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Journey Reviews Thread

Okay, this is an excellent point. I personally don't have a problem playing a game that doesn't challenge my ability to complete it. A game being a 'cake walk' doesn't stop me enjoying it greatly if other areas are of worth to me.

Are there any very easy games you like?

Yeah I think this is what it gets down to. Haven't played the Journey beta but Flow and Flower didn't feature any gameplay challenge. And that was part of the point.

They are basically meditative games - gorgeous, transporting visuals and music, very relaxing sort of movement and really an elegant "flow" to them. They picked the perfect word to title their first game since it best describes all of their games; they all have this great flowing nature to their movement.

Some will naturally find this sort of meditative game boring, but for others, everything thatgamecompany is attempting will really strike a chord. Flow and Flower both worked beautifully for me and I can't wait for this one as well, especially its co-op feature.
 
The second people start calling a game an 'experience' rather than 'a lot of fun' is when I know I'm going to not like it typically. Like I said, i need the mechanics to engage me. I like exploration and traversal when it's married to mechanics that require some level of forethought. I don't like games that don't require much of anything of me.

That goes for Dear Esther, yes. Which was recommended to me by like eighteen GAFers and which, upon completion, I promptly closed, rolled my eyes and said 'oh it's one of them games.' It didn't impact me or leave a lasting impression, if that's what you mean. It was extremely pretentious, I felt, in that it was always felt as if the developers really really deeply knew how important this experience they were making was, and how it was going to change things and impact things. It practically was screaming "look how Avant-garde I am! Sure it's not fun to play at all, but didn't it make you think?"



That sucks that 3DSGAF is still like that. I'm pretty disappointed with my 3DS too at this point, especially now that I've played Revelations and have been thoroughly disappointed by it and Super Mario 3D Land too. So I'm waiting for Paper Mario 3DS to save me now ;)

On topic, do you think it's right to have to impose restrictions on the type of post you can make regarding positivity/negativity simply because some OTHER posters lack the self-control to take those posts as the subjective bits of criticism they are? That they are so integrally obsessed with these inanimate objects in their empty, petty lives that they are incapable of disconnecting criticism of that object with criticism of themselves?

Real classy. :lol
 
Amir0x said:
The game has nothing there. It's a nothing game. That's how I feel.

Minimalism isn't inherently bad.

Similarly, if challenge isn't the maker's intent you can't fault them for not providing any.

I'm sorry, but to me although you're very articulate in your criticisms, they all seem to spring from a basic refusal to engage with a game that doesn't correspond to your particular definition of what a game should be.
 
On topic, do you think it's right to have to impose restrictions on the type of post you can make regarding positivity/negativity simply because some OTHER posters lack the self-control to take those posts as the subjective bits of criticism they are? That they are so integrally obsessed with these inanimate objects in their empty, petty lives that they are incapable of disconnecting criticism of that object with criticism of themselves?
I would like it if when I really dislike a beloved game, the relative OT was open to those issues. I was actually the person who suggested that initial FZ3 vs GT5 thread because both sides in their own threads were completely unable to discuss the game in relations to their peers, very literally unable.

Uncharted 3 was a little like that. Most people assumed it'd be about UC2 quality, and when it completely paled in comparison, initial complaints were met with huge resistance. It wasn't until ND came out and asked for Gaffers to go to the studio to talk about the shitty aiming lots of people even accepted the problem could possibly exist.

It would be nice if GAF was more open to those things during that busy period, especially now OTs get moved to the Community tab ghetto, but waiting a while isn't so bad too. It's very easy to make outlandish claims because of the hype and buzz coming right off playing a game. I still think Portal is the best game this generation, and TWEWY is the best DS game, but it's not like I'd say that the day I finished them, I think a little distance helps with clarity.
 
I don't see a problem with criticizing Journey as a game itself.

However, to me personally I view it as an interactive art.

When I go to a gallery, it costs ten times the amount of this to get one piece. My grandfather was a painter, and I know if he was still alive to this day, he would be astounded at how breathtakingly beautiful this game can be.

