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Journey (PS3) Public Beta discussion thread

So is the game "fixed" now, for those that said the camera controls were slightly bothersome? I'm not in the beta, but keeping my eyes peeled for this one. I <3 Ico.
 
BigJiantRobut said:
They implemented that fast. I guess the developers are really listening to the fans and all their
Back Talk

We actually have been trying to figure out the best way to use the right analog, which is one reason why we put it in the beta (also the legion of fans begging for it pretty much told us it's a necessity). Until the psnbeta.us.playstation.com/journey/ site is working, please send us feedback on what you think about the right stick controls to info@thatgamecompany.com
 
Killthee said:
psnbeta.us.playstation.com/journey

20110630-bdjqxi5pd6f12m8jrjbx15p9fh.jpg


I'm getting a not authorized error so I'm not sure if the site is fully up yet.

Yeah, it's not working for us either. We're going to keep everyone notified for when the site is working properly. As for now, follow the directions in our tweet. ;)
 
Agent X said:
Well, I'm a fan of Move, and I know you are as well. ;) But to be honest, this game really doesn't cry out for Move controls.

The extent of the motion sensing here is about the same as it was with Flower. If you recall, at one point they announced that Flower would be patched for Move. That never happened, but I was never too concerned about it. Frankly, Flower worked really well with the Sixaxis tilt, and I don't think Move could have added anything substantial to the game.

I suppose Move could be an option (certainly couldn't hurt to have more options), but in the context of this game and its existing control scheme and play mechanics, Move wouldn't add anything of value.

Well, not saying it would make a substantial difference, but I'm sure it would be more comfortable to tilt-control a camera with one hand rather than with two holding the same piece of hardware you are using to control the character (Dylan Jobe Warhawk E3 announcement style).

It would feel as easy as when using the right stick without sacrificing the motion feeling and buttons accessibility.
 
TTP said:
-_-

Why does TGC hate the Move? I though they would be all over it.

To be fair, we don't "hate" the Move. It came out after we made Flower.. As with any video game company, we always want to try out new things. Sometimes we do, sometimes we don't. EDIT: Also, as a small company, we have to think extensively about implementing different control schemes. We've been working on Journey for two years now, and we are still undecided on whether or not we'll keep the right analog stick in the retail release, but we do know how important that is to hardcore gamers. :)

Agent X said:
Well, I'm a fan of Move, and I know you are as well. ;) But to be honest, this game really doesn't cry out for Move controls.

The extent of the motion sensing here is about the same as it was with Flower. If you recall, at one point they announced that Flower would be patched for Move. That never happened, but I was never too concerned about it. Frankly, Flower worked really well with the Sixaxis tilt, and I don't think Move could have added anything substantial to the game.

To be fair, we never actually said Flower would be patched for Move support. Somewhere down the line it was accidentally put on the list.

Agent X said:
That's what I figured, but with the new patch, thatgamecompany just did the most sensible thing, and allowed the user to use the right analog stick immediately without having to issue any additional commands. The game still encourages you to use tilt control for camera movement, and doesn't mention the right stick, but the right stick functions if you use it.

We're trying that out, because we want the people who have never used the right stick before and who can't use both sticks to use the motion sensor, as those types of people generally think it feels better, and for the gamers, we're seeing if they'll figure out that they can use the right stick for camera controls.

Everyone, keep in mind that there are a lot of people who's first games they have ever played in their entire lives are our games, and we need to make sure they are still accessible, and forcing people to only use the right analog stick forces those who can't use it to stop playing the game. We are always trying to give the best experience possible!
 
Amish_Gramish said:
Yeah, it's not working for us either. We're going to keep everyone notified for when the site is working properly. As for now, follow the directions in our tweet. ;)

I just got up and see new Journey update with analog stick control... I read post again telling me it's my yet sleepy head wishing...and It's really true. (today is gonna be goooood day XD)

Can't thanks you enough for this update X3... NOW THAT's FEEDBACK with the user (take notes "other companys out there" this's the way it's done).

NOw this game will be perfect .^_^.
 
