Flower, Sun, and Rain

Flower, Sun, and Rain[a] is an adventure video game developed by Grasshopper Manufacture and published by Victor Interactive Software for the PlayStation 2 in 2001.

Flower, Sun, and Rain is set on the Micronesian island resort of Lospass, and is loosely connected to the events of The Silver Case.

Multiple staff from The Silver Case returned, including co-writer Masashi Ooka and character designer Takashi Miyamoto.

Flower, Sun, and Rain is an adventure game where players take the role of main protagonist Sumio Mondo.

[3][4] While he has a main goal, "Obstacle" events will block his path, prompting him to help non-playable characters (NPCs) solving problems and locating lost items.

[1][3] Puzzles in Flower, Sun, and Rain all follow a similar pattern, with Mondo being asked by NPCs to help them with a problem.

[8] The game opens with Sumio Mondo, a "searcher" who makes a living looking for people's lost things, arriving on the Micronesian resort island of Lospass and taking a room at the "Flower, Sun, and Rain" hotel; his task is to locate and defuse a bomb planted on a plane which is soon to leave the island's only airport.

When he first arrives, he encounters Peter Bocchwinkur—a mediator between Mondo and his client Edo Macalister, manager of "Flower, Sun, and Rain".

Over the following two weeks, Mondo repeats the same day over and over again, but each time he is distracted with helping the islanders and fails to stop the bomb from exploding, which in turn causes his death.

Mondo is shot and falls to his death, and the next day federal agents Yoshimitsu Koshimizu and Remy Fawzil travel to Lospass to investigate the murder.

During the investigation, a high school student named Toriko Kusabi confronts Shot to avenge the death of the island's "savior".

Alive once again, Mondo resumes his quest and encounters a man named Tokio Morishima, a protagonist from The Silver Case, who claims to have created the time loop.

This discovery led to the birth of the Sandance Tribe, aborigines on Lospass—Tokio has one of the silver eyes, and its interaction with others on Lospass triggered the time loop.

After Tokio ends the time loop, Mondo proceeds to the airport where he meets Toriko, Koshimizu, Fawzil and Shot at the flight gate.

Shot is also a member of the Sundance Tribe, and is implied to be the latest incarnation of Kamui Uehara, a serial killer from The Silver Case.

The game ends with Mondo meeting Bocchwinkur on the plane—Bocchwinkur reveals himself to be the disguised Tetsuguro Kusabi, the former partner of Kodai during the events of The Silver Case.

Flower, Sun, and Rain moved away from the purely text-driven structure of The Silver Case, but it still carried over many of the previous game's themes and concepts.

[12] The narrative's setting drew from the Japanese film The Miracle of Joe Petrel, while the time loop concept was inspired by The X-Files episode "Monday".

[16] Flower, Sun, and Rain shares its setting and some characters with some of Suda's other games, such as Moonlight Syndrome and The Silver Case.

Due to budgetary constraints, voice acting could not be included, with characters instead being given garbled vocals "that sounded like random foreign languages".

[37] Another reason for the delay was the game's unique nature, which made it a hard sell for the company, in addition to the flagging popularity of the DS at the time.

[45] For the DS port, Famitsu held many of the same opinions, comparing it positively to Suda's other works and noting its combination of charm and weirdness, although one reviewer was disappointed that it was the same game as the original.

[41] Reviewing the DS version for 1UP.com, Barnholt positively noted the surreal story and music, but felt that the gameplay began to falter during the second half and called the graphics "perhaps even worse" than the PS2 original.

[3] Matthew Razak of Destructoid found the gameplay elements "seriously lacking" and faulted most aspects of the title, which contributed to the low score.

Despite this, Razak felt that people should play it and experience its unique deconstruction of game cliches, a theme that he realized ran through all of Suda's subsequent work.

[6] Eurogamer's Oli Welsh found that most of the puzzles presented to the player were forced in and distracted from the main narrative, but noted that the odd elements within the game fitted well into the story's surreal style.

[5] Lark Anderson, writing for GameSpot said there was "never a dull moment" due to the eccentric cast and story, and found the puzzle elements to be an entertaining challenge.

[7] Nintendo World Report's Nick DiMola noted the dialogue for its humor, but generally faulted most other aspects of the game; he called its graphics and sound low-quality, felt the gameplay was shallow, and found the puzzle solving segments a chore.

Goichi Suda , who would come to be known as Suda51; he directed, designed, and co-wrote Flower, Sun, and Rain .
North American DS box art