So for me, it's more about the experience of exploring and seeing these astounding environments. What will come next?

I don't necessarily need to be challenged to enjoy it, I just want to explore and be a part of the word for those singular moments.

That's why I'm interested and I'll leave it at that.
 
Minimalism isn't inherently bad.

Similarly, if challenge isn't the maker's intent you can't fault them for not providing any.

I'm sorry, but to me although you're very articulate in your criticisms, they all seem to spring from a basic refusal to engage with a game that doesn't correspond to your particular definition of what a game should be.

I went into Journey really excited about the concept. It's not that I'm failing to engage the game, it's that the game is failing to engage me. It's almost never a gamers fault for not liking a game for being what it is. That's a developers responsibility.

That's not to say that makes it objectively bad or dull. It doesn't. To me, a game where all you do is surf, bark at a stone, and then surf again with nothing at all to anything ever is boring. This is thatgamecompany's intent, so I understand. I respect that. I think it is kind of bad game design.

I like the idea of a vague story you must interpret - in fact, as anyone can tell you, Journey is my prototype for how to tell a story in a game. It's exactly how I think gaming should be used as a medium for storytelling. What is wrapped about your occasional punctuations of pictograms you bark at is what is failing for me and a few others. It is just very dull, very unengaging, very nothing gameplay in which nothing is ever asked of me and nothing is ever required of me. I don't like that and willingly admit I don't like it.

I do have certain expectations for what I'm willing to spend my money on related to games, because these games don't exist in a vacuum. I am not willing to spend $15 on a glorified 2 hour art project but that similarly might be just the ticket for others.

I would like it if when I really dislike a beloved game, the relative OT was open to those issues. I was actually the person who suggested that initial FZ3 vs GT5 thread because both sides in their own threads were completely unable to discuss the game in relations to their peers, very literally unable.

Uncharted 3 was a little like that. Most people assumed it'd be about UC2 quality, and when it completely paled in comparison, initial complaints were met with huge resistance. It wasn't until ND came out and asked for Gaffers to go to the studio to talk about the shitty aiming lots of people even accepted the problem could possibly exist.

It would be nice if GAF was more open to those things during that busy period, especially now OTs get moved to the Community tab ghetto, but waiting a while isn't so bad too. It's very easy to make outlandish claims because of the hype and buzz coming right off playing a game. I still think Portal is the best game this generation, and TWEWY is the best DS game, but it's not like I'd say that the day I finished them, I think a little distance helps with clarity.

That's a shame to self-censor honest, measured criticisms. So everyone else is allowed to immediately play a game and then circle jerk about it for 200 pages, but people like you who might have a measured, intellectual critique to make about the nature and quality of the game have to wait for fear of the 'hounds'? A true shame.

I hope you can feel comfortable in the future. Worst I ever saw was the Ghost Trick topic. Literally every post was gushing cum guzzling, and the second I came in with a very long, detailed criticism - calling out nobody but the game - I had about 45 immediate follow up posts of embarrassing knee jerking hilarity. How DARE I criticize something everyone else is sucking off!
 
not surprised at the glowing scores
loved flower
and after the beta
knew i'd love this too
the wait is excruciating :<
 
They picked the perfect word to title their first game since it best describes all of their games; they all have this great flowing nature to their movement.

The name "Flow" has nothing to do with "flowing movement." The idea of "flow" was based on Mihaly Csikszentmihalyi's concept based on total engagement into an activity. The main concept was that if something is too challenging it creates tension or anxiety in the user, and if something is too easy/or the user has too much ability to achieve the objective, it creates boredom. That's why Flow had the automatically adjusting difficulty level, so that people would (in theory) remain in a state of "flow."

A great example of a game with great "flow" is Tetris. You know that feeling where you just get "in the zone" and you're so captivated in completing the puzzles, and then you stop and wonder where the last 3 hours went?



The concept hardly describes thatgamecompany's later games though, which have no challenge to speak of and thus sit firmly in the "boredom" category. At best you could say they are arguing that they are achieving "flow" by giving you neither challenge nor ability.

