Released in the US on March 13th, 2012, Journey is the third game developed by the esteemed producers Thatgamecompany, whose previous works include Flow and Flower. And once again, their ambitious works prove what an artistic and emotional experience the gaming medium can be when executed with such elegant care and attention. Taking control of a mysterious robed entity in a vast desert, players make a long pilgrimage towards a distant, but alluring distant mountain. During the course of this trek, players may uncover hidden mysteries and long lost histories, and may even come across other unknown travelers making similar travels. The game utilizes a very simplified set of mechanics, where players are only able to move, jump, and communicate via ambiguous shouts/chirps. These little chants are used to interact with various objects such as scattered scarfs around the world or these other unnamed travelers. Because of these limited mechanics, the focus of the game is continually drawn to light exploration and a consistent flow ever forward as you glide down every passing sand dune.
Much of the impact from Journey comes from a series of key memorable moments that I won't spoil, but their beauty and presentation are absolutely breathtaking. And the emotional arcs presented in this short little narrative leave a lasting impression that can resonate with players on so many levels. What's more interesting is how varied this experience can become depending on how such is played. The first time I played this game, I wanted to ensure nothing was spoiled by other players and played it solo offline. On my second play-through, I enabled online and came across another traveler on the journey, to which the shared experience had a completely different feel as every accomplishment and downfall shared was felt that much more empathetic and bolstered by this unspoken commitment to each other. As we finished our journey together, there was a new sense of calm and solace to be found from the simple fact that we reached this end together and that we were leaving this world together with these shared experiences. And even with the limited scopes of the game's mechanics, it was fascinating to see the many ways in which each player's personalities were able to come across. From the timid followers, to the aspiring leaders, to the playful leapers, it was always a curious joy to discover and befriend these new acquaintances/strangers.
Concept art from Journey. |
Similar to that of in Flower, the game is divided into six chapters which have various secrets scattered in each for added replay value. Each time a player finds one of these runic secrets, their own scarf extends a little bit longer, allowing the player greater flight and range in their acrobatics. Seeing another player with a long flowing scarf leaves a lasting impression of awe and wonder, and makes repeated play-through an enjoyable act as you serve others as an experienced and exceptional guide. Also making a return in this game is the now esteemed composer, Austin Wintory, who had previously worked on the soundtrack for Flow. The music of Journey (not the rock band) was designed to flow more naturally with the gameplay, weaving in and out the moving themes of cellos and other orchestral instruments. The music in this game is so notable in fact, it was the first entire soundtrack created for a video game to be nominated for a Grammy with the category Best Score Soundtrack for Visual Media.
Journey may be a short and simple play, likely to be beaten in one quick sitting, but the experience and memories of the journey are anything but short-lived. This game is a work of art and a must-play for any gamer or non-gamer alike.
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