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Journey CE photo
Journey CE

Journey Collector's Edition makes its way to Europe

Europe gets some delayed love from Sony
Apr 18
// Raz Rauf
Journey was the little game that could -- the indie David that took on the triple-A blockbuster Goliaths of the gaming world...and won. It was critically acclaimed, won a plethora of awards, and perhaps most importa...
Journey photo

Journey devs cave with 'Rocket Death Match' DLC

'A whole new journey'
Apr 01
// Jordan Devore
On this fine April day, Journey developer thatgamecompany has uploaded an announcement video for a new add-on that seeks to please everyone who didn't enjoy the experimental game. Too little gameplay, you say? Not enough fig...

Phantom Pain, Destiny, & A Total Eclipse of Battlefield 4

The Destructoid Show really needs you tonight
Mar 29
// Max Scoville
Holy moly, you guys, it's been a long week, and we had lots of news out of GDC to cover on today's Destructoid Show. For starters, EA showed off seventeen full minutes of Battlefield 4, which looks very pretty, albeit exactl...

Journey inspired by World of Warcraft, loneliness

Mar 29 // Steven Hansen
“Three minutes is a good amount of time to walk to your death” Designing this new idea from ground up, then, was a highly iterative process. While prototyping with co-op play, “Sony kept telling us the game could have great multiplayer, but it needs to have single-player.” Concepts were thrown together in 2D to explore how to deal with cooperative play, many of which failed to translate into 3D. Initially, the multiplayer could include up to four players, but play testing showed that caused pairing schisms; or, worse, three players leaving the fourth out.  Early concept art for Journey is decidedly more intricate than the final result, but much of the game’s framework was set down immediately. The issue was pacing. After the second year of development, the game was effectively done. The trailer from that milestone would closely reflect the final trailer, but the entire last third of the game needed to be reworked to provide appropriate catharsis. An entirely new set of animations was created for the last third of the game in an effort to convey its message more accurately.  Initially, Journey’s playable avatars were entirely humanoid, looking more like ninjas or as if they were students going to kendo practice. This was eventually pared down, as were much of the game’s systems. Matchmaking was removed so people wouldn't get irritated they couldn't chat with their friends. Soon after release, people would post messages to their unknown companions on the forum, apologizing for disconnects or thanking them for making the journey with them.  When he met the man who drove the first lunar rover, Chen asked him about the experience. The reply was, “On the moon there is nothing. There is no sound because there’s no air. And the earth is so small…you’re on this strange place where there’s nothing and no sound. You can’t stop but thinking ‘Why?’ ‘Why are we here?’” Journey allows you to share that pensive isolation with another, though it also works perfectly well as an offline, single-player journey. It captures the same widespread isolation and sense of existential curiosity so well.  Chen opened the talk explaining how other mediums define their genres based on the feeling a piece evokes, whereas games, in a holdover from the more simplistic past, define genres based purely on mechanical systems. He also noted how he tired of power fantasy games as he grew up, noting “if there are a variety of feelings in entertainment, it will make gaming a more healthy medium,” all of which I agree with. The larger part of the industry is heavily skewed toward escapism and power fantasy, less concerned with emotion than re-skinning the same tried and true mechanics.  Toward the end of the talk Chen puzzlingly pondered whether or not the extra year of development, which marked the second time they pushed the game back, was worth it. If you remember, the team eventually had to put up its own money to finally get Journey out. Yet, with all the (well-deserved) awards and critical acclaim, I think the answer is evident. Perhaps it was a rhetorical or perhaps it was the result of Chen’s humble, affecting personality.  Anyway, at the end I stood in applause.
Chen speaks, you listen photo
Some notes and tidbits from Jenova Chens insightful GDC talk on Journey
thatgamecompany founder Jenova Chen delivered a talk on Journey, right on the heels of a sweep of the Game Developer’s Choice Awards the night prior. Naturally, the room was packed full, and Chen received a lovely stand...

Game of the Year et al. photo
Game of the Year et al.

Journey kills at the Game Developers Choice Awards

More than half of the awards, including Game of the Year
Mar 28
// Steven Hansen
Game of the Year, Innovation Award, Best Audio, Best Game Design, Best Visual Arts, Best Downloadable Game. That’s 6 out of 11 total awards, and the game was ineligible for two of them (and I’m still not sure why ...

