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Would you explain Journey to me please? I don't get it.

People like to like things that make them feel clever.
Journey (and the rest of thatgamecompanys games) is what happens when you know how to exploit a target audience for money REALLY REALLY well. Thatgamecompany is made up of incredible businessman. It is the only way that something that lacks even a shred of substance could be so successful.

I know people are making these cynical "fuck Journey" posts to be purposefully over-dramatic, but it is super annoying. Like the collective group of people who enjoyed the game are so wrong because they think they are so smart for tricking themselves into thinking that there is something more to the game when there so clearly isn't.

If people say they had a strong emotional reaction to Journey, than maybe they did. Why on earth would people lie about that? Especially on a site so well known for being overly critical.

It's completely fine if you didn't share that same emotional response. If we are calling video games art than we are going to have to accept that no piece of art is universally revered. When I go to an art museum, MOST works I pass evoke no feelings whatsoever. Some I immediately hate, and some I adore. The people who love the ones I hate aren't trying to be smart, they just happen to like that piece of art. The artist wasn't trying to exploit a market, he or she was merely expressing themselves. End of story.

So if you didn't like Journey, that's cool. Continue on to the next game and see how that one treats you. But don't be arrogant enough to think that you stumbled upon some epiphany that completely negates other's enjoyment.
 
The multiplayer is 100% my reason for adoring Journey. The whole community aspect, really, is beautiful in my eyes. http://journeystories.tumblr.com/ really highlights this well.
I didn't put it in my top 10, but I really enjoyed Journey and felt like I got my money's worth. It's beautiful, has a great soundtrack and it's a joy to control your character. There's nothing bad about the game at all.

Where I don't really agree with some people is the profoundness of the co-op experience, which is of course completely subjective. I think the Souls games do the same thing, but with more challenge and mechanics to make you care about your co-op partners. I wonder if some of the people who say Journey is the best co-op experience ever have played the Souls games. Of course, they might have and just think Journey is better. That's fine, my point is, if you like Journey's co-op you'll probably like Dark Souls' implementation of it as well. I never really felt like my companion in Journey was in danger or that I couldn't make it through without him. I thought it was cool to have another person around to experience the fun and to help me jump higher or have a veteran player show me some secrets. I didn't want the co-op to be any different, it was great, it just didn't blow me away like it did for some other people is all.
I've played Journey and Dark Souls (no PS3 when Demon's Souls came out but the digital version is tempting me) but I never really thought their co-op was that similar. I mean, when it's laid bare (basic to no communication, a level of anonymity, no choice in who you partner with), it does seem almost identical. But the two forms of co-op have almost opposite affects on me. Maybe this is because I never liked teaming up so much in Dark Souls (it made it very easy to win), but the online in Dark Souls was more of a threat or nuisance than a beautiful partnership, which is what exists in Journey.
 
My "anonymous multiplayer" experience in Demon's Souls includes the time some dick with a tornado hat stood right inside the doorway to the Old Monk in Tower of Latria, and backstabbed me the moment I stepped through the portal. I then proceeded to run away muttering "dickdickdickdickdickdick" while he chased me with a spear.
 
The multiplayer is 100% my reason for adoring Journey. The whole community aspect, really, is beautiful in my eyes. http://journeystories.tumblr.com/ really highlights this well.
I've played Journey and Dark Souls (no PS3 when Demon's Souls came out but the digital version is tempting me) but I never really thought their co-op was that similar. I mean, when it's laid bare (basic to no communication, a level of anonymity, no choice in who you partner with), it does seem almost identical. But the two forms of co-op have almost opposite affects on me. Maybe this is because I never liked teaming up so much in Dark Souls (it made it very easy to win), but the online in Dark Souls was more of a threat or nuisance than a beautiful partnership, which is what exists in Journey.
I agree that they are very different, but the effects of those things do create a distinct feel that is similar across both. There's something a lot more immersive about it. There's no jarring "weedGOKU666" username floating above the characters to look at and the lack of communication ironically makes the character feel more alive because it's less apparent that it's being controlled by some dude sitting in front of his TV eating a bag of potato chips.
 
My "anonymous multiplayer" experience in Demon's Souls includes the time some dick with a tornado hat stood right inside the doorway to the Old Monk in Tower of Latria, and backstabbed me the moment I stepped through the portal. I then proceeded to run away muttering "dickdickdickdickdickdick" while he chased me with a spear.

