There have been two games I've played in which the travel was more fun than the game itself (and not because the game was bad). The first was The Wind Waker's sailing -- the combination of the music, the waves, the weather, the sweeping lines suggesting the wind, it really felt epic. The second was Spiderman 2 -- never in any game before or since have I really felt a game nailed a superhero's travel ability.Susan Arendt said:Journey Review
Quietly masterful.
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Yeah, I thought of that and decided that I would choose to believe it won't happen.Sougo said:"...and it won't be made into a movie." Susan Arendt
I'd like to believe that, but these days as soon as anything gets popular enough, Hollywood grabs it and mutilates it to make a movie.
So yeah ... 2014 - Journey, the movie. Directed by Micheal Bay.
Seal up your heart and prepare to lose your money.
"a wannabe short film"SpiderJerusalem said:After reading Susan's review (despite getting slight warning vibes out of the gushing, if wanky video portion), I rushed out to buy Journey.
What a waste of money.
A 90-minute, first year college wank-fest of pretentious art house crap.
It felt like something that would have passed as a technology demo just some five years ago, but never anything more than a free game, let alone a "full priced" arcade game. 12 Euros for what amounts to a
inept, wildly self-important metaphor of life and death, only to swing back and repeat itself
Ugh.
It's called "journey" but there's barely anything there to qualify even as a prologue. Never once does it feel like you're taking a long trip anywhere. Sure, scenery changes, but it happens at such a fast rate that it feels like the scene in Monty Python and the Holy Grail. "Summer went to autumn, autumn to winter, winter skipped summer and went straight back into autumn again."
Yes. It looks pretty. One of the prettiest games around. But no, it does not create some kind of "bond" between players, because the level design doesn't reward co-op experiences besides the obvious "you're stronger as one!" imagery.
What it results to is a wannabe short film, a very pretty cut scene that allows the player to every once in a while walk to the next pretty cut scene, with little investment in anything and nothing to gain.
Sure, it'll be a hit with the art-gang, the hipsters and the critics that love the sound of their own voice. But as for having that "thing" that makes gaming, well, gaming? Hah. It would need to be a game first.
Oh come on! It's staring you right in the face. Hell they could even get cheesy and use it for the marketing.Abandon4093 said:Challange accepted.......................................Daystar Clarion said:Except there's no way it can spawn a meme that got boring 2 weeks after the game's release.Casual Shinji said:Journey is this year's Portal.
I usually hate comparisons like that, but it's just that similar to Valve's short and sweet perfection.
[sub]I hope...[/sub]
............................... I got nothing.
Judge the game for yourself.I say old chap said:"a wannabe short film"SpiderJerusalem said:After reading Susan's review (despite getting slight warning vibes out of the gushing, if wanky video portion), I rushed out to buy Journey.
What a waste of money.
A 90-minute, first year college wank-fest of pretentious art house crap.
It felt like something that would have passed as a technology demo just some five years ago, but never anything more than a free game, let alone a "full priced" arcade game. 12 Euros for what amounts to a
inept, wildly self-important metaphor of life and death, only to swing back and repeat itself
Ugh.
It's called "journey" but there's barely anything there to qualify even as a prologue. Never once does it feel like you're taking a long trip anywhere. Sure, scenery changes, but it happens at such a fast rate that it feels like the scene in Monty Python and the Holy Grail. "Summer went to autumn, autumn to winter, winter skipped summer and went straight back into autumn again."
Yes. It looks pretty. One of the prettiest games around. But no, it does not create some kind of "bond" between players, because the level design doesn't reward co-op experiences besides the obvious "you're stronger as one!" imagery.
What it results to is a wannabe short film, a very pretty cut scene that allows the player to every once in a while walk to the next pretty cut scene, with little investment in anything and nothing to gain.
Sure, it'll be a hit with the art-gang, the hipsters and the critics that love the sound of their own voice. But as for having that "thing" that makes gaming, well, gaming? Hah. It would need to be a game first.
It does look like that.
You kind of hit the nail on the head, as well as possible, when it comes to explaining how the game feels, or at least for one of the parts I liked in particular anyway. Specifically when you go from one area in the game to the next. It really does give you the feeling of going from under water to the surface, and back down again. I think that may be helped by how the player and the other creatures move in the world.BehattedWanderer said:It absolutely is fun. But it's not fun in the same way a shooter is fun, or the way Saint's Row is fun. It's fun in the way of self exploration, revelation, and fulfillment are fun. It's got all the art pieces, yes, but this isn't a museum tour. This is the gaming equivalent of seeing the natural beauty in the world, or that wonderful breath after emerging from underwater, having held your breath for awhile. Try it.I say old chap said:What a load of artsy bollocks. Walking, jumping and problem solving, where is the originality? It is done in a few hours, where is the longevity? It is a journey, but apart from ticking all the artistic boxes, is it fun?