BioShock Infinite and my mom don't get along

Mar 27 // Allistair Pinsof
It’s awfully strange to picture it, but that may because I never actually witness it: My mom was a gamer before I even picked up a controller. On my family’s Atari ST, she played adventure games like The Colonel’s Bequest, and many years later, Professor Layton and the Mysterious Village (DS). Currently, she games more than I do, playing Facebook games with friends and family all morning and night. Though she never took to The Sims, Tetris, and SimCity as my aunt once did (be careful what you wish for; do you really want your system taken away from you by an obsessed relative?). We all have that one game we want to show off to our parents in an ill-advised attempt to share the magic of videogames, the new media that they only hear about in terms of child murder and outdated pop culture references to Pac-Man and Mario. For me, that game was Final Fantasy IX. Yes, Final Fantasy IX. Hardly my favorite in the series but it was a very exciting release for the time, one that boasted a lush soundtrack, visuals, and a light, fantasy story that lacked the macho qualities of action games and the overbearing angst of FFVII and FFVIII. Perhaps it didn’t help that she joined me halfway through the game -- at a point where even I couldn’t follow the story -- but she didn’t have much interest, looking at it as merely cute. I thought, “If only they talked in these games!” In reality, that’d probably make the situation worse. But it’s 2013 and motherfucking BioShock Infinite is upon us -- yes, Ken Levine’s epic is permitted to fuck my mother. Yet, she had no interest in taking this skybird home. At first, she excused the awkward beats in action (waiting for a door to open, characters disappearing from a scene), but once the game presented itself as a first-person shooter instead of the adventure she suspected it may be, she lost interest.“It has taken a gruesome bloody, twisted turn … and I was just enjoying the serenity of it all,” she wrote on the laptop I gave her. The rich visuals and detailed art direction continue to carry her interests, but the gun fights continued to bore her. Yet, this is supposed to be the crossover hit that would get everyone’s Grandma to buy an Xbox 360! Ok, Levine and Irrational never said that but BioShock Infinite may be the closest we ever get to a first-person shooter that is about more than just the shooting -- yet having the shooting (and so much of it) is enough to turn away my mom. No mystery, story, or visuals can ever be enough to get away from the inherit disgust and boredom that prolonged firefights summon in her.I went into this experiment suspecting this would be the case. I’m hardly disappointed in her, the game, or Ken Levine. Most of all, I’m not disappointed in myself because I don’t need my mom to validate my gaming interests nor any other adult, especially as that desire in so many consumers has brought about an industry where every major franchise must imitate The Dark Knight in a boring attempt to be more mature and realistic. Why so serious? Because moms. Did I pick the wrong game? Of course. I can see her enjoying Heavy Rain and L.A. Noire, but I see little point in uncomfortably shoving her outside her comfort zone of Facebook games and TV. I used to judge her and put an effort into getting her into “better art,” never realizing how much of a jerk I was, especially since she never did that with me and my videogames. "I ALSO READ BOOKS MOM!!!!! TAKE THAT MOM!!!!" says the game journalist.Must we always be so self-conscious and defensive about our favorite hobby, hoping for games that present real emotion (lol Journey lol) and narrative (lol Dear Esther lol) when these things mostly just make for a dull game? We are an industry that constantly wants to appease our mothers, afraid to admit our arrested development instead of embrace it. This is a large part of why I love Japan, a country where gaming doesn’t occupy the same divide between gender and age. While people bemoan Metal Gear Rising’s eccentricities over here -- “Ugh, why can’t we have an emotional meaningful Metal Gear story, guys?” some may type on Twitter -- in Japan, they celebrate these goofy moments that throw all good logic and sense out the window. They don’t care what their moms think, or maybe their moms are just cooler than ours. Now, I got a BioShock to play. Alone, happy, and conscious-free is how I will do so.
BioMom Infinite photo
Why do we care what our mom thinks about videogames?
It’s ironic that I once wanted games to be validated by my mom so badly, since now I give her worrisome glances as she cycles through her reality TV programming. I think we all have that one game that we think will b...