Anyway, I think ultimately their games thrive based on how pretty the pictures are.
 
I am incredibly excited to play this. I loved Flower, and this looks to have gone above and beyond what I hoped for Flower's successor. I'm not concerned with length - I go back to Flower just for how it feels, and I certainly don't feel like it's lacking grinding or murder.
 
Just finished Journey a moment ago. A fitting, if not obscure, parallel I kept going back to was the first time I got to Uru Sunken Southern Ruins in Panzer Dragoon Saga. I haven't played PDS in almost fifteen years but the memory of my first trip through Uru stayed with me all this time. The combination of the somber music and otherworldly wreck of civilization built toward a sense of place then unrivaled by anything else I had experienced, and Journey takes that concept or feeling I had and applies it to the entire game. Exploring Journey's world is a bit more straightfoward than the rather open Uru and both games would have less of an impact without their absolutely perfect music, but man PDS was the last game I expected Journey to remind me of and now I can't shake the thought that their respective moods are nearly identical.
 
Amir0x said:
I went into Journey really excited about the concept. It's not that I'm failing to engage the game, it's that the game is failing to engage me. It's almost never a gamers fault for not liking a game for being what it is. That's a developers responsibility.

As a (former) developer I completely disagree. There's no way to guarantee compliance on the part of your audience. There's always a need for them to "buy-in", or you're fucked.

Look at it this way:

You wrote at some length about mechanics; but where's the "fun" in any given mechanic? Define the appeal.

To do that you need context, it needs to have some "meaning" in both a larger sense and intrinsic value as an action.

In most cases this springs from a combination of presentation (the graphics and sound are more critical than people like to admit), and the placement of the mechanic within an overarching supergoal - fundamental stuff like staying alive, building a score, etc.

If you take away the supergoal, because you wnat to avoid dealing with a hard "fail"-case, it's all on the presentation. Specifically what that presentation means in an ambient sense, and a huge part of that is the perception of the individual player.

The way you describe the way the avatars in Journey communicate as "barking" suggests to me that you find it unattractive. Me, I'd characterize it more like hooting, which I think suggests how poignant I find it.

That's because I'm me, and you are you.

Minimalism can be powerful because it allows space for the viewer to project aspects of their "self" more into the work. That's the fundamental principle of TGC's stuff; abstraction to allow empathy.

The thing is, its not going to work for everyone equally, because, simply put you need to buy into the idea for it to work. They can try and seduce you, shape your perceptions through sympathetic visuals, and emotive sounds and music, but until that spark jumps the gap and you actually invest in the thing... nada.

In the reveal trailer the camera pulls back from the close-up on the avatar as the cello swellled in the soundtrack I was sold, instantly, because it made me feel something. The juxtaposition of this oddly empathic humanoid figure within this vast pastelly desert evoked a real feeling of scale and isolation and loneliness.

And that, to me, has more value than transitory pleasure of Mario's jump or the amusing squawk as you launch an angry bird. Even though, essentially, if you strip away the hit/death mechanic from Mario, or the score imperative from Angry Birds, they are basically the same thing.
 
Well, judging by Flower, I fully expect to get lost in the experience for a day or so, tell everyone they have to play it at least once, then barely touch it again because it's essentially a really gorgeous Etch-a-Sketch. I suspect I'll be happy as hell I played it though and not at all disappointed I purchased it.

I don't think games are art, a bit because I feel like games shouldn't have to pretend to be something they aren't to gain some arbitrary legitimacy, and a bit because I feel like just about anything creative could be called art. I can tolerate a lot of authored narrative, non-interactive cutscenes, and linear structure as long as a game has engrossing gameplay, but I'd have to agree that the less a game requires from me, the less immersed I feel and the less I feel I should even be bothering. There are a lot of games where I really feel interested in the story, my character, or the world, but I find myself nodding off after a while (hi, Skyrim).