Because it looks as pretty as a picture, but it doesn't look fun.
I hadn't noticed that, but yeah, the movement is very indicative of a fish moving through water. The ever shifting environment flows about you, and your graceful movement is extremely fluid. Less fish and more jellyfish, now that I really think about it.Imp Emissary said:You kind of hit the nail on the head, as well as possible, when it comes to explaining how the game feels, or at least for one of the parts I liked in particular anyway. Specifically when you go from one area in the game to the next. It really does give you the feeling of going from under water to the surface, and back down again. I think that may be helped by how the player and the other creatures move in the world.BehattedWanderer said:It absolutely is fun. But it's not fun in the same way a shooter is fun, or the way Saint's Row is fun. It's fun in the way of self exploration, revelation, and fulfillment are fun. It's got all the art pieces, yes, but this isn't a museum tour. This is the gaming equivalent of seeing the natural beauty in the world, or that wonderful breath after emerging from underwater, having held your breath for awhile. Try it.I say old chap said:What a load of artsy bollocks. Walking, jumping and problem solving, where is the originality? It is done in a few hours, where is the longevity? It is a journey, but apart from ticking all the artistic boxes, is it fun?
Because it looks as pretty as a picture, but it doesn't look fun.
It is a little odd how a game mostly in the desert can make you feel like a fish swimming through water.
I really doubt we really have to worry about Journey being made into a movie. I think you said it best yourself. What makes the game so great is how it uses itself to make the players feel connected, and it is very difficult to explain how it does that in words. I can't imagine how difficult it would be to translate into a film. At least a film that will do well. Don't get me wrong, I don't think its impossible, but why would anyone try to do it?Susan Arendt said:Yeah, I thought of that and decided that I would choose to believe it won't happen.Sougo said:"...and it won't be made into a movie." Susan Arendt
I'd like to believe that, but these days as soon as anything gets popular enough, Hollywood grabs it and mutilates it to make a movie.
So yeah ... 2014 - Journey, the movie. Directed by Micheal Bay.
Seal up your heart and prepare to lose your money.
BehattedWanderer said:Hmmm. Yeah, your right. Especially that one Cloth creature that pretty much is a jellyfish. You know the one that sounds like it laughs when you jump on it? Though the "enemy" creature (and the one really big cloth creature to a lesser extent) moves a bit more like a snake, eel, or shark. Depending on how ya look at it. But still most move more like jellyfish, or a kite.Imp Emissary said:I hadn't noticed that, but yeah, the movement is very indicative of a fish moving through water. The ever shifting environment flows about you, and your graceful movement is extremely fluid. Less fish and more jellyfish, now that I really think about it.BehattedWanderer said:You kind of hit the nail on the head, as well as possible, when it comes to explaining how the game feels, or at least for one of the parts I liked in particular anyway. Specifically when you go from one area in the game to the next. It really does give you the feeling of going from under water to the surface, and back down again. I think that may be helped by how the player and the other creatures move in the world.I say old chap said:It absolutely is fun. But it's not fun in the same way a shooter is fun, or the way Saint's Row is fun. It's fun in the way of self exploration, revelation, and fulfillment are fun. It's got all the art pieces, yes, but this isn't a museum tour. This is the gaming equivalent of seeing the natural beauty in the world, or that wonderful breath after emerging from underwater, having held your breath for awhile. Try it.
It is a little odd how a game mostly in the desert can make you feel like a fish swimming through water.
