Thatgamecompany
has made quite a reputation for themselves over the past few years. Their
“download only” PSN titles Flow and Flower have taken the gaming world by
storm and have garnered much praise from both gamers and critics alike. Journey, their most recent endeavor, is
undoubtedly their greatest work yet, and one of the most poignant experiences
you will find this generation.
Journey has a
simple premise. The player takes control of a cloaked wanderer, venturing
towards a mountain in the distance, which conveniently allows them to regain their
bearings when exploring the vast, post-apocalyptic expanse. The player wanders
through sand dunes, tunnels, and snow passes, littered with the ornate
structures of a civilization long extinct.
The architecture that remains intact is reminiscent of Middle Eastern,
Indian, and oriental cultures, with enough of its own fingerprint to make it
feel authentically “other worldly.”
The game will astound you with its flowing atmosphere and
environments that, while being practically bereft of life, produce a truly
organic presence. The works of Thatgamecompany
evoke an unmistakable charm and grace, standing as art pieces before video
games, in a traditional sense. Journey’s
devotion to this formula is clear, but it does seem to fall into slightly more
traditional gaming genres. This gives it a greater accessibility than the
previous games, and, in many ways, allows it to take the immersion and
presentation beyond the level that an experimental puzzle game can deliver.
The gameplay is simple. Like most “third person” adventure
games, one analog stick is used to move while the other controls the camera.
The “X” button allows the player to take flight, and the “O” button gives off a
resonating chirp, which is the wanderer’s sole tool for interacting with the
environment and other players. These two buttons are all one needs to traverse
the vast landscapes of this world and solve its charming puzzles.
Most of the puzzles revolve around finding ways to charge
one’s flight ability, with hopes of reaching daunting locations. As the player
progresses through the game, they will be able to increase the length of the
ribbon that trails behind them. This ribbon/scarf, serves the purpose of a
“power gauge,” as there is HUD on the screen. When white, shining runes fill the
scarf, they can be consumed for the purpose of flying. It is charged by
touching other loose ribbons or creatures, which are commonly found throughout the
trek. By finding and unlocking such creatures, the player can use them to reach
higher and further locations.
There are few hazards, as there is no way to die in the
game. However, there are enemies near the end of the game that must be avoided,
or else they will inflict massive damage to the player’s scarf. This damage is permanent,
so it actually adds far more suspense and tension than just getting sent back
to a checkpoint.
Journey features the
most unique and fresh multiplayer integration I have seen since Demon’s Souls. Throughout the quest, one
will occasionally bump into other players, which creates a brilliant contrast
with the accustomed desolation. All players are anonymous, the only defining
feature being the symbol they are granted at the beginning of the game. The
only form of communication between players is the reverberating chirp, which
also functions to charge one another’s scarves. The online integration is
seamless. Players stumble across each other in a very natural and believable
manner. Players can choose to help each other out or go their own separate
ways. The co-op aspect adds spice to the game and makes every playthrough
different. Its simplicity, anonymity, and ambiguous nature makes it one of the
most magical and intimate multiplayer experiences in recent memory.
Journey is a game
that capitalizes on minimalism in terms of gameplay and story. However, this is
also intertwined with its grandiose artistic vision. Combined, these two
elements create an evocative, epic, engrossing experience that is not only easy
to pick up and play, but also seamless, well-paced, and straight to the point.
Not since Fumito Ueda’s masterpiece Shadow
of the Colossus have I seen a game accomplish this feat so brilliantly.
Complimented by the utterly stunning musical score, Journey is a euphoric, emotional powerhouse. It will surely be
remembered for years to come, like SOTC, as a testament to why video games are
an art form, a single word refutation of any point to the contrary.
Journey is
currently a paragon in “download only” titles. Downloadable titles usually
strive hard just to meet a level of content and quality matching their watered
down price range and format, which is why some of the most successful games
have been simple and “old school.” Successful PSN titles include sidescrollers
like Limbo, 4 player “arcade beat em
up” games like Scott pilgrim Vs the World,
scrolling shooters like Pixeljunk, or
simple multiplayer FPS games like Gotham
City Imposters. It takes an enormous amount of ambition and vision for a
“download only” developer to tackle a project like Journey. It is a game that, if longer, could easily be released in
retail stores, to the same level of acclaim.
Some might criticize its length, being only 2-3 hours,
depending on the level exploration. However, it seems perfectly appropriate
given the price ($15). Other downloadable games like Infamous: Festival of Blood or Alan
Wake’s American Nightmare do, indeed, offer more lengthy campaigns, but it’s
safe to say that Journey has a clear
advantage of “quality over quantity.” Many segments in the game could have
easily been extended, through the common tactics of repeating level design.
Each environment in Journey is short
and sweet, never running their course and becoming stale. So, as an experience,
it flows perfectly. Its length will surely be made up for by multiple
playthroughs, as there are many secrets to uncover and new experiences to be
had with fellow wanderers.
It is interesting that a few sites such as Edge magazine have harshly
criticized this game for its supposed lack of content, and yet glowingly
praised Halo ODST, a game notable for
its 3-4 hour campaign and $60 price tag upon release. Perhaps they would have
enjoyed Journey more if it entailed
running around and shooting aliens, rather than, as the reviewer put it,
“boring” things like atmosphere and nuanced gameplay.
Given the sheer sophistication, polish, scope, and emotional
resonance that this game provides, while working under serious limitations, it
seems unthinkable to give it anything other than a 10/10. It is as close to
perfect as a downloadable game can get. It is easily the best “download only”
game on PSN or any other console, for that matter. It is also one of the best
games to be released so far this year. At only 15$, any gamer who neglects to
pick it up is doing themselves a great disservice.
10/10
I fail to see where Edge magazine "harshly criticize" Journey for its short lifespan. The review only acknowledges that "Journey is a short game".
ReplyDeleteFurthermore, the review actually points out that "some" (emphasis on the "some" here) may find Journey's minimalist gameplay boring/simplistic. It doesn't in any way associate said boringness to the games atmosphere or, as you put it, "nuance".
Of course, you take the "boring" quote completely out of context, which makes your penultimate paragraph rather misleading.
"...evocative, epic, engrossing experience..." really? Alliterative hyperbole is best saved for advertisments, not for, what I assume, is intended to be a review.