One thing I have to admit though is that I value exploration above so much in my games, that if a game offers me nothing exceptional but exploration, I'll usually try it out and often not get bored with it for days.
 
As a (former) developer I completely disagree. There's no way to guarantee compliance on the part of your audience. There's always a need for them to "buy-in", or you're fucked.

Yes, but it's incredibly shaky territory to suggest the reason a person doesn't like your game is because they didn't 'buy in' rather than the games implementation of mechanics being poor.

I think Journey is a very poorly designed game. It's not because I didn't 'buy-in' to the concept. In fact, the only reason I even gave Journey a second glance was because of how in love I was with the concept. I hated Flow and hated Flower. That should tell you how attractive that initial trailer was for me.

Look at it this way:

You wrote at some length about mechanics; but where's the "fun" in any given mechanic? Define the appeal.

To do that you need context, it needs to have some "meaning" in both a larger sense and intrinsic value as an action.

In most cases this springs from a combination of presentation (the graphics and sound are more critical than people like to admit), and the placement of the mechanic within an overarching supergoal - fundamental stuff like staying alive, building a score, etc.

I agree. And the context of Journey is that you barely even need the mechanics to be there. They're incidentally there because the game developers arbitrarily decides it might be a good idea to have the player pushing the analog stick so it can classify itself as a game; as a game, however, it's woefully inadequate, failing to engage with any of its mechanics because it requires nothing of you. It never requires you learn the mechanics in any meaningful way: you surf, and you bark, and you win. Automatically almost. In the end you finish with interpreting what this piece of 'art' means.

Again, some people may indeed be in the gaming community for this type of experience. The 'art' game which values presentation above gameplay entirely is one I cannot accept just as I have difficulty accepting games which focus on gameplay entirely and ignore presentation.

The way you describe the way the avatars in Journey communicate as "barking" suggests to me that you find it unattractive. Me, I'd characterize it more like hooting, which I think suggests how poignant I find it.

That's because I'm me, and you are you.

I'm not using barking to be disparaging. I really just think it's barking because that's how it looks to me when you have no arms and you're howling to turn something on. Actually, maybe howling would be a better term :P


Minimalism can be powerful because it allows space for the viewer to project aspects of their "self" more into the work. That's the fundamental principle of TGC's stuff; abstraction to allow empathy.

The thing is, its not going to work for everyone equally, because, simply put you need to buy into the idea for it to work. They can try and seduce you, shape your perceptions through sympathetic visuals, and emotive sounds and music, but until that spark jumps the gap and you actually invest in the thing... nada.

In the reveal trailer the camera pulls back from the close-up on the avatar as the cello swellled in the soundtrack I was sold, instantly, because it made me feel something. The juxtaposition of this oddly empathic humanoid figure within this vast pastelly desert evoked a real feeling of scale and isolation and loneliness.

And that, to me, has more value than transitory pleasure of Mario's jump or the amusing squawk as you launch an angry bird. Even though, essentially, if you strip away the hit/death mechanic from Mario, or the score imperative from Angry Birds, they are basically the same thing.

All this talk about emotional responses and magic and how it makes you 'feel' is something that I can understand from an objective perspective, but simply don't really have sympathy for. Every game makes me 'feel' something, whether that's positive or negative. I don't suddenly appreciate a game for the mere fact of feeling. Because that feeling must be positive.

Like you, I loved Journey's initial reveal trailer. I LOVE their approach to storytelling and love the music and love the foundation. The core concept.

I do not like the direction they went with the concept which was: abandon all gameplay, drop any requirement of player thought, and simply provide an abstracted 2 hour chunk of nothing and then have the player interpret how the experience made them react. To me, not fun. For others, maybe fun.
 
Amir0x - a few questions:

Do you think the game is technically sound in terms of controls and overall execution (ie laggy or buggy)?

Are there any other titles, from a different dev, which have similar problems?

If the game was a lower price, would that make a difference in how you view it?

What key thing(s) would you implement / improve?

Where does this fit in the overall - not what you think necessarily but in the wider game world - short lived art experiment?
 
