For all that it’s short, and its tail is shorter; for all that it is what it is and what it is may not resonate with you the way it did with me, Journey is revelatory. As a responsible journalist I feel I ought to shy back from saying what I want to say, and what I want to say is this: if you have a PS3, buy Journey. If you don’t have a PS3, go get a PS3, then buy Journey.
Jenova Chen first gained name recognition for Fl0w, which started as a Flash title on PC and matured into a PS3 downloadable. Like the first part of Spore if Spore had been good, Fl0w was basically a tranquil, zen trip into life, love, and death in a puddle. Steering your little protozoa around, you ate smaller creatures and evolved a longer tail, descending into ever darker levels of the pool in a quest for microbian dominance. It was soothing to play. This and its simplicity were what made it work.
Chen was studying Interactive Media Design and USC when he met fellow student Kellee Santiago, and the two would go on to found ThatGameCompany, receiving a three-game contract from Sony, which has aggressively hyped the small developer and its art-house style. Their first job was to rerelease Fl0w on PSN. Shortly thereafter came another marketplace title, the breezy, beautiful Flower. The last tick on the studio’s contract is Journey, by far the most ambitious game the team has made, and its greatest triumph so far.
Journey is unlikely to divide people, because I think those who’d find it disappointing will know to avoid it. Chen, Santiago, and ThatGameCompany collectively make a certain sort of game, and they don’t seem to deviate from the model. Their games are peaceful and meditative. Clouds and breezes replace shooting and smashing. What Journey represents is the ultimate realization of the style of game that’s become the studio’s trademark: dreamy, metaphysical, hypnotic, tranquil, and brief. For all that it’s short, and its tail is shorter; for all that it is what it is and what it is may not resonate with you the way it did with me, Journey is revelatory. As a responsible journalist I feel I ought to shy back from saying what I want to say, and what I want to say is this: if you have a PS3, buy Journey. If you don’t have a PS3, go get a PS3, then buy Journey.
It’s a travelogue adventure in which your not-quite-human, poncho-clad avatar trudges through the desert toward a distant mountain. It is not about pure exploration in the sense that Dear Esther was, though it shares shares more with Dear Esther than with any other game except its own predecessors. In a way it is more objective-driven, and to some absolutely minimal degree you do see more traditional game mechanics in Journey – very simple puzzles, the need to avoid certain mild threats, that sort of thing. But don’t think of it as a game, think of it as an experience.
The beauty of the desert, the sparkling, glittery sand, sometimes gold, sometimes pink, sometimes sun-drenchedly white, ever shifting. The gentle susurrus of the wind, murmuring its way across the dunes. The almost blinding pre-gloam sun in the distance. That cleft mountain so far off, that is so obviously your destination. The old yellowed ruins and the unique life forms you’ll encounter here.
This is a gentle desert, not a fire-blasted hell. And it’s presented as its own collective entity: the sand, the wind, the sunlight; these things make up the desert, make it a singular body despite their own disparate natures. I visited White Sands once years ago, an unearthly place that reminds me a bit of Journey’s setting, but its very presence in reality means White Sands can’t actually compare. I must admit there is something also to be said for the fact that Journey is a safe game. In White Sands, alone, I’d been warned repeatedly not to stray too far from my vehicle. I’d been warned never to use my footprints as landmarks. I’d been warned that the dunes move, that the landscape can change in seconds, and I’d been warned that if I got lost I might not be found. It was a good warning. Even with it in mind, once when I did lose sight of the road it took me an increasingly concerned half an hour to find it again even though it was less than fifty feet away. In Journey, though you’ll quickly lose your immediate sense of direction, you can wander without that fear at the back of your mind.
Journey is also a story of pilgrimage, of meeting God. I don’t want to say too much about that part. You’ll see it yourself if you play. Anyone who starts Journey will finish it unless they willfully put it down, though to be honest I can’t imagine who would, or why.
As you traverse the desert, you’ll encounter delightful schools of aerial creatures that resemble tiny fragments of flying carpet. Cavort with them and they’ll swirl around you, lifting you into the air in a sort of whirlpool of patterned fabric.
You yourself can only interact with the environment using your voice, a tweetling chirp that draws the attention of the little beasts and can activate certain objects in the landscape. Beyond that you can walk, and jump floatily in a way that is almost, but not quite, like flying. As you explore you’ll find the occasional item that extends the length of your character’s scarf, which billows ever-longer behind you in the wind. The scarf in turn is what powers your jumps. The longer it is, the longer you can soar gossamerly through the blowing sand, a suddenly aerial being only slightly weightier than the blowing petals of Flower. When your jump power is exhausted, you need only chirple at some of those carpet creatures and they’ll zip over to refuel you. Journey is not about challenge.
