'Journey' Review

 

Three years ago, thatgamecompany (yes, that’s the name of the developer!) announced at the Brighton Develop Conference that they were making a game that studio co-founder, Jenova Chen, stated is "definitely something you've never experienced before." And it’s a refreshing moment for me, right now, after finishing the game, to be able to echo his words: Journey is definitely like nothing else you have ever played before.

It is one of the simplest games you’ll ever get to play, with the ‘x’ and ‘o’ buttons on the PS3 controller being the only buttons that receive any attention. The ‘x’ button is used for jumping; additional jumps are achievable once airborne, and holding it down will lift your hooded character higher and higher. The ‘o’ button is used for “communication”; a simple call that can be quiet, or loud if the ‘o’ is held down. The call has many uses, but is used, primarily, to highlight and thereby unlock trapped “cloth creatures” that give you lift, and help direct you to a site of interest. ‘o’ is also used to light up receptacles that open the path for you to progress, or reveal a tapestry that sheds light on the world’s past events. Finally, the call can also be used to communicate with a fellow player, whom you shall meet throughout your journey via a seamless happenstance, not requiring any matchmaking or manual process. You just happen upon each other, as you would when unexpectedly bumping into a friend out in the real world.

The lasting impression of the game is made through its presentation. The visuals are beautiful and the music is elegant and moving. Journey is probably one of the best examples of audio and visual aspects, working perfectly together, complimenting each other every step of the way. It’s through this synchronicity of sensory elements that emotion is conveyed and influenced. There is no dialogue and no written word to elucidate the player on backstory or motivations. Everything is ascertained through the imagery (the previously mentioned tapestries for example), the music and the brilliant camera cues – namely the fact that the far-away mountain and white light is focused on from the outset and rarely let out of the player’s sight. It’s a fresher approach to story-telling in games that is rarely seen, and works extremely well.

From rolling sands, to a multistory temple and snowy mountains, Journey takes you on its namesake, although it is a short one. Eager players will be able to “finish” Journey within 2 hours, although the sometimes challenging and time-consuming trophies will prolong play time and increase replayability. I can only highly recommend Journey, as it is a truly powerful and unique experience. The only factor that could cause you to hesitate in purchasing Journey is its price - $15. Be thankful, in Australia, we have to pay $20 (tell me how that works!!). You have to ask yourself if a short game, no matter how great it may be, warrants that price tag. For me, and apparently many others, it does. Take the Journey!

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