That guy probably played Journey with someone.

Maybe I'd have liked Journey if I liked multiplayer with random strangers.
 
I feel a closer bond to the random invanders in Demon's Souls than the travelers in Journey.

I'm all like

"HALT! WHO GOES THERE! DOTH THOU SEEKEST THY BLOOD? THEN FIGHT TO THE DEATH, WE SHALL!"




...it's a shared sentiment of passion for action-adventure games, implied through our silent exchange of stabbings and bludgeonings.
 
I had it as my game of the year, but I can't really explain it. I think it connected to me in a strange way that no game has, it also feels incredibly fresh in an industry which I feel has become increasingly stale save for some downloadable games. First of all, I think people are actually underestimating the gameplay, it's an incredibly fluid playing game, the pacing is top notch, the movement of the character as well as the platforming feels incredibly graceful, the game also encourages multiple plays through with collectibles which add to your character's jump, then there's the co-operation and interaction with other online players which feels so organic. Then there are the slide parts which are incredibly stunning but also exhilarating and fun.

Yes, the game is incredibly simple but it feels right because it is all about minimalism and just raw movement, visuals and sound, as such it is a journey. The game takes you through a wide range of moods, emotions and wow moments and all this is crammed into a 2 hour package. Of course it helps a bit that the game is probably one of the best looking titles ever made.

I played plenty of games last year, and I think about the likes of hitman, far cry, borderlands, max payne, ass creed, halo and none of them resonated in the slightest on any kind of level. In two hours Journey gave me more moments of resonance, connection, feeling, emotion, awe, than all of those games combined.

And all this is coming from an incredibly cynical person.

I guess it's not everyone's cup of tea but for some to suggest that people's response to this game is somehow hipster, or disingenuous, or based on a pretension is pretty damn unfair.
 
I'd like to say I don't have a PS3, played it on my friend's, and went in after all the hype in the first month. Just to dispel the conspiracy theories about it only being for Sony fanboys/fangirls which is pretty insulting.
 
I'll start off by saying that Journey was not my GOTY and not in my top five either.

That said, what I liked about it: when I first encountered another player in the game (in the first area where you *can* encounter someone), I didn't really think much of it. I'd heard about the multiplayer aspect of it, but I was only interested in doing my own thing. We ended up heading up the stair-thing around the same time though, and moved on to the next stage together. I began to get a bit attached to my "partner," and started wondering who they were, if they'd played the game before if they were a first timer like me. We started following each other around, waiting for each other and poking about where the other was nosing around. I felt like we were in it together.

When we reached the underground cavern, my partner sat down in the sand. I thought they were going to go for the meditation trophy, so I sat down next to them. Then, they disappeared. I was shocked. It felt like I'd been punched in the gut. Did they just turn off the game? Were they coming back? I waited for a few minutes, hoping they'd re-materialize. I started feeling really bitter, liked they'd betrayed me. I thought we were in this together, buddy! You didn't want to stick it out til the end with me? After a while, I decided to press on, but there was a real sense of loss. My heart wasn't in it anymore. I encountered another player deeper on in the caverns. I approached them, looking to form a new partnership, but they largely ignored me and did their own thing. "Fine!" I thought. "I don't need you anyway! If you don't appreciate how much better it is with someone else, you don't deserve my company anyway!" Off I went again.

I ran into another player when I hit the snow, but by that time I didn't care. I just wanted to get the game over with. I felt bitter and sad and lonely. I wanted my first partner to still be with me, but I resented them as well. After the credits rolled, I saw that I'd encountered over half a dozen players over the course of my Journey, a much higher number than I'd remembered seeing. I realized that maybe I hadn't even been with the same person the whole time I thought I was.

Journey's not the most amazing game I've ever played - not even close - but I'm still surprised by the emotional roller coaster I experienced while playing it. Typing it out, my emotional response to these other players seems very childish in hindsight, but I really did feel those things while playing the game, however silly and irrational they were. I've never really felt that way while playing a game before, so I give kudos to thatgamecompany for crafting a gameplay experience that was for me, entirely unique and unexpected.
 
In my opinion, to enjoy Journey to the maximum you need to...
Play start to finish in one sitting
Play without distractions
Play online so others can join your game
Use headphones or a good/loud surround sound..immersion is the key.

That's my opinion. Journey GOTY???? maybe not. A one of a kind experience that I will always remember? Yup!
 