I was just watching some gameplay footage and it suddenly dawned on me that this game has sort of an alien quality to it. The world, the wordless communication and the character design all just give off this other worldly vibe of mystery and beauty that, much like the interaction, does not require words to describe. Can't wait to just kick back and enjoy the experience.
 
@Amir0x For me, the appeal of Journey that sets it apart from other mediums is that you're allowed the freedom to explore and approach the narrative at your own pace.
 
Loved Flower, looking forward to Journey.

Thank you to Jenova Chen and everyone at thatgamecompany. It's been a blast.
 
Flower was alright but nothing mindblowing. I'm not expecting anything too engaging from Journey, but I'll probably buy it just to experience the visual showcase. Gameplay-wise, it'll probably be drab as fuck.
 
I just want it for a change of pace and for a relaxing, dreamy and meditative experience that I am pretty sure it will provide from the beauty and atmosphere alone. Hell, I don't even view it as a game in the traditional sense and don't think it is really meant to be either.

It's nice to take a break from shooting, swinging swords and killing things from time to time, you know? It is not meant to be some challenging affair, nor does it need to be in order to succeed in providing a form of escapism and enjoyment in it's own way. Some will obviously not dig it, and that's cool. But others will enjoy it simply for what it is.
 
Just wanted to recommend Tori Emaki on PS3 to people in this thread who may not have heard of it. It requires a PS Eye, and the hand tracking isn't perfect, but if you like the kind of games or "non games" being discussed, check this out. I'm sure it's really cheap at this point.

Personally I don't mind 10 or 15 bucks for a cool experience. I liked Flower a lot the first time I played it, even though the controls can be frustrating, and I don't like having to hold the ds3 like that for extended periods. Flow also had really nice visuals. I'll check out Dear Esther sometime soon as well.
 
The giantbomb quicklook of the beta(alpha?) sold me already, but still nice to see the reviews agreeing it was awesome. Loved flower which kind of surprised me.
 
you mean like this?

"As much as Journey is a game, it is also a metaphor for life. We travel onward though life – perhaps aimlessly, perhaps with purpose – but always with those experiences shaped by the friends, family and loved ones around us. The fact that Journey has so effectively condensed the experience into a two-hour interactive poem is an astonishing achievement. It is the evolution of Jason Rohrer's art game Passage, bringing an unmatched humanity to the experience through its multiplayer."
http://www.digitalspy.co.uk/gaming/review/a368672/journey-review-ps3.html

:)

this??

"My second journey, however, was spent with a companion. The isolation I had felt previously was replaced by a legitimate sense of camaraderie and affection for the duplicate of myself I had found in the desert. The game stopped being about me and started being about us; focusing the experience on the relationship between my companion and me, the literally unspoken bond we shared, our quest to reach the mountain and, above everything else, our desperate need to stay together. For those two hours, we were all each other had in the whole of existence."
http://www.joystiq.com/2012/03/01/journey-review-i-want-to-go-to-there/

ill get the game... :)

Yep... I wouldn't be surprised if he only had one hand on the keyboard when he typed this.
 
The whole "online friend you can't speak with, thus share special bond" isn't that rare in videogames is it? I mean not everyone uses voicechat all the time and maybe the game doesn't feature keyboard or in-game communication commands prominently. I feel like I get the feeling all the time in a game which isn't constantly respawning and pushing you into a meatgrinder. Like most recently I was playing the Mass Effect 3 multiplayer demo and two dudes out of this four man squad dropped and that left just me and this dude who couldn't communicate at all. It was a harder difficulty and we still got through it by basically reading each other our movements (and then I left him/her forever since I am not going to friend request a complete stranger). Despite getting into situations like this all the time (even in Call of Duty, mainly in Search and Destroy), Resident Evil Outbreak, the Souls series, and Final Fantasy XI (with Japanese players who I couldn't communicate with other than "lol/w" and "orz") stick out in my mind.

