. The game is basically an adventure game and you play about 18 cases
    This is a very difficult game to review and I'm also very sorry to say that, despite having a great names behind (like Suda51), I will say that the game is not recommended for everyone: I love his works, Killer7 is on top of my favourite games of all time, but this game just doesn't work right.

    Let me explain why.

    The game is basically an adventure game and you play about 18 cases (19 if you consider the start, called request 0) and you actually control your character, Sumio Mondo, around the place: the limits are going to be slowly removed, making you more free to roam around. And this is one big problem because in later cases, you'll RUN a lot during these parts, almost 5 entire minutes of solely running into vast spaces, only then to come back and later do it again! No fast travel, you run all the time, and when you're not running you will be solving puzzles, and here it comes another big flaw: the puzzles are revolved on the same exact thing which is basically imputting numbers, and nothing else: you use Catherine (your briefcase) to jack-in, and according to what you read at the start of the case (yes, the puzzles don't tell you what you gonna do: you need to write them down your own), you put a long or short sequence of numbers.

    And this is where I used to stop: I couldn't get past the first (Request 1, not 0) day, because even if I made sure to read the part where I was supposed to read, the game was too cryptic to let me know how it worked. It was only thanks to a walkthrough that I finally managed to beat this game...and even then, I STILL didn't get the puzzles, even when it explained it to me how it worked.

    I'm sorry, but I still don't this game works greatly: I grew up with adventure games such as Full Throttle and Day of the Tentacle, but this was just too cryptic for me.

    So as much as I love Suda51, I do not recommend this game to anyone...but it's not a bad game and, really, it has a very good story (a bit too crazy), so...if you're curious about it, grab a walkthrough and enjoy the story: the game is lengthy (about 8 hours with a walkthrough, you can easily double of triple if you want it to do without cheating) and the story will hook you in, just because you don't know what's going on!

    I liked it, but I doubt that I'll play it again. Not the best adventure game nowadays.
    If you want adventure games with puzzles in it however, go play Professor Layton instead.
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  2. May 24, 2021
    7
    This review contains spoilers, click expand to view. Flower, Sun and Rain

    Is a numerical puzzle solving adventure game, originally developed by Grasshopper Manufacture for the PlayStation 2, released in Japan in May 2001. It later received this Nintendo DS port along with an english localization and it was release between March 2008 and June 2009. It is this DS version I will be talking about, however most of the issues I have are present in the PS2 version as well.

    Quick disclaimer: Flower, Sun and Rain contains vital information to understand the Kill The Past series, there for it is intrinsically connect and mandatory to play The Silver Case before it, and 25th Ward after. Which at the time of release of this port it was impossible for english speaking audiences, as The Silver Case and 25th Ward were only localized and re-released years later in 2016 and 2018 respectively.

    If you are going into Flower, Sun and Rain only for the lore connections FSR makes between Silver Case and 25th Ward, the story only picks up these connections in its last 5 chapters out of 18, which leave a sour taste if you are rushing the game just for it. So while it is a vital piece, FSR is best enjoyed slow and steady or else you are going to just burn yourself out.

    So let's talk about gameplay, in FSR you play as Sumio Mondo, a ''Searcher'', you are hired by the manager of the Flower, Sun, and Rain Hotel to come over to the paradise island of Lospass to prevent a terrorist attack at the airport. Sumio carries a silver briefcase that he named Catherine, the briefcase can input numbers into any object that Sumio desires, and it will be your primary method of solving the many numerical puzzles.

    To put it simply, to progress the story you will run around all over the island (like really, a lot) solving the problems of the people you find, they give you a hint that you can use while flipping through the ''Lospass Guide book'' in game your primary source of information, to find the correct code you need, you punch in the numbers into the brief case and if you succeed the story carries on.

    The biggest gripe I have with the gameplay is not even the puzzle solving itself, but how it doesn't really connect into the storytelling of FSR in any way, there are moments where the story is being told and then it conveniently stops to send you searching for a number, it doesn't really feel organic, it's a clear start stop type of deal.

    Some of the puzzles can be quite a pain in the rear, and as the game goes by, with no variation to mix it up, it can become a tedious chore. Don't be ashamed to look up a game FAQs guide or something if you don't feel like banging your head against a wall for half an hour until you find a magical number.

    Flower, Sun and Rain, carries all the ingredients that make Grasshopper titles stand out from other common games, all that undeniable weirdness, style and charm that only Suda51 games have, on the other hand FSR can have a rough gameplay and pacing for most people.

    I can appreciate FSR for being sort of the birth place of the Grasshopper's trademark weirdness, while its dialog is quirky, odd and charming, it doesn't really carry has much weight has it was previously seen in The Silver Case, and its weirdness most of the time doesn't have much meaning or symbolism behind like we would later see in Killer7.
    Flower, Sun and Rain stands in a odd middle ground, it feels like a transition of styles.

    I love it and I hate it at the same time. Despite its issues, if you can get past it, there is someting special to be experienced. As It's the case for any Suda51 game after all.

    Score: 7/10 // Good [★★★★★★★✰✰✰]
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Awards & Rankings

31
#31 Most Discussed DS Game of 2009
14
#14 Most Shared DS Game of 2009
Metascore
54

Mixed or average reviews - based on 37 Critic Reviews

Critic score distribution:
  1. Positive: 2 out of 37
  2. Negative: 12 out of 37
  1. 45
    An addition to the long line of adventure video games that will leave players feeling cold where gameplay is concerned. Suda 51 fans should play it for the story and the music, nothing more.
  2. Edge Magazine
    40
    As a script, Flower, Sun And Rain is, for at least two thirds, hugely witty and effortlessly mad, eliciting enough regular laughs to cover for the game's otherwise painfully tedious forms of interaction. [JPN Import; Dec 2008, p.96]
  3. In the end, the game's dated feel is a double-edged sword. It might be odd to feel nostalgic for a time that's less than a decade ago, but Flower, Sun and Rain will make you feel exactly that.