Oh man, that thing. I nearly messed my pants when that thing arrived. So there's sharks, the giant serpentine fellows, and jellyfish. Oh, the trapped guys in the desert kind of look like stingrays, too. The small clusters of cloth that hop you along do behave kind of like a school of fish, now that I'm really thinking about it.Imp Emissary said:Hmmm. Yeah, your right. Especially that one Cloth creature that pretty much is a jellyfish. You know the one that sounds like it laughs when you jump on it? Though the "enemy" creature (and the one really big cloth creature to a lesser extent) moves a bit more like a snake, eel, or shark. Depending on how ya look at it. But still most move more like jellyfish, or a kite.BehattedWanderer said:I hadn't noticed that, but yeah, the movement is very indicative of a fish moving through water. The ever shifting environment flows about you, and your graceful movement is extremely fluid. Less fish and more jellyfish, now that I really think about it.Imp Emissary said:You kind of hit the nail on the head, as well as possible, when it comes to explaining how the game feels, or at least for one of the parts I liked in particular anyway. Specifically when you go from one area in the game to the next. It really does give you the feeling of going from under water to the surface, and back down again. I think that may be helped by how the player and the other creatures move in the world.
It is a little odd how a game mostly in the desert can make you feel like a fish swimming through water.
I find that surprising: bar one person who was wearing a different cloak, I could have sworn blind I was playing with the same person the rest of the time, when at the end it told me I'd "met" 5 or 6.Susan Arendt said:It's through this interaction with your fellow traveler that Journey reveals its astounding depth. Without the ability to so much as point or draw stick figures, you manage to form profound connections with your companions, interpreting a complete personality from little more than a few musical tones and the length of their scarf.
And that's why the game works. You have played it and come away focusing on the multiplayer and that you don't need a companion. And true, a companion is not needed, but the presence of another player going through a shared experience leads to some amount of emotional bonding. (I wonder if they are hitting on the same mechanisms that make email/on-line communication more emotionally open/raw.) This tells me more about your personality, that you are the kind of person that believes in standing on your own more than having another person to help or to even be around.Woodsey said:I don't think that's helped by the fact that a lot of parts seem to be quite obviously scripted and, whilst you meet people, whether they're there or not means fuck all. I don't really care because I don't need the other person there.
With Journey, you can't fail other players, and other players can't fail you. It's meaningless.
Just an FYI, The differentiation is in the chirps each player makes. The symbol that shows up is unique to each player (and different on each play through). I didn't know I'd 'met' 9 different players on my run through the game.Woodsey said:It's simplicity fails it, because there's nothing to latch on to. Everyone pretty much looks like everyone, sounds like everyone, and behaves in only one of two ways (walks with you or doesn't). I don't care about them in the same way I don't care about background NPCs.
Yeah, but opinions aren't formed in a vacuum. It is a bit of a fiction to say we are all individuals, our opinions come only from within, without outside input. It is a common fiction though, especially pushed in "individualistic" America.Daystar Clarion said:Judge the game for yourself.I say old chap said:"a wannabe short film"SpiderJerusalem said:After reading Susan's review (despite getting slight warning vibes out of the gushing, if wanky video portion), I rushed out to buy Journey.
What a waste of money.
A 90-minute, first year college wank-fest of pretentious art house crap.
It felt like something that would have passed as a technology demo just some five years ago, but never anything more than a free game, let alone a "full priced" arcade game. 12 Euros for what amounts to a
inept, wildly self-important metaphor of life and death, only to swing back and repeat itself
Ugh.
It's called "journey" but there's barely anything there to qualify even as a prologue. Never once does it feel like you're taking a long trip anywhere. Sure, scenery changes, but it happens at such a fast rate that it feels like the scene in Monty Python and the Holy Grail. "Summer went to autumn, autumn to winter, winter skipped summer and went straight back into autumn again."
Yes. It looks pretty. One of the prettiest games around. But no, it does not create some kind of "bond" between players, because the level design doesn't reward co-op experiences besides the obvious "you're stronger as one!" imagery.
What it results to is a wannabe short film, a very pretty cut scene that allows the player to every once in a while walk to the next pretty cut scene, with little investment in anything and nothing to gain.
Sure, it'll be a hit with the art-gang, the hipsters and the critics that love the sound of their own voice. But as for having that "thing" that makes gaming, well, gaming? Hah. It would need to be a game first.
It does look like that.
I disagree with everything Spider Jerusalem has said, but that doesn't mean he's wrong.
The only person who can form your opinion, is you.
Mmm, differentiation in art style is quite important. I've got very tired of almost all fantasy games looking like wow, and then there is the fps genre to consider. Urgh.Nurb said:NOTE TO DEVELOPERS: See this? This is 3D with something called "ART STYLIZATION", it's not about realism or gritty brown/grey filters for your gritty shit that you've pumped out of the video game genero-tron these past 6 years that all look the same.
It's how games used to differentiate themselves in the 8 and 16 bit era.
(I know none are reading this but I can dream)