Article 3GJDY Florence review – powerfully relatable snapshots of first love

Florence review – powerfully relatable snapshots of first love

by
Jordan Erica Webber
from Technology | The Guardian on (#3GJDY)

iPhone, iPad; Mountains/Annapurna Interactive
This graphic novel-style chronicle of twentysomething romance uses a delicate aesthetic and clever interactions to keep you emotionally invested

Florence has a lot in common with graphic novels - except that there are barely any words. A story of falling in love for the first time structured as a series of little moments, it will inevitably surface your own memories as you play. You could race through Florence in less than an hour, but you won't want to, because each interactive snapshot speaks volumes with a soft, sketched aesthetic and light use of animation. Like many acclaimed narrative video games, Florence's intimate personal story isn't particularly interesting as a series of events - 25-year-old Florence goes to work, calls her mother, reminisces about her childhood, dates a man - but it's told through clever and affecting use of all the tools a game designer has at their disposal.

Colour plays an important role. Early scenes of a commute and office desk are mostly black and white, while moments with more emotional intensity are brighter. There's minimal text, so it stands out when it appears. In scenes where Florence speaks to her mother, each response is written in English and in her native tongue. The few sound effects - like the noise of a vacuum cleaner - ground the relatable story. The instrumental soundtrack highlights different instruments to match the tone of the scene, surfacing playful piano to accompany Florence's memory of making art as a kid, or cello for a romantic moment.

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