Agent X said:
Also of interest is the fact that they've now implemented the right analog stick as a camera control, in addition to the Sixaxis tilt.

!!!!!!!!!

Ok I am fuckin' sold when this comes out
 
Amish_Gramish said:
and for the gamers, we're seeing if they'll figure out that they can use the right stick for camera controls.
Given that this gen is filled with shooters I don't think that's a problem.
 
Knowing this is only a little slice of the game, I'm now a sad pumpkin not to get an invite. I guess I bought Flower on my EU account and it doesn't count :|

This is what I get for my contributions to the last Journey beta thread ;_; Forgive me Wario!
 
BlazingDarkness said:
Wait wait, they've just added right analog control for the camera ? already?
Awesome

Yeah. Patch 2.02 pretty much did this. The game becomes so much better with the addition of the right stick.

Anyway, I went off on different path than my first play and this time I actually encountered a way to extend my scarf faster before I even get to the 3rd level.
 
There seem to be quite a few little hidden nooks and crannies that I missed on my first couple playthroughs, including
one behind the big sand "waterfall"
. I was well chuffed when I accidentally stumbled into that. I hope the full game features incentives to exploration like that throughout.
 
Damn, already patched in right analog camera? Seems like they're really listening to the people. <3 Thatgamecompany.

Still salty about not getting invited to the beta though, I'll hold that to my chest till I get a chance to play this game.
 
Just played this last night when the new patch came up. It's very beautiful and I'd definitely want it, but I hope there'll be some sort of replay value in it.
 
*walks in, sees ICO comparisons and right-stick camera confirmation, has small stroke, leaves and enters total media/info blackout*
 
Is the white glow pointing to the other player a new thing from 2.02? I didn't notice it in my first playthrough.

And how many "shrines" did you find?

I found
3
:
near the graveyard, behind a sandfall, atop of a tower in the third section.

I really like how the story is told.
 
Amish_Gramish said:
To be fair, we don't "hate" the Move. It came out after we made Flower.. As with any video game company, we always want to try out new things. Sometimes we do, sometimes we don't. EDIT: Also, as a small company, we have to think extensively about implementing different control schemes. We've been working on Journey for two years now, and we are still undecided on whether or not we'll keep the right analog stick in the retail release, but we do know how important that is to hardcore gamers. :)

Ok, but I still believe you could very easily implement it, especially since a) it only relates to camera control and b) you already have motion sensing implemented for that and sort of only have to "move it over" to another sensor.

Smaller teams than yours have implemented much more complex Move controls to their games both during and post development. I'm no developer, but having talked with a few of them and having a decent understanding of how Move works, I'm confident one lone guy at TGC could do it in a week time top.

Honestly, I still think you just didn't think about it or don't care. Which is fine, mind you. I'm not here to pretend you have to. I just think it's a baffling missed opportunity.

Perhaps Jenova doesn't like the idea of a calibration process at start up? If that's the case, you can tell him there is no need for one when all you need to track is tilting. Gravity is all you need just for that, like with the Sixaxis. And that's always on by default ;)

Amish_Gramish said:
To be fair, we never actually said Flower would be patched for Move support. Somewhere down the line it was accidentally put on the list.

You never denied it either when you had the opportunity almost two years ago. (Not you personally as you were not CM back then I think. I mean TGC).
 
Here's a worthless bit of feedback for you:

I LOVE that pausing the game results in a screensaver so fantastic to look at that I left it running for hours last night as I puttered around the house.

Defintiely hoping for a Journey dynamic theme. :)
 
Well, that left a really incredible first impression. Everything worked smoothly, so no bugs to report. Now I just can't wait until this is out, so I guess some more "testing" will have to tide me over until the beta application expires.

My only real suggestion is for the recently added right stick camera control. I'm not convinced it even needs to exist since I personally felt the SixAxis controls worked wonderfully, but if you're going to be that all-inclusive, I think allowing the player to click the right analog stick to toggle between the various axes might offer an elegant (and minimalistic) way to satisfy everyone.