The basic controls -do- have a great feel to them, I'll give you that. They just don't give you much to do with them. More sand-surfing and more hills to slide down (and less to climb) would've helped. The air draft "platforming" was meh, though. So was the "stealth."

The feel of getting around in Journey was definitely great and another reason I prefer it over Flower. The sixaxis gliding worked well from a technical standpoint, but I didn't care for it. If Journey had forced the sixaxis camera on you as the only camera option, I honestly don't know if I'd have finished it.

Honest but maybe strange post? TGC's games strike me as more experimental than arty. Maybe that's part of why I don't find the games grating. Team ICO's games strike me as more deliberately arty and pretentious, but they also have more traditional gameplay which I think ends up grounding them better.
 
When we reached the underground cavern, my partner sat down in the sand. I thought they were going to go for the meditation trophy,
This to me is why you didn't enjoy Journey as much as you could. You knew to much and focused on mechanics. If you just played through the game and didn't focus on multi-player mechanics, it would have been a different experience.
 
I felt more connected to my co-op partner than any game I've ever played, even though it was doing less than any co-op game at the same time. I felt sad when one of the people I was playing and experiencing the game with left. They helped me out. I helped them out. I was connected to the world of Journey.

It's beautiful. My jaw was literally dropped for at least half of the game. Every new environment just blew me away. And the combination of that with the incredible music made for a seriously fascinating experience.

You know how there are opera songs that will make some people cry their eyes out, but you listen to it and you think, "uhh, okay? I don't get it." Not everybody is going to feel an emotional reaction out of everything. The game mechanics only served as a method to experience the journey.
 
A great man once said . . .

We can not use traditional methods of judgment for an experience like Journey for it asks you not to "judge" it in the traditional sense. Instead it is a excursion to the very center of what it means to play, it is an exploration into the self. The constraints of "fun" and "interactive" are thought-limits imposed by the old model when the realm of the digital canvas asks us not to score points, but to experience the essence of vagabondage.

The lack of understanding is not the least surprising. The standpoint of Western developers and even foreign developers who lived under post-colonial rule are reduced to Judeo-Christian arch-tropes of rescue and conquest. Journey instead posits your role as the Journey Maker, one who travels. This idea of the traveler is familiar to in the Arab world, in fact "one who travels" can be seen as a loose translation of a Hajii, a Muslim who has recreated the spiritual pilgrimage of Muhammad.

That act of traveling is what restricts the greatness of Journey to be appreciated. The path of Journey doesn't grant you a trophy or princess upon it's completion. Journey can not "give" you anything upon "beating" it because it can not give to you what you already have. It is a spiritual path and therefore it's goal is to instill your very soul with that inner peace no other "game" of bits and bytes can provide.
 
Hajj pilgrimage is pretty cool, but it's not as spiritual like people used to do in 2000 years ago. Now there's so many people, and they get trampled too :(
 
What I don't get are the complains about the gameplay, or lack thereof.

Flying around in harmony with another experimented player was the best new gameplay mechanic of last year :P
 
If there's one sublime aspect I can mention about Journey is that it is a "sea" experience on land. Your character and your scarf mimics that of the stingray and the "platforming" aspect equivalent is akin to the way it swims (many other AI characters and surroundings paint the atmosphere as such).

At least that is how I experienced the game. Despite replaying multiple times, I feel that I constantly have a new experience every single time. Especially when it comes to unlocking all the secrets. Trying to rely on someone depending how long or short their scarves can impact the way you co-operate with him/her vice-versa, this is something most players overlook in my opinion. NO OTHER game I know of has made me look at multiplayer in such a way. Heck, I'd go as far to say that the single-player is merely the "shell" of the experience and I'm glad I did not pay attention to reviews for not utilizing the multiplayer aspect first.

The BEST part is when you unlock all the secrets to obtain the white suit. By then 100% of my playtime had my partner constantly follow me now matter what I do, something you don't see in most other multiplayer games.
 
You basically hold up on the joystick and walk forward for two hours. There are a few extremely light platforming segments. The closest it gets to gameplay is hiding from that flying monster, or walking behind rocks to block the wind. That's really about it.

It has nice graphics, but only a few moments stand out as phenomenal - namely, the sunset surf. The rest looks nice, but not industry changing, or GOTY level.