This isn't exactly a critique on Journey itself btw. Basing your game around the concept is still novel. I just have to roll my eyes at these oscar-worthy reviews.
 
I have yet to enjoy a game from this company. For me, it's all about the gameplay and I've yet to experience any gameplay from any of their games. They are all drab and boring as all hell, and definitely not relaxing. If anything they're irritating. Don't let hype win people.
 
I have yet to enjoy a game from this company. For me, it's all about the gameplay and I've yet to experience any gameplay from any of their games. They are all drab and boring as all hell, and definitely not relaxing. If anything they're irritating. Don't let hype win people.
This type of negative snobbery isn't exactly any better than the hype you are fighting. I've played a good chunk of the game in the beta. I loved every second of it. I also firmly enjoyed the gameplay part of the experience. People in here also loved Flower and Flow, and I am one of them. Just because you don&#8217;t enjoy these types of games doesn&#8217;t mean you have to barge into these threads imposing your negative stance on them and demanding that others do the same. These games are not for you. That&#8217;s alright. Your post would have been fine without the "Don't let hype win people."

This:
Amir0x said:
You surf, and you bark, and you win
Is such a meaningless way to boil down a game to its bare essentials just to get a non-existing point across. You can apply this type of logic to any game. In Super Mario Bros you run, you jump and you win. Furthermore from my experience with the beta the gameplay mechanics are more intricate than this. The game&#8217;s jump and float/fly mechanic asks of you to be conservative and contemplative of when to use up your cloth to jump at the right time. This mechanic changes a great deal once a stranger is introduced as both players are able to recharge one and other&#8217;s cloth at any point when close enough. This allows players with a decent scarf length to essentially fly across the game world without ever even touching the sand for minutes. Executing this mechanic, in itself is a rewarding experience, only heightened by the fact that TGC really knows how to get that sense of flight right. The experience in the beta felt absolutely amazing to me and more fun than executing a perfect jump in a Mario game for instance.

I understand that some, if not a lot, of people find these types of games boring, but I also wonder why these people feel that their negative opinions are somehow right. Especially when the game gets near unanimous praise and is clearly enjoyed by many. Why are you so upset that the game doesn&#8217;t cater to your specific tastes? That Game Company doesn&#8217;t owe you anything, and if you don&#8217;t feel that the game is for you, neither do you owe them anything. Just move on.
 
The name "Flow" has nothing to do with "flowing movement." The idea of "flow" was based on Mihaly Csikszentmihalyi's concept based on total engagement into an activity. The main concept was that if something is too challenging it creates tension or anxiety in the user, and if something is too easy/or the user has too much ability to achieve the objective, it creates boredom.

I'm not saying the name Flow was intended to describe the way the games move, but it quite simply does, and as such is the perfect name. The biggest thing Flow, Flower and Journey have in common outside of a striking audiovisual aesthetic is the incredible fluidity of their movement, and that's what I was getting at. Flow and Flower are, for one thing, by far the two most successful and effective games I've played using the Sixaxis.

timetokill said:
The concept hardly describes thatgamecompany's later games though, which have no challenge to speak of and thus sit firmly in the "boredom" category. At best you could say they are arguing that they are achieving "flow" by giving you neither challenge nor ability.

I've never considered Flow even remotely challenging, but that's irrelevant to me. I don't feel that a lack of challenge is at all inherently boring. I don't play games solely for the challenge, and I'm glad games like Journey and Flower can co-exist alongside Demon's Souls, and both be brilliant at what they do. Diversity is a great thing.

timetokill said:
Anyway, I think ultimately their games thrive based on how pretty the pictures are.

The music and flowing sense of movement surely have nothing to do with it.
 
To me, not fun. For others, maybe fun.
And that's all there is to it.

I have yet to enjoy a game from this company. For me, it's all about the gameplay and I've yet to experience any gameplay from any of their games. They are all drab and boring as all hell, and definitely not relaxing. If anything they're irritating. Don't let hype win people.
You don't like a certain type/genre of game other people seem to enjoy, therefore you blame it on either hype or pretentiousness. Okay...
 
