Journey
PSN
Publisher: Sony Santa Monica
Developer: thatgamecompany
Developer: thatgamecompany
Release Date: 13
March 2012
What
is there to say about Journey?
Sometimes a game comes along that does more than just raise pulses.
While plenty of games can excite and have players mainline adrenaline with
bombastic set-pieces and summer movie production values, few games
try for other feelings. Many games are all about the cinema
experience and aping movies. Games exist that cover the science
fiction genre, the pulp action genre, the noir genre. There are not
any that aim to reproduce poetry or the Zen-like calm of mediation.
Auteur gaming studio thatgamecompany has always broken away from
convention. While they have only created three titles, each has
brought the company closer to creating “art” than “games.”
Journey, their third
title, pushes buttons gamers may not realize that they have. Journey
is something more than mere “game.”
Journey begins |
Journey
is at it's heart exactly what the title states. Players begin in a
vast, lonesome desert with no clear goal. Atop the first dune, the
camera dramatically pans to show a gigantic mountain in the distance
with a spire of light rising from the summit. As players smoothly
slide down the other side of the dune, the camera remains focused on
the mountain and gives the players a goal. To say more about what
players encounter as they move from desert to mountain would be to
spoil the game. There are plenty of engaging environments to travel
through. Players will travel far, and many will surely be surprised
along the way.
The
world created by thatgamecompany is stunning. The sand effects are
top notch. It seems to swirl and slide underneath your character.
Trudging up a dune sees sand cascading behind you, while skiing down
the other side leaves only trails. Throughout the game, the visuals
change to create moods. Some stages are brightly lit with a blazing
sun, and create a feeling of hostility and isolation. Sunset lights
other areas and creates an almost playful atmosphere of warm colors
and inviting vistas. The deeper color palette and gloomy interiors
inspire dread and apprehension. Each bit of Journey
plays to another emotion, and the game effortlessly creates different
moods with the visuals.
The desert gives way to ruins, and more |
In
concert with the visuals, Journey
features a soundtrack that is among the best in gaming. While many
games strive for soundtracks that accompany the action, Journey
uses music to set emotion. Very rarely has a soundtrack been so
evocative. The lonesome cello strands make the vast desert feel much
more empty. The sprightly strings playfully urge you on as you zip
along and soar about like leaves on the wind. The ominous bass
chills and slowly spreads a sense of impending danger and doom along
your spine. Mournful strings and cellos hammer home a sense of loss
and helplessness. Truly, this is a game that uses music in ways
gaming has rarely done. Much like a classic piece from Bach or
Beethoven will invoke feelings in the listener, the Journey
soundtrack, along with the visuals, stirs emotions gamers rarely
feel.
The
story of Journey is
told through word-less cutscenes. Each stage ends with an alter that
activates through your presence. After each stage, a short scene is
shown that tells the tale of a lost civilization and what part you
play in the world. Each one is highly stylized to look like a
tapestry. More information is hidden throughout the world with ten
optional frescoes to find. All of these flesh out the world you are
in, but they do not tell the story of your personal journey to the
mountain.
Cloth bits are scattered about and offer places to recharge |
Interaction
is done through modest means. At the most basic level, movement in
Journey is a joy. The
deep sands are trudged through with obvious effort, but upon cresting
dunes, the player slides down with ease. Moments of bliss come from
skiing down dunes with all the grace of a ballet dancer and the speed
of a downhill skier. But moving along the ground isn't the only way
to traverse the world. Players
have a scarf with magical runes that glow when “powered up.”
Players can jump and fly so long as the scarf has power. Finding
hidden runes lengthens the scarf, so players that have discovered
more of them are able to reach higher places. To recharge the scarf,
players need only find floating bits of cloth that dance upon an
unseen wind. Larger cloth banners allow the player to float up and
launch skyward. One of the pure joys of Journey
is just moving. Skiing down dunes, launching off a rock and catching
a banner all have a grace and beauty to them. It is equally
rewarding to wander along the ground and take in the massive ruins
that dot the desert and mountainside. With the platformer controls, Journey is as close to a traditional game that thatgamecompany has come. It is an intuitive and simple control scheme, and it works magically.
Along the way, players will find pieces of
cloth are tattered and frayed. These are interactive and essential to exploring the world. To “reactivate” the cloth, the
player can “sing.” The Circle button allows the player to sing a
note. Hold the button down, and the note explodes out in a sphere of
regenerating power. Tap the button, and smaller chirps come. The
smaller notes are useless to recharge cloth, but are essential to the
multiplayer aspect.
The opening theme
Multiplayer is a
strange experience. Players are randomly paired with another gamer.
No identification is given, no voice chat is offered, and the players
are free to travel together or not as they see fit. Since players
have no way to communicate outside of the game, the chirps and
singing become the only way to interact. Most players will quickly
create a system that works. I have seen folks chirp three times to
say “Follow me!” We moved on to an explosive song to say, “Go!
Now!” Sometimes, even counting down together works. While
traveling with another player, the singing will recharge the scarf.
So players with great timing can sing for each other and fly across
entire levels. It takes a great deal of timing and understanding to
do so, but if you experience this with another player it really is
incredible. When you move too far away from a player, they drop out
of your world (or you out of theirs) and another player is joined. I
found that most of the time, you will see your companion far in the
distance instead of being spawned right next to them. Singing also
creates a white flash on the screen that fades towards the other
character. That way, you can call out and see if anyone comes
running toward you. By the way, you are never required to work
together. I did find that a sense of loneliness and isolation set in
whenever I was alone and that seeing another brought a sense of
relief, but I could go my own way and there was no penalty.
Some tracks invoke darker emotions
Playing
with others evoked many feelings. My first experience with Journey
saw another player and I working together from the second stage till
nearly the end. Losing that partner made me sad. We had come so far
together, and I really felt a loss when they were gone. Another
time, I worked with four separate folks but only for limited times.
I did not really bond with any of them, but it was like traveling
along a trail. We exchanged pleasantries and chatted, but we didn't
form a lasting bond. The last time I played, I was approached by
someone with a scarf trailing far behind them. Their robe was
intricately embroidered, showing that this person had found all of
the hidden runes. They acted as a guide to me. We found hidden
bits, and in following them, I learned where some of the harder to
find secrets were located. However, toward the end, we huddled in a
cave and as I wandered the cave, they left. No game before had ever
elicited a feeling of abandonment, but I felt it at that moment. I
sang loudly, as if calling for my friend, but I received no reply. I
finished that journey alone, wondering where my kind and helpful
guide had gone.
This is a great track
Journey is
something everyone should experience. Every playthrough has been a
different set of emotions. I have felt joy, triumph, giddiness,
loneliness, abandonment, pride, camaraderie, and fear. It is so much
more than a mere “game.” What holds it back from perfection
seems almost silly to write. The PSN-exclusive is $15, but you can
complete the game in about 2 hours. For some, that is too high a
price for such a short experience. I, however, disagree. Each
journey is different, even if you see the same sights and know what
is coming next. The randomness of your companions changes the
feeling of each playthrough significantly. Even playing with the network
disabled will provide a drastically different Journey.
This isn't a game in the traditional sense, and it is meant to be
played start to finish in one sitting. Much like a favorite hike,
though the trail is known, what/who you meet along the way is what
matters. Thatgamecompany has created something wonderful, and it
would be shame for anyone to miss out on it.
Score:
9.75 out of 10
Bottom
Line:
This is an experience like none other and should be played by
everyone
Check
it out if you like:
Flower,
The Witness,
auteur games, games that are emotional
Downloadable
Game of the Year Contender 2012
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