The thing that offends me most is when people pump up the OST. I purchased it on iTunes. I played the game. I've listened to it several times. It's just not that good. Nascence is a good title screen song for a little over a minute. Road of Trials has a strong 60 seconds, the best on the album, then it fades into non-committal ambience and fumbling around. There are only 18 tracks on the whole album, and 6 are just confluence tracks when you reach a checkpoint, with non-memorable ambience, and I like ambience. You're left with 9-10 tracks that fade into obscurity, afraid to commit to a strong melody or rhythm.

Journey is fun, and I enjoyed it. But I'll never understand how anyone thinks its GOTY, or OST of the year. It makes me think they hate gaming, gameplay, and as someone suggested a while back in this thread - just like to use their vote to make some statement about games as art instead of actually rewarding the best game of the year.
 
Most people prefer movies/stories/experiences to games. That s all.

Also there s nothing to "get" : itsfuckingnothing.gif
 
It's about the Journey.

...

...

Really that's essencially the game. It's an "art" game. You know those type of games which are spost to be more spiritual and relaxing.
 
It's about the Journey.

...

...

Really that's essencially the game. It's an "art" game. You know those type of games which are spost to be more spiritual and relaxing.

Journey made me feel happy,then curious then surprised, then scared, then confused, and then sad.
Fantastic video game that should not be played alone.
 
I mean I'm all for respecting people's opinions but the fanaticism of some of the Journey reactions was always EXTREMELY offputting to me and why I decided to steer clear of the game

This is what's going on with Journey. Online anyway.

http://en.wikipedia.org/wiki/Group_polarization

Both The Walking Dead and Journey were decent, but they weren't the best games of 2012 by a longshot. That's not to say what was there wasn't great; they just were not that great in terms of actual gameplay.
 
You basically hold up on the joystick and walk forward for two hours. There are a few extremely light platforming segments. The closest it gets to gameplay is hiding from that flying monster, or walking behind rocks to block the wind. That's really about it.

It has nice graphics, but only a few moments stand out as phenomenal - namely, the sunset surf. The rest looks nice, but not industry changing, or GOTY level.

The thing that offends me most is when people pump up the OST. I purchased it on iTunes. I played the game. I've listened to it several times. It's just not that good. Nascence is a good title screen song for a little over a minute. Road of Trials has a strong 60 seconds, the best on the album, then it fades into non-committal ambience and fumbling around. There are only 18 tracks on the whole album, and 6 are just confluence tracks when you reach a checkpoint, with non-memorable ambience, and I like ambience. You're left with 9-10 tracks that fade into obscurity, afraid to commit to a strong melody or rhythm.

Journey is fun, and I enjoyed it. But I'll never understand how anyone thinks its GOTY, or OST of the year. It makes me think they hate gaming, gameplay, and as someone suggested a while back in this thread - just like to use their vote to make some statement about games as art instead of actually rewarding the best game of the year.

You're easily offended then.
 
You basically hold up on the joystick and walk forward for two hours. There are a few extremely light platforming segments. The closest it gets to gameplay is hiding from that flying monster, or walking behind rocks to block the wind. That's really about it.

Journey is fun, and I enjoyed it. But I'll never understand how anyone thinks its GOTY, or OST of the year. It makes me think they hate gaming, gameplay, and as someone suggested a while back in this thread - just like to use their vote to make some statement about games as art instead of actually rewarding the best game of the year.


the very first thing you do with the game is turn the camera. that is gameplay. it's also a well designed piece of gameplay, showing you camera control and leading into the scripting of your character standing up with the hill in front of you, giving you a goal.

oh i love gameplay... that first camera movement is pure gameplay sex.
edit: oh man, i just realized there is a sex metaphor for gameplay complexity... different positions of varying difficulty and goals, lol.
 
- Interesting and original multiplayer that adds a lot to the journey (no pun intended).

- Great visuals. The world is amazing. It oozes atmosphere.

- Great audio. The soundtrack is fantastic. Couple it with the great visuals and the game can get mesmerising at times.

But I guess it's different for each person. I was basically in a trance the whole time playing the game.

I agree with all of your points but an important one is missing. The gameplay is what was lacking for me. Every section was obvious and straight forward. There was nothing to solve. There was no challenge. There was hardly any exploration or experimentation.

I'm not sure if this was an official quote or someones speculation but I remember a quote along the lines of "You'll run into another traveler and you can help each other out. Maybe they'll have an item you don't have or know something you don't know." And that type of game coupled with the anonymous multiplayer would have been a great situation I expected out of Journey. If there was only something to do my opinion would do a 180.
 
