Hills
Ride the updrafts between soft green ridgelines and breathe life back into the air.
Hills is a mid-game biome in Flower (2009), the wind-driven adventure by thatgamecompany directed by Jenova Chen. In this stretch of the journey, the player's single petal traverses rolling green terrain painted in a soft, watercolor-inspired style, moving from the gray, polluted industrial zones of the early game toward the fully saturated natural landscapes that close the experience.
The Hills serve as a transitional and rhythmic space: the wind patterns here are more layered, with updrafts threading between ridgelines and crosswinds sweeping across open meadows. Petal companions accumulate more readily in this biome, and the act of cleaning polluted air pockets becomes the central interactive loop as the landscape gradually shifts from muted ochre to vivid spring green.
- Game
- Flower (2009)
- Developer
- thatgamecompany
- Director
- Jenova Chen
- Original platform
- PlayStation 3
- Biome position
- Mid-game, between the industrial start and the lush finale
- Core mechanic
- Wind-riding and air-cleaning with accumulating petal companions
Lore & Background
In the world of Flower, the Hills sit at the threshold where the old, soot-choked world gives way to the living landscape. The ridgelines here are not sharp or jagged but rounded, almost breathing, as though the land itself is slowly exhaling after a long period of stillness. The painterly brushwork that defines the game's art direction is most visible here: broad strokes of sage, moss, and pale gold lay the terrain in layers that shift with the time-of-day lighting cycle.
The petals that accompany the player are not scripted characters but emergent companions; in the Hills, the wind geometry naturally funnels them into tight, swirling clusters that the player can carry. This creates a sense of growing momentum and collective purpose that Jenova Chen described as the core 'flow' experience the studio aimed for. The player never commands the flock; they simply lead by position and by keeping the air clean.
There is no dialogue, no text, and no explicit narrative in Flower. The Hills communicate their story purely through color temperature, the density of vegetation, and the gradual return of birdsong and water sounds as the player progresses. The biome is a visual argument that nature reclaims what industry left behind, told in nothing more than wind, color, and the quiet persistence of a single petal.
In Their Own Story
The updraft catches you just past the second ridge and lifts you in a slow spiral. Below, the meadow is a wash of pale yellow-green, and the air still carries a thin film of gray. You bank left, threading between two broad-leafed trees whose canopies ripple in the crosswind. Three petals peel off the ground and slot into your wake, then five, then a dozen, a soft murmuration trailing behind you like a ribbon of color. You dive into a pocket of smog near the base of the hill, and the gray dissolves in a long exhale of white. The grass below brightens. A bird lifts off the ridge and circles once, twice, before vanishing into the soft-focus distance. The wind shifts. You follow it, and the hills roll on.
Reader's Guide
Visual theme: The Hills present a soft, painterly landscape of rounded ridgelines, open meadows, and scattered broad-leafed trees. The palette shifts from muted ochre and sage in the earlier portions to richer greens and pale golds as you progress. The watercolor brushwork is most pronounced here, with visible stroke texture on the ground plane and a gentle atmospheric haze in the distance.
Environmental elements: Wind is the primary interactive force. Updrafts form along ridge crests, crosswinds sweep through valleys between trees, and downdrafts pull you toward the ground near dense vegetation. Polluted air pockets appear as gray smudge zones hovering over the meadow; flying through them cleans the air and causes nearby petals to join your flock. Water is present in small streams or a distant waterfall in the later stretch.
Phase changes: Early in the Hills, the palette is desaturated and the petal count is low. As you clean the air, the color saturates, more petals accumulate, and the wind patterns become more complex and layered. By the final stretch of the biome, the terrain is fully vibrant, the flock is large, and the transition into the next, more lush biome begins.
Lore secrets: There is no hidden text or collectible in the traditional sense. The 'secret' of the Hills is experiential: holding a large flock through a complex wind sequence without losing petals produces a brief, wordless surge of color and sound that the game uses as its reward language.
Did You Know?
- Flower contains no text, no dialogue, and no on-screen instructions; the entire Hills biome is communicated through color, wind, and sound alone.
- The petal companions in the Hills are not individually scripted; their flocking behavior emerges from simple steering rules that respond to the player's position and the local wind field.
- Jenova Chen has described the design goal for sections like the Hills as creating a 'flow state' where the player stops thinking about controls and simply rides the wind.
- The game's original 2009 release was on PlayStation 3, and the Hills biome's painterly art style was achieved with a custom rendering pipeline that mimicked watercolor brushwork rather than photorealistic textures.
More in Biomes & Arenas
Elsewhere in the Flower universe
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