Ollie Pooch
In a perfect world, we'd all be homersexual
He's talking about comments to the effect of 'people only like Journey because they like looking clever' or some other garbage.no, people are allowed to not really like things.
He's talking about comments to the effect of 'people only like Journey because they like looking clever' or some other garbage.no, people are allowed to not really like things.
Oh yeah that guy was me.
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.
Huh? Did I imply that they weren't?no, people are allowed to not really like things.
YeaHe's talking about comments to the effect of 'people only like Journey because they like looking clever' or some other garbage.
Maybe he does. I was just clarifying what I thought Fancy Corndog was responding to.maybe he thinks that's true?
You saw me in the game, I don't got none!Take me in your arms!
Sand is really pretty in a sunset.
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 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 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.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.
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 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."
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.When we reached the underground cavern, my partner sat down in the sand. I thought they were going to go for the meditation trophy,
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.
A great man once said . . .
Now see, normally I can roll with joke reviews like this but when you have people describing Journey in similar ways to how you describe a real drug, I'm not so sure.
It's about the Journey.
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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.
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
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 don't need drugs to have drug-like effects.
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.
I wrote this yesterday which might go some way to explain my personal thoughts on the game. In short, I adore it.
I get that others don't necessarily agree, but for some it's the personal stories that make the game.
- 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 wrote this yesterday which might go some way to explain my personal thoughts on the game. In short, I adore it.
I get that others don't necessarily agree, but for some it's the personal stories that make the game.
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.
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.
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.