Now, this game is about as far removed from Dark Souls as anything in the universe. Comparing the chromatic, lilting murmur of Journey’s desert to the desolate, hard-edged spite of Lordran is almost blasphemous. Yet you can’t escape the comparison when you think about the multiplayer.
In Journey, every now and then as you trudge up the dunes, or scoot down them in a joyous sand-scattering surf that never gets old, you’ll see a flash of red off to one side, or hear a hoot that sounds suspiciously like your own character’s voice. And then maybe running toward you is another armless, poncho-clad entity, trilling and warbling away, their own scarf flapping as they scamper in circles around you in greeting. This is another player, randomly dropped into your game (or were you dropped into theirs? It’s all the same desert, and it’s seamless). So for a while you’ll journey along together.
Even when you’re alone, Journey doesn’t feel like a lonely game – but the unvarnished joy of sharing the trip, temporarily, with another traveler is brilliant. No names, no PSN IDs, no words, no headsets, nothing but chirping bounds and shared exploration. Eventually you’ll maybe pause the game to go answer the phone, and your character will sit down in the sand. The other player might mill nervously around you for a while, chirruping for your attention, but if you don’t return inevitably they’ll wander off with no hard feelings, back to their solitary progress. Or maybe you’ll lose sight of your companion when the wind blows the sand a certain way, and then just like that they’re gone. No worries, the journey is safe. They’ll find their way.
This multiplayer is both one of the greatest aspects of Journey and its one potential issue. Journey is a very short game, and even though you’re likely to play it a few times just because it’s so peaceful and so beautiful, eventually people are going to stop playing it, and when that happens the multiplay part is going to fall off. So if you want to be absolutely sure that you’re getting the full Journey experience, you’d better grab it right now before people begin drifting away. Will the game be significantly reduced if you go through the whole thing without ever seeing another player? I don’t think so… but I would miss it very much all the same.
In the end, though, I can say with assurance that this is one of the most beautiful games I’ve ever played, and in some ways, despite its brevity, one of the most rich. The last 25 minutes of the journey are like nothing else, and worth experiencing. The story hidden in the old ruins is worth deciphering. The one scary moment is worth enduring. Normally here I might say something like “your mileage may vary,” but it’s really the same number of miles for all of us to the top of that mountain. Journey is one we all should take.
Developer: ThatGameCompany | Publisher: SCEA | Released: March 2012
Available on PS3 | Time Played: Finished thrice, about 2 hours per play
Email the author of this post at steerpike@tap-repeatedly.com
Excellent write-up. I played this game just last week and enjoyed it. I won’t say it changed my life or anything but I did like the experience, which differed so much from the norm. One thing that really did impress me is just how beautiful it is, visually I mean. It’s just absolutely gorgeous to look at. Hyper-realistic graphics can go jump in a lake. I’ll take this any day.
I played through twice and had fun (and was moved) both times, but I don’t have much of a desire to play again.
Another thing I really like, as you mentioned, is the multi-player. I am by no means a fan of the typical multi-player experience. For me, games are a way to get AWAY from people (unless that person is my wife, whom I will occasionally convince to join me in some couch co-op). I just don’t like the pressure to go at anything other than my own pace. But this type of multi-player is just my thing. The comparison to the Souls games in that regard is spot-on. It requires a more thoughtful approach to interaction by virtue of its limitations.
I’d second the recommendation to get it.
I’ve been looking forward to this game for some time now, having loved Flower. It’s been a while since I fired up the PS3; so, thanks for reminding me that I need to do that real soon.
This game sounds great and I will have to get it. I think I’ll even do multiplayer this time since no one will be looking to kill me. It would be nice to meet another player in a game. I just hope my internet connection will support it.
One other thing I forgot to mention. This game benefits greatly from one thing in particular. It’s something many other games could learn from. That thing is focus. There’s no filler in this game (or very little if you consider the lightly sprinkled rewards for exploration as filler). It’s focused on one goal and it executes it without distraction.
I feel a rant about this type of thing coming on about games that try to turn you into a knick-knack collecting klepto, so I’ll leave it at that.
Oh wait, two things. Focus and subtlety. Remember subtlety in video games? Me neither.
you said “susurrus.”
I totally did. That either makes me awesome or an over-educated cocknozzle. I leave it to the world at large to decide, though I fear the outcome!
Great article Steerpike. I experienced Journey about a week ago and it has been in my thoughts ever since. It has been one of my most satisfying experiences as a gamer to date.
When I first started playing I almost played it offline, because I knew about how the multiplayer worked and I always prefer to experience “co-op” games by myself first, as odd as that sounds.. I like to take my time and experience everything without feeling like someone else is rushing me to get to the next section. Given how beautiful this game is and how peaceful the environments can be, I wanted to just wander around and not feel the need to advance because another player was urging me forward.
