TGC is different, they thrive on innovation and novelty. Their games are targeted at really broad spectrum of customers, but at the same time favoring intelligent ones. They stick to the "less is more" pattern with their games, which works really nicely as they are able to make you experience a capturing story without the use of any text or speech. Each of their games is very simple in design, yet very complex. There are so many things there that make you pause and think, perhaps even re-interpret what you've seen so far multiple times.
No wonder that their games are met with generally positive reception and criticism. Let me introduce you to them in chronological order.
1. flOw
Originally released as a free Flash game in 2006 to accompany Chen's master's thesis, it was reworked into a 2007 PlayStation 3 game by his development studio, Thatgamecompany. SuperVillain Studios released a PlayStation Portable version of the game in 2008. In Flow, the player navigates a series of two-dimensional (2D) planes with an aquatic microorganism that evolves by consuming other microorganisms. The game's design is based on Chen's research into dynamic difficulty adjustment at the University of Southern California's Interactive Media Division, and on psychologist Mihaly Csikszentmihalyi's theoretical concept of mental immersion or flow.
The Flash version of Flow received 100,000 downloads within its first two weeks of release, and had been played over 3.5 million times by 2008. Its PlayStation 3 re-release was the most downloaded game on the PlayStation Network in 2007, and won the Best Downloadable Game award at the 2008 Game Developers Choice Awards. It was nominated for awards by the Academy of Interactive Arts & Sciences and the British Academy of Film and Television Arts (BAFTA). Reviewers praised Flow's visual and audio appeal, but noted the simplicity of its gameplay; several considered it to be more of an art piece than a game.
You can play the Flash version here: http://interactive.usc.edu/projects/cloud/flowing/
2. Flower
Flower was released on February 12, 2009, via the PlayStation Network. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In it, the player controls the wind, blowing a flower petal through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary windmills. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.
Flower was primarily intended to arouse positive emotions in the player, rather than to be a challenging and "fun" game. This focus was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience, and that the emotional range of most games was very limited. The team viewed their efforts as creating a work of art, removing gameplay elements and mechanics that were not provoking the desired response in the players. The music, composed by Vincent Diamante, dynamically responds to the player's actions and corresponds with the emotional cues in the game. Flower was a critical success, to the surprise of the developers. Reviewers praised the game's music, visuals, and gameplay, calling it a unique and compelling emotional experience. It was named the "best independent game of 2009" at the Spike Video Game Awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences.
Some other interesting rewards it received:
Flower received the "Best Independent Game Fueled by Dew" award in the 2009 Spike Video Game Awards. It was similarly named the "Best Indie Game" of 2009 by Playboy. It was nominated for the 2009 "Outstanding Innovation in Gaming", "Outstanding Achievement in Sound Design", "Outstanding Achievement in Original Music Composition", and "Outstanding Innovation Achievement in Game Direction" awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences. It was nominated for the "Use of Audio" video game awards by the British Academy of Film and Television Arts and won the "Artistic Achievement" award. Its soundtrack was awarded the 2009 "Best Original Soundtrack" prize from G4. The music was also nominated for the Game Audio Network Guild's "Music of the Year" award and won the "Best Interactive Score" award. Its gameplay debut at the 2008 Electronic Entertainment Expo resulted in multiple awards, including "Best E3 Download Game" from 1UP.com, "Best Original Game" from UGO, and "Special Achievement for Innovation" from IGN. In 2011 it was chosen through a public vote out of an initial selection of 240 to be one of 80 games showcased in a 2012 exhibit at the Smithsonian American Art Museum titled "The Art of Video Games".
3. Journey
The game features the player as a robed figure in a vast desert, journeying towards a mountain in the distance. Along the way the player can meet other players on the same journey; the two players can assist each other, but cannot communicate via speech or text and are not shown each others' names until after completion. The game was released on March 7, 2012 for PlayStation Plus subscribers, and was fully released on March 13.
Journey has both critical and commercial success. The game has broken Infamous: Festival of Blood record as the fastest-selling game ever released on PlayStation Store in both North America and Europe.
So, if you've got enough of the same bullshit game publishers are spewing at you and would like to play a game that can truly enthrall you for a change, give them a try.
I just wish they made the PC ports for those. The games come cheap and bring you true joy.