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...
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.
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.
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.
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.
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.