Journey Review

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Dastardly

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Apr 19, 2010
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Susan Arendt said:
Journey Review

Quietly masterful.

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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.

When I experience this game, it feels like someone climbed into my head and pulled out the core of those moments, then assembled them into a separate experience. There are some folks behind this game that have a very firm grasp on the artistry of world creation and interaction.

In music (or even sound engineering), there is a great way to create the illusion of a three-dimensional space: you have a very acoustically "wet" (high reverb) background, contrasted with a very "dry" (low reverb) foreground. The effect it creates is simultaneously spacious and intimate... like you're standing next to someone whispering to you in a massive cavern.

I think that's what Journey does to me.

Visually, you're in a massive setting, but it's relatively flat. That allows you to see into the distance, and really feel the space. The choice to keep you so far zoomed out from your avatar keeps you away from the "safety" of the screen's edge, and makes the world seem that much bigger. And the tiny touches, like the "wind" lines sweeping through, do just enough to make that space feel alive.

Mechanically, the travel is exactly right. In the real world, there's a reason we love riding with the top down, or speeding along in a boat, or anything that creates the sense of flying. You're out in the wind, you feel the rushing air, you get a direct, tactile sense of your speed and movement. Flight is the most liberating form of travel. The flight is animated and controlled in such a way that you can almost feel the pushing and pulling of the air around you, rather than just showing you a character propelled through empty space.

And socially, that's where the game really shines. Our "programming" as humans leads us to communicated out of mutual need. In games, we often spend a lot of the time not really needing each other (this includes both real and AI partners), and when we do, it's a simple, "Hey, go press that," and we're done. By removing the conduit of language, we're forced to watch more closely, to really "listen" to the other person in a visual sense. Our interaction is limited in format, but the communication still has weight.

This is a game that understands the emotional states it wants to achieve, and how to get them in a very authentic way. This kind of concept in abstract has real value, but it could also have tremendous impact on "normal" games, too.

This thing... it's like t'ai chi in video game form. (Or maybe it's an interactive haiku...)
 

o_O

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Heard about Journey. Seemed like something interesting, and I need more reasons to use my PS3. When I saw it was for $15 I was about to give it a pass until a price drop, but then saw who made it. thatgamecompany/Jenova Chen. I loved the everloving crap out of fl0w back when it was a simple Flash game, and I *knew* that it would be worth it right then. Was not disappointed.

I will say with respect to the review that I'm pretty sure your partner carries through levels and the only time ya get a new one is if your current one drops. Probably one of the most disappointing times I've had was a guy I was playing with since the beginning dropping out midway through the underground cavern. I totally thought we'd reach the summit together. As for how I knew it was the same guy? We'd pick up where we left off at the start of each new level. You usually have to get in *some* kind of acclimation with a new guy, even if ya can't say a word to him.

I also never was able to be rubbed the wrong way by other players. Dunno how they could ever manage to irritate you since its literally impossible for them to effect you in any negative way, unless you think ping spamming is annoying (and even when they do that, I just write it off as them trying to say something to me).


On this thread and the game in general:

I think a friend said it best when the game was more akin to a spiritual/religious experience than anything. You really mesh into the world and with the other player; I'd go so far as to say that there should be *no* singleplayer mode at all.

Truly this is a game you cannot explain with mere words. You must play it to understand, for it is a wholly individual experience. Kinda like Minecraft in that sense I suppose, though for vastly different reasons.

As for the whitecloaks, I never seem to be able to play with any of them for longer than 5 minutes before they leave or something, despite I myself being whitecloak too (managed to collect everything in my first playthrough by scouring EVERYTHING; strangely it was an unintentional solo run too since no one joined for more than a few minutes). All my substantial runs with others have been with reds, which I find dead useful actually. Can actually tell who's who when we're close together.
 

Sougo

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"...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.
 

Susan Arendt

Nerd Queen
Jan 9, 2007
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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.
Yeah, I thought of that and decided that I would choose to believe it won't happen.
 

Elf Defiler Korgan

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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.
"a wannabe short film"

It does look like that.
 

Imp_Emissary

Mages Rule, and Dragons Fly!
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Abandon4093 said:
Daystar Clarion said:
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.
Except there's no way it can spawn a meme that got boring 2 weeks after the game's release.

[sub]I hope...[/sub]
Challange accepted.......................................


............................... I got nothing.
Oh come on! It's staring you right in the face. Hell they could even get cheesy and use it for the marketing.

I'll give you one hint, and if you still can't see it I'll tell it to you, friend.

Hint to the possible meme; the games name.
 
Dec 14, 2009
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I say old chap said:
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.
"a wannabe short film"

It does look like that.
Judge the game for yourself.

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.
 

Imp_Emissary

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BehattedWanderer said:
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 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.
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.
 

BehattedWanderer

Fell off the Alligator.
Jun 24, 2009
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Imp Emissary said:
BehattedWanderer said:
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 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.
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 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

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Susan Arendt said:
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.
Yeah, I thought of that and decided that I would choose to believe it won't happen.
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?

Can one give an audience the same feelings from a movie that you can get from Journey? Probably not, but maybe something similar. However, its like you said. Journey shows how a game can really be used to give people a great experience, so why try to make a film do that when you already have the game? Then again.....they are planning to make a Battle Ship movie....so maybe making no sense means nothing.

But if all this hopeful/nasty speculation does nothing for your imagination, how about a question?

Do you think Thatgamecompany would ever let someone make a movie about Journey, even if say Sony or a very respected director wanted to?

Also, this probably goes without saying, but thanks again for recommending Journey. It is definitely something special.
 

Imp_Emissary

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BehattedWanderer said:
Imp Emissary said:
BehattedWanderer said:
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.
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 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.
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

Fell off the Alligator.
Jun 24, 2009
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Imp Emissary said:
BehattedWanderer said:
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 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.
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.
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.

Maybe that's part of the majesty. It's like being in an ocean or aquarium, but rather than being an observer intruding, you fit perfectly into that world. Whoa...this game is even deeper than I'd realized.
 

Nurb

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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)
 

tvpirate

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You know something, for all the other games I've seen for PS3, this is the first title that I would drop an easy couple hundo dollars just to play this game. I know it's only like 2 hours long but.... it just looks so beautiful.
 

Woodsey

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Just finished the game. Whilst it is absolutely gorgeous, and the sound design fantastic, I can't say I found the metaphor particularly interesting or at all original.

Likewise, whilst I like the idea of simply coming across a complete stranger and working with them, in practice I didn't get much emotional resonance from it. The closest I came to feeling anything, really, was when...

... I was climbing the mountain and I started to freeze, whilst the person I was with had disappeared before the final climb.

But even that was very brief.

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.

In short: gorgeous, but not original in it's themes and not bold enough (or perhaps simply not able) to follow through on it's key feature.

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.
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.

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.

By contrast (and this may seem a bit of an odd comparison), I'd say the co-op campaign for Splinter Cell: Conviction is, in fact, much more effective. I remember playing it with a complete stranger with neither of us using voice chat, and we played through the whole thing. There was no verbal communication, but the game pushes you to work with one another enough so that come the end, you do actually care somewhat about what's going on and about what happens to that other character.

With Journey, you can't fail other players, and other players can't fail you. It's meaningless.
 

Slackv

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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.
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:
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.
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.
 

Elf Defiler Korgan

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Daystar Clarion said:
I say old chap said:
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.
"a wannabe short film"

It does look like that.
Judge the game for yourself.

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.
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.

On the game, I'll check with friends if they have it, and see what its price is like. A 2 hour game isn't going to get a lot of moolah from me.
 

Elf Defiler Korgan

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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)
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.