Warning: Whole lotta feel incoming...
[First off, let's get one thing out of the way: Journey is not an under-appreciated game, especially on NeoGAF. The game gets a nod in almost every graphics discussion, games-as-art discussion, soundtrack discussion, system wars, and even non-sequitur responses. The zealotry can be nauseating, lord I know, but bear with me today please.]
While the entire game takes place in the desert, Journey is anything but monotonous; every level has a different theme (from palette to overall feel and dynamic). It is a beautiful looking game, I believe everybody is aware of that by now. But a lot of people find it hard to pick a favorite part. So today I want to zoom-in and concentrate on one part of the "Sunken City" level: [Starting at 3:10]
Simply put, that section may be one of the most (if not the most) awe-inspiring and visually stimulating portions of any video game I've played. It does a good job at illustrating the technical feats of the game: wonderful soundtrack and sound direction (congrats to Austin Wintory for his grammy nomination, btw), striking lighting, and superb physics among other things. But what do all this amount to? Well, something very special...
Throughout your journey (hurr) you visit different locales at different times of day, and this portion obviously depicts the "dusk" chapter, thus pushing the effects to the limits. The game is very short, but this section felt by far the shortest/quickest. You zip through it by continuously gliding down those splendid, shimmering, burning sands. The music kicks in and pulls back at the right time. The camera pans in and out at the right time. Blink and you'll miss the gorgeous view of the summit from the bridge. *I* personally believe it's a metaphor for that perfect, fleeting sunset (You may barf rainbows... now).
The bottom line is, the developers successfully managed to create the right conditions to affect --or manipulate-- the player. I had butterflies in my stomach throughout the entire level, and games rarely have this effect on me these days. Isn't this the most critical point of the whole "games are art" discussion? I don't personally believe it's ever been about graphics fidelity or art-styles... but about moving, affecting, and thought-provoking the audience, while saying as little as possible.
Speaking of which, let's take a short break from the Sunken City and talk about the game itself for a second. As if all of the above wasn't enough hyperbole, do you what other thing Journey fills me with? Envy. I envy everyone who was involved in creating this game, and I really wish I was part of something as special as this. Videogame or otherwise, how fulfilling would leaving something as memorable as this as part of your legacy be?
The funny thing is I've never been a big fan of ThatGameCompany. I consciously ignored flOw because "lol glorified Snake," and while I thought Flower was a technically impressive software, I rolled my eyes at the theme/story/interpretation. However, Journey is by far ThatGameCompany's most technically impressive, ambitious, and most importantly genuine effort... something that allowed me to lay my cynicism low and take the experience in (speaking as someone from the M.E. though, the desert setting may have played a part in that). In the end, they were responsible for creating one of the quietest games of this generation, yet one that made some of the loudest statements.
Very few gaming related topics compel me to create a GAF thread these days, let alone type out half of that pretentious crap you just read, but this so happens to be one of them.
So tell me friends, how did LVL4-II (or any other part) change your life?
[First off, let's get one thing out of the way: Journey is not an under-appreciated game, especially on NeoGAF. The game gets a nod in almost every graphics discussion, games-as-art discussion, soundtrack discussion, system wars, and even non-sequitur responses. The zealotry can be nauseating, lord I know, but bear with me today please.]
While the entire game takes place in the desert, Journey is anything but monotonous; every level has a different theme (from palette to overall feel and dynamic). It is a beautiful looking game, I believe everybody is aware of that by now. But a lot of people find it hard to pick a favorite part. So today I want to zoom-in and concentrate on one part of the "Sunken City" level: [Starting at 3:10]
Simply put, that section may be one of the most (if not the most) awe-inspiring and visually stimulating portions of any video game I've played. It does a good job at illustrating the technical feats of the game: wonderful soundtrack and sound direction (congrats to Austin Wintory for his grammy nomination, btw), striking lighting, and superb physics among other things. But what do all this amount to? Well, something very special...
Throughout your journey (hurr) you visit different locales at different times of day, and this portion obviously depicts the "dusk" chapter, thus pushing the effects to the limits. The game is very short, but this section felt by far the shortest/quickest. You zip through it by continuously gliding down those splendid, shimmering, burning sands. The music kicks in and pulls back at the right time. The camera pans in and out at the right time. Blink and you'll miss the gorgeous view of the summit from the bridge. *I* personally believe it's a metaphor for that perfect, fleeting sunset (You may barf rainbows... now).
The bottom line is, the developers successfully managed to create the right conditions to affect --or manipulate-- the player. I had butterflies in my stomach throughout the entire level, and games rarely have this effect on me these days. Isn't this the most critical point of the whole "games are art" discussion? I don't personally believe it's ever been about graphics fidelity or art-styles... but about moving, affecting, and thought-provoking the audience, while saying as little as possible.
Speaking of which, let's take a short break from the Sunken City and talk about the game itself for a second. As if all of the above wasn't enough hyperbole, do you what other thing Journey fills me with? Envy. I envy everyone who was involved in creating this game, and I really wish I was part of something as special as this. Videogame or otherwise, how fulfilling would leaving something as memorable as this as part of your legacy be?
The funny thing is I've never been a big fan of ThatGameCompany. I consciously ignored flOw because "lol glorified Snake," and while I thought Flower was a technically impressive software, I rolled my eyes at the theme/story/interpretation. However, Journey is by far ThatGameCompany's most technically impressive, ambitious, and most importantly genuine effort... something that allowed me to lay my cynicism low and take the experience in (speaking as someone from the M.E. though, the desert setting may have played a part in that). In the end, they were responsible for creating one of the quietest games of this generation, yet one that made some of the loudest statements.
Very few gaming related topics compel me to create a GAF thread these days, let alone type out half of that pretentious crap you just read, but this so happens to be one of them.
So tell me friends, how did LVL4-II (or any other part) change your life?