I am so glad I did no go with my first instinct.
My first half hour or so with the title I spent alone, exploring this beautiful, expansive world. It was extremely peaceful and relaxing. Then I spotted them. Another player. “Great” I thought to myself, there goes my peace and quiet. We approached and greeted each other with a song. That wasn’t so bad I thought. I could tell this other player was experiencing this game for the first time like me. We both wandered around aimlessly for a while. Sometimes they would lead the way, sometimes they would follow me. We helped each other find hidden items and solve puzzles. Next thing I knew, I was actually happy they were with me. I felt a strange connection to them. We developed a system of communicating to each other, all without saying a world. When reaching the end of a level I knew I was to activate the stones on the left, they would do the right side. Before stepping in the circle to end the level we would confirm with the other if they were ready. If either one of us was not, we would go off to explore, the other tagging along without complaint. It was a very unique experience.
It wasn’t until later that I discovered how strong of a bond I created with this nameless, faceless stranger. Through a series of quick events we ended up getting separated after completing many levels together. It was then when I felt something I had never felt in a videogame. Actual sadness. I waited for them, calling out as load as I could. I backtracked, desperately looking for them. But they were gone. So I pressed on and I experienced another feeling I never felt in a game. Loneliness. This beautiful world which I was thrilled to explore on my own at the beginning, now felt incredibly empty.
I encountered another player later on, but I could tell it wasn’t my “friend”. This character’s scarf was much, much longer. I could also tell that they were experienced and this wasn’t their first time through this Journey. Their movement was far more confident and their pace not as relaxed. I played the remainder of the game with this new character and it was still a joyous experience, but I never stopped thinking about my initial encounter.
When I was finished with the game I was pretty speechless. I experienced more different, actual emotions in my 1 ½ hours with Journey than I have felt in probably all the 30+ hour RPGs I have played combined. Even if I never play it again (I’ve played through it twice at the moment), then just that 1 ½ hour initial session is more than worth the $15 I spent on it.
ThatGameCompany has a fan for life.
My apologies for the long comment and I hope I didn’t come off as too hyperbolic! But I absolutely loved Journey. 🙂
A great comment, Tanis38, you capture a lot of my own feelings. That first tentative approach to a “guest” in your game (or are you a guest in theirs?) – obviously you can’t speak, can’t wave, can’t bow like is so common in the Souls games. No gestures, no words. And yet in every multiplayer experience I’ve had in Journey, it is a very social thing. You greet one another, you chirple and toot. And as you walk around together you still make those little sounds, sounds that string together as a discordant song. You can show emotion by chirping louder, but there’s sort of a banter of low-level hoots that just happen as you run.
This game is fantastic. I’m glad the world is moving away from “You pay X dollars for Y hours of gaming,” because that’s an absurd method of scoring, even though I’m guilty of it at times. Yeah, Journey’s $15, which I guess could be seen as a lot for the brevity you get. But I’ve said before and I say again… I paid $60 for Stolen, $60 for Far Cry 2, $60 for UFO Afterlight, and you know what? I want that money back.
Meanwhile I paid $15 for Journey, $19 for Defense Grid, and $10 ($50 divided by five) for Portal, and if all those companies came to me today and asked for a bonus, I’d octuple the payment in a second. Similarly I paid $60 for Demon’s Souls and $60 for Dark Souls, $60 for STALKER, etc etc etc, and all were well worth it. It’s a matter of perspective.
Journey really made me feel something, and it made me happy – a sensation that’s rare for me – and I feel I’m a better person for having experienced it. Honestly I don’t see how ThatGameCompany is going to top this one, but since they’ve gotten better with every go-round, it might well happen. Who knows? Either way they’ve got my money, with no regrets.
Aiee, apparently Kellee Santiago left ThatGameCompany, and indicated that other departures are imminent, even as Journey is PSN’s fastest-selling title ever. No suggestion of acrimony among the team, but I’m sad to see it break up.
I was stunned when I read the news on Gamasutra; but, it is the end of their 3 game contract. I’m excited to see what Santiago and Chen develop separately.
I admit I’m very curious how much of Flower and Journey are Chen’s. Not to diminish Santiago’s contributions – neither game would have happened without her – but Jenova Chen’s personality seems so imbued in these titles. Less is written about Kellee Santiago; she has done fewer interviews, etc. Based on this I’m not sure if her style matches Chen’s. We know ThatGameCompany makes a certain kind of experience, maybe Santiago was interested in creating a different kind. Like you, Fang, I’m very eager to see what both of them go on to do, because you don’t see designers like that very often.
Yowza, that is some surprising news.
After reading some articles I get the feeling that Flower and Journey are very much “Chen” games and the reason for her departure might be that she felt her input or vision wasn’t getting through as much. She probably felt his influence would always dominate when creating a new project and she wanted to branch out on her own.
