Play, for our species as well as others, has always been about learning to relate to others. We learn to compete, we learn to cooperate, we learn to steal and lie and share and love all through play. That is, until play started having a "point." Then play became about winning, or sometimes even just about making the other person lose. Somewhere along the line, the game itself became more important than our playmates.Dennis Scimeca said:Journey Is A Mirror
A Journey with a friend is a Journey enjoyed.
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Whilst I didn't like it, this is a ridiculous response. "Too niche to be talked about," my arse.Metalhandkerchief said:"Journey Is A Mirror"
A mirror of it's own uselessness. A game so niche and removed from the public it never, ever deserves to be talked about, ever. Sony greaseballs think a 2 hour long game will make people buy their console. What utter twats.
Whatever great ideas it holds, whatever inventive and inspiring mechanics and stories it boasts, it was all washed away by the decision to limit it to 2% of consumers.
This game is naught.
Yet to that 2%, it's 100% great.Metalhandkerchief said:"Journey Is A Mirror"
A mirror of it's own uselessness. A game so niche and removed from the public it never, ever deserves to be talked about, ever. Sony greaseballs think a 2 hour long game will make people buy their console. What utter twats.
Whatever great ideas it holds, whatever inventive and inspiring mechanics and stories it boasts, it was all washed away by the decision to limit it to 2% of consumers.
This game barely even exists.
I guddamn love onions.Dastardly said:I hate onions, but I don't declare they should be removed from the planet.
I always end up racing people at that part, just because that's the way I amCasual Shinji said:For me there was still a sense of competition in Journey, but with a mentality of who could get where first. And if I got to the glowing glyph or whatever platform first, I'd wait and guide my partner and vice versa. And you can't tell me that sunken city sand surfing area didn't feel somewhat like a race. But there was always a sense of mutual respect and companionship.
But as you said, what we take out of Journey is more about what we see in it than what it actually tells us.
That analogy of the duo-flying was pretty good.
I would argue that the style actually is the substance.Woodsey said:I really felt nothing whilst playing it with regards to an emotional response (minus the trappings of tedium towards the end of it's 2 hours); it didn't made me think, or feel, and so my only feelings towards it are that it is perhaps a shining example of style over substance.