My experience was amazing, and I owe it entirely to the player I was paired with. It made me consider relationships in my own life and in general in the real world. I went into detail about my experience here.
 
Your website is beautiful.

Er, thanks. =) It's really not, it's just that one page that I poured most of the weekend into.

My point is that Journey is different things to different people, but for me it's the very best gaming I've had this gen. It just connected to me.

I understand that not everyone feels the same way, but - well, I think it's something very special.
 
Er, thanks. =) It's really not, it's just that one page that I poured most of the weekend into.

My point is that Journey is different things to different people, but for me it's the very best gaming I've had this gen. It just connected to me.

I understand that not everyone feels the same way, but - well, I think it's something very special.

Gorgeous page Nofi! And extra points for The Stone Roses reference, even if it's the wrong album. ;)
 
So, my pitch:

a) Journey uses no dialogue to tell its story, and is not rooted in any one language. You played the same game someone in Germany, or Japan, or South America, or wherever played, and nothing was lost in translation. I don't want to toss around the word "transcendant" lightly, but by relying on universal language, visual and musical storytelling, Journey told a story that could be shared across language barriers

b) ...not only did you share the exact same experience as someone who you'd otherwise never be able to communicate with, but you could have potentially played with that person during your journey. Your "partner" fits seamlessly into the game world AND narrative, unable to hamper your experience by harming you or leaving you to do all of the work. They can only teach, or be taught, and you are free to leave them or let them be at any time. Player agency is unable to detract from the game in any way, only enhance it.

c) ...not only that, but because the game is an hour and a half long, and requires little to no prior investment in video games, Journey is something an average person with no knowledge of video games could complete in one sitting and take something away from. It is a rather pure experience, though careful never be insultingly so. There are joys found in surfing down a mountain of sand or sneaking through a cavern undetected that I would still consider forms of play, no matter how simple. The game is not "won" so much as it is played, and experienced, which I think makes it what it is.

Journey is at the very least a thing of beauty, expertly crafted and refined, by talented people with things to say and nothing holding them back. It experiments in ways few games bother to, and is only as deep as what you bring into it, never once expecting anything more from you.

It isn't the best game ever created, nor in my opinion the best game of last year, but it is probably one of the finest examples of the medium and the kinds of storytelling and ideas that can only come out of something as communal and interactive as videogames.
 
This is what's going on with Journey. Online anyway.

http://en.wikipedia.org/wiki/Group_polarization

Both The Walking Dead and Journey were decent, but they weren't the best games of 2012 by a longshot. That's not to say what was there wasn't great; they just were not that great in terms of actual gameplay.

I would be careful doing down this road.

By this same logic, could someone not argue validly against Metal Gear Solid 4 or Uncharted 2?
 
So, my pitch:

a) Journey uses no dialogue to tell its story, and is not rooted in any one language. You played the same game someone in Germany, or Japan, or South America, or wherever played, and nothing was lost in translation. I don't want to toss around the word "transcendant" lightly, but by relying on universal language, visual and musical storytelling, Journey told a story that could be shared across language barriers

b) ...not only did you share the exact same experience as someone who you'd otherwise never be able to communicate with, but you could have potentially played with that person during your journey. Your "partner" fits seamlessly into the game world AND narrative, unable to hamper your experience by harming you or leaving you to do all of the work. They can only teach, or be taught, and you are free to leave them or let them be at any time. Player agency is unable to detract from the game in any way, only enhance it.

c) ...not only that, but because the game is an hour and a half long, and requires little to no prior investment in video games, Journey is something an average person with no knowledge of video games could complete in one sitting and take something away from. It is a rather pure experience, though careful never be insultingly so. There are joys found in surfing down a mountain of sand or sneaking through a cavern undetected that I would still consider forms of play, no matter how simple. The game is not "won" so much as it is played, and experienced, which I think makes it what it is.

Journey is at the very least a thing of beauty, expertly crafted and refined, by talented people with things to say and nothing holding them back. It experiments in ways few games bother to, and is only as deep as what you bring into it, never once expecting anything more from you.

It isn't the best game ever created, nor in my opinion the best game of last year, but it is probably one of the finest examples of the medium and the kinds of storytelling and ideas that can only come out of something as communal and interactive as videogames.

Pretty much this. A great synopsis, especially the language thing.
 
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