That is just my completely unimformed guess based on three lines of dialog that I have read on the subject.
Eitherway, I hope ThatGameCompany continues doing what it has been doing and that Kellee goes off to do equally compelling, amazing work.
I would recommend that anyone playing Journey do so while connected to PSN. It is one of few games that is enhanced by the company of others. As I trudged through the final segment of the game I couldn’t imagine doing it alone- like two players is the canonical Journey experience.
It’s an uncontested masterpiece. If Thatgamecompany is never heard from again, so be it. Other developers could only hope for a coda such as this. If they are heard from, I’ll be there.
I just finished the game. What an amazing magical journey! ICO and Shadow of the Colossus are a couple of my favorites and I got a similar feeling from this game. I met several friends along the way. The first ignored me and raced off, but the second was very patient and hung around while I took a long time getting a symbol (scarf extender) off a high wall. One near the end was invaluable in finding my way. So true that playing online is the way to really enjoy it. I did run into a glitch very near the end, where I was trapped behind a wall. Replaying that section was no problem. I do plan to replay the whole game as I missed a lot along the way–many symbols and the desert in the middle of the game is immense with a lot to discover.
Matt
I loved the review and everyone’s comments. I know this is the kind of “game/experience”??? I would really enjoy. But to buy a PS3 to play it. Not in my future.
Matt, I also was taken in your review of the description of hiking in the desert. I have done that (in both low and high desert terrain) and it can bring on an anxiety attack when you are not sure you know the way out. I have also had it happen when we were way into the Boundary Water Canoe Area and realized that (despite our maps) we didn’t know where we were and were unsure how to retrace our path back to civilization.
Of course, in some ways this is the way life is.
Kay Thomas
Interestingly enough I have found that I really enjoy re-playing Journey. My first playthrough was so magical I did not think subsequent sessions would be as enjoyable. But I have now played through it at least 6 times and I have had a great time with each new journey.
I have taken the role of “mentor” to newer players. I have collected all the scarf icons and my traveler is now clad is beautiful white robes and my scarf’s power recharges by itself.
I am, however, very cautious not to ruin what may be someone’s first experience with the game by holding their hand and leading them if that is not what they want. Discovery and mystery is one of the game’s best aspects, so I let them take the lead if they wish and only if I see that they want me to lead and rely on me for guidance do I then show them the ropes. I have unlocked many trophies for players by being their guide. It is quite enjoyable and it is always satisfying to see them sing their “thanks” after I show them some of the trickier icons to find or trophies to unlock.
This game is just spectacular.
Absolutely great review, Matt. I’ve been trying to avoid reviews of the game for fear of spoiling anything, since being assured that it’s very much that sort of game it’s better to go into “blind”, but you covered all the key areas without appearing to spill too many beans.
My PS3 is so old, temperamental and clunky that I’m often totally discouraged from using it for anything, but I do keep meaning to play this. Having missed out on the Team Ico games on PS2 I feel I should play this generations masterpiece before everybody move’s on to new hardware..
Thanks everyone!
Kay, my journey to White Sands was a wonderful experience. Happened about ten years ago, so I was… 26 I guess. I hadn’t set off with visiting White Sands in mind – I was going to New Mexico for other reasons – but it turned out to be the highlight of my time there.
I dug up some pictures, which I thought would be fun to share.
This is a view from atop a dune overlooking the road. In the corner there is my old XTerra, since replaced with a less fun if more sensible vehicle.
They say White Sands sunsets are among the most beautiful on earth, so I went back in the evening.
I don’t know who this guy is. He seems pretty awesome though. His hair is shorter now. Also for some reason the blowing sand made that scar on his forehead stand out. It’s barely visible most of the time. He says he got it in a bar fight but the truth is he ran into a wall when he was three. Don’t tell him I told you.
I took both of these when I was lost – that half-hour period when I had no clue where I was because White Sands is a meteorological anomaly. The winds blow in such a way that whole dunes can move in seconds, and of course you can forget about footprints. You can see how lost you can get there.
Journey really reminded me of that trek – I was by myself on the one semi-spiritual walkabout I’ve ever taken (following instructions from a hippie friend, I even discovered my spirit animal! It’s a brown cow. Not exactly a fierce lion, but hey), and the game took me back there.
This game is one that can be replayed and still find new experiences. I have finished it three times as well as replaying sections to find all the symbols and my robe is fully decorated and now white. I am meeting a lot more characters in white now. On my last replay, I met a great companion who stayed with me till the end and I finally got the crossing trophy. When she fell off a bridge and had to redo a part of the game, I jumped down with her. When I fell off in the windy section, she jumped down to be with me. I don’t really care much about trophies, but the experience was very special. I feel I’m done now, though I still have the race through the gates to complete.