Anywho, day one purchase, definitely.
 
I really enjoyed this and much preferred the right analogue stick for camera.

This game is really relaxing for me I love just taking things slow and exploring.
The movement is awesome I love in the 2nd area when you hit the gusts of wind and you can just surf around.

I wonder how long the scarf gets? will be cool flying around when its huge.

It would be cool if there was wind that you could surf for while which leads to the end off a cliff then fly for a bit then hit a giant downward slope to surf down it.
 
Late to the news, but holy crap! They implemented analog camera controls already? That's awesome. I wish Nintendo would bother responding to feedback like that, and in such a swift manner.

Congrats thatgamecompany. You guys just got yourselves another guaranteed sale.
 
I just wish there was more in the way of puzzles in the beta but is it a lovely game.
Anyone find the red tower besides me?
 
TTP said:

To be fair, TGC was hard at work on Journey at that time, but if I remember correctly they did say somewhere on the forums that there was some miscommunication down the line.

Also, working with Sony they had to make sure to not say the wrong thing about that, to make sure people didn't think TGC had something against Sony or that there was a disagreement. It was someone's mistake, and it's behind us now.

(Although I personally think it would be really cool to implement this in Flower. Journey, to me, doesn't seem like it would really add anything to the experience.)

EDIT:
Oh, and how's it going TTP?
 
firehawk12 said:
Has the hard lock up problem been fixed?

When playing online with someone else?

If so, yes, it was fixed with update 2.01. (We're now on 2.02.)

And if you haven't updated the beta since you downloaded it, remember to wait a minute or two before accepting the install, as it will just reboot your system.
 
woolley said:
Has anyone been able to get onto the feedback site for this yet?

It worked for me for a little while, but after I switched to another computer, it said I didn't have access to the forums. I still could get into the first area, but I couldn't go back to the discussions part.
 
disappeared said:
Something awoke inside me.

I wanted to tell her I was sorry. That I wanted her more than anything else I had ever wanted. That she made me happy.

Journey did this.


I traversed sand, desert. Ignited the flame that built the bridge.

Journey did this.


The whole time I played this beta. Two times in a row. I didn't even hesitate. I restarted and found additional scarf/flag bonuses. I was able to float. To fly.

This game is magnificent.


I carried on with one stranger. Was it pre-scripted or another online player? I will never know. We dashed along dunes, we floated towards the dark tower, when the sky blackened.


It reminded me of her. Of an ex I once had.

I wanted to tell her I was sorry.



Journey did this. In 30 minutes.

*groan*

i am sure it impacted you and shit but gosh that was painful to read -- no offense or anything :/
 
no it's fine but it just seems like one of those... what's the phrase... reaching for meaning where this is none type of posts? I mean, it doesn't actually say anything about the game. It says more about your state of mind while playing the game. I always dislike that inserting self into analysis things. It's just a personal thing. Don't mind me.
 
Amish_Gramish said:
(Although I personally think it would be really cool to implement this in Flower. Journey, to me, doesn't seem like it would really add anything to the experience.)

Well sure Move support in Flower would be more impactful as motion controls is what the whole controls are based upon, but while I do agree they wouldn't add much to the experience in Journey, I do believe Move is better suited for this sort of camera controls, to the point that no Move owner would ask for a right stick alternative. Which on the other hand is the case with DS3 users.

Add to that the ease of implementation (can't stress this enough - I wouldn't discuss this matters if Move implementation would have required serious effort) and I just don't see why it's not there already in the first place.

It seems to me TGC wants people to enjoy motion camera controls so why not offer the best solution for that? Heck, you might even sell a few extra copies to some of those 9m Move owners out there looking for compelling content. Of course they all own a DS3 as well, but that's no guarantee they'd buy your game. Move support is no guarantee either, but it's an extra "lure" worth taking advantage of IMO. Cover all the bases etc.

Amish_Gramish said:
EDIT:
Oh, and how's it going TTP?

Good thanks! Trying to get Journey to support Move so I can talk about it on iWaggle3D :D
 
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