TTP was such a nice sport, that he joined me for an online session yesterday (can probably only be done now when the player count is pretty low).. and he showed me alot of stuff I did not know in the game.. what a fantastic game this is.. !
 
I have yet to enjoy a game from this company. For me, it's all about the gameplay and I've yet to experience any gameplay from any of their games. They are all drab and boring as all hell, and definitely not relaxing. If anything they're irritating. Don't let hype win people.

Grr, stop liking what I don't like.

Anyone who finds fault in this game has no soul!

Grr, you suck if you don't like what I like.

Really great stuff, people. Being a pretentious jerk always leads to good conversations after all.
 
I've never considered Flow even remotely challenging, but that's irrelevant to me. I don't feel that a lack of challenge is at all inherently boring. I don't play games solely for the challenge, and I'm glad games like Journey and Flower can co-exist alongside Demon's Souls, and both be brilliant at what they do. Diversity is a great thing.

It is the role of the critic to rank things. If one finds Journey to be based on superficial appeal alone (i.e. mechanically shallow) then he can argue how it is an inferior work to a game that has both superficial appeal and depth. He can do thing without saying playing Journey doesn't have any appeal or that it shouldn't exist.

Then again superficiality might be what that critic is all about, which is common.
 
Finding fault doesn't mean one has no soul, regardless. Just not a smart statement.

... I dont even believe in a soul.

7EVLU.png
 
It's incredibly interesting (and a bit ironic) to me that many of Journey and thatgamecompany's staunchest critics are those who balk at the idea of these games constantly being considered "art". Yet, in my mind at least, one of the fundamentals in considering a medium to be just that is its inspection with a highly critical eye, of that nature.
 
How DARE I criticize something everyone else is sucking off!
Personally, as a non-frequent poster but someone who has been here for over 5 years, I find it hysterical you still don't understand that it's not your opinion 95% of the time, it's you.

You're antagonistic, shamelessly combative and you have such a hilariously consistent penchant for being the contrarian to so many popular and highly discussed games on an anonymous forum, especially one in which you've recently had a situation that didn't exactly shed a favoring light on you, do you really not see how this colors the perception people have of you, and thus the motivations behind those opinions?

If you really want to delve into more mature discussions of criticism and negativity towards all these games you clearly feel need them, I suggest looking inwards just as much as outwards for a solution to the problem.

Just IMO.
 
I have yet to enjoy a game from this company. For me, it's all about the gameplay and I've yet to experience any gameplay from any of their games. They are all drab and boring as all hell, and definitely not relaxing. If anything they're irritating. Don't let hype win people.
I agree with this but I don't really care if people like it. It's not bothering me at least. Some people like movies, others like video games.
 
looking at the scores, i am struggling not to buy this game. I cannot justify spending that much on a 3 hour game. Now matter how 'artsy' it may seem
 
I have yet to enjoy a game from this company. For me, it's all about the gameplay and I've yet to experience any gameplay from any of their games. They are all drab and boring as all hell, and definitely not relaxing. If anything they're irritating. Don't let hype win people.

I wasn't exactly enamored with Flow and Flower either, but this type of commentary isn't any better than those who complain about the sucking off fest for new games. Same shit, different package.
 
Where Journey truly excels is in its top-of-the-range visuals, inventive world and its tonal breadth. One moment you will find yourself avoiding the spotlights of menacing, sentient war machines 20 times your size in a barely lit dungeon, and the next plodding through the harsh mountain peaks with almost no visibility, all accompanied by a genuine sense of dread as your character visibly starts to die and can barely walk anymore.

Journey batters the senses through these moments, with each section of the pilgrimage introducing new puzzles and threats, and in around a listless hour and a half it&#8217;ll all be over. Some might feel short-changed, but while it lasts Journey manages to enthuse, excite and entertain in equal measure, and this is testament to the expertise of the developer.

http://www.gamestm.co.uk/reviews/journey-review/

VERDICT 9 /10
Short lived but genuinely inspiring
 
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