Awards photo

Journey wins big at the BAFTA Game Awards

The Walking Dead and Unfinished Swan win two awards each
Mar 06
// Alasdair Duncan
Looks like the folks at thatgamecompany might need a new trophy cabinet after Journey picked up five BAFTA Game Awards last night at the ceremony in London. The PlayStation Network title won awards for Artistic Achievement, A...
Journey  photo

Journey composer shares a text commentary on his score

Grammy-nominated Austin Wintory
Mar 04
// Hamza CTZ Aziz
Leave annotations on for this one, folks. Journey composer Austin Wintory uploaded the entire Journey score filled with official and unofficial art, all with text based commentary popping up throughout this hour long listen....
A brand new indie studio photo
A brand new indie studio

Journey art director opens new studio, Giant Squid

'We believe that video games can be more than a pastime'
Mar 02
// Allistair Pinsof
Ask people the first thing they like about thatgamecompany's Flower and Journey and they'll likely respond: the art direction. But, maybe not anymore. Thatgamecompany art director Matt Nava left the acclaimed studio and forme...
PlayStation evolution photo
PlayStation evolution

Latest Sony retrospective video is all about the games

Evolution of PlayStation
Feb 19
// Jordan Devore
The latest and perhaps final video in Sony's Evolution of PlayStation series is specifically about games rather than the hardware they were designed to run on. Hitting on the divide between games being viewed as toys and gam...

New GDC talks on Dishonored, Journey, and...NASA?

Houston, we have news blog
Feb 13
// Dale North
This year's Game Developer's Conference, which takes place in late March in San Francisco, keeps filling up with more interesting talks and sessions. New ones announced this week are all interesting enough that I'm already tr...
Violence photo

David Cage is right: Violence is not essential

Even if it is jolly good fun
Feb 12
// Fraser Brown
Earlier this week, Allistair suggested that violence is integral to immersion, that it could draw us into games that lack it even more. This was in response to a presentation given by serial pompous twit and occasio...
Dtoid Show photo
Dtoid Show

Half-Life & Portal Movies? Rayman Delayed? What MADNESS!

Also: The Destructoid Show is being weird and stupid again
Feb 08
// Max Scoville
What a bunch of wacky news today about the video games! There's the ongoing Rayman Legends debacle, with it being delayed for a multi-platform release, causeing devs and fans to speak out. Meanwhile, J.J. Abrahms a...

Journey: Chen wanted emotional connections from MMOs

WoW player looking for more
Feb 07
// Dale North
Jenova Chen admitted to being "a nerdy guy that likes to stay at home" during his D.I.C.E. Summit 2013 talk on Journey, but he still wanted to connect with others, and hoped he could do so in MMOs like World of Warcraft. But ...

Journey took thatgamecompany into bankruptcy

Feb 07 // Dale North
[SPOILER ALERT] Chen told a story about how one play tester had the game freeze on them at the end, where your character dies. While the game's ending was not testing well at the end of the second year, this particular player was moved as ending it all before ascending the summit made for the perfect tragedy ending. This got Chen and his team thinking about how they could dig down deeper to make the final emotional wave -- from depth to climax -- more moving. They approached Sony to ask for another year to reach the emotional bandwidth they knew they could it, but even with that extension granted, the work went even beyond this third year. Chen said that in the last half year some staffers worked unpaid. They dipped into their own funds to finish, taking them to bankruptcy in the last year.  But the time they spent that last year really made Journey. They did so much work in making sure the player went through every emotion. For example, near the end on the mountain, in the snow, they created new animations for the journey to show a struggle, making the player feel weaker and less capable. They added new areas in the mountain section, and worked in the stone serpent to heighten the experience. The summit, the game's glorious ending section, was originally on rails in earlier versions. They switched it to be free-roaming, added surfing from the beginning, and made sure that players had total freedom to walk toward the light.  Chen said three of the 25 testers of the final version cried at completion.
Struggles of Journey photo
Went one year over budget
Jenova Chen's D.I.C.E. Summit talk on my favorite game of last year, Journey, was moving for many reasons, but I was particularly moved when I heard that his team, thatgamecompany, went bankrupt in the struggle to finish the ...


Try not to cry from reading this Journey fan mail

Feb 07
// Dale North
thatgamecompany's Jenova Chen shared this fan letter during his D.I.C.E. Summit 2013 presentation today on his team's journey making Journey. Your game practically changed my life. It was the most fun I had with him since he...
PSN Chart photo
PSN Chart

Unfinished Swan, EDF 2017 soar to new heights on PSN

Giant Sparrow and Sandlot run away with PSN in January
Feb 06
// Kyle MacGregor
The Unfinished Swan and Earth Defense Force 2017 Portable are your top-selling PlayStation Network games of January. The PlayStation Blog reports that this domineering pair have unseated Journey and LittleBigPl...

Journey, Dishonored top Game Developers Choice Awards

Nominees announced
Jan 24
// Dale North
The nominees for the 2013 Game Developers Choice Awards are in, and it looks like Journey, Dishonored and The Walking Dead are leading. Hey, those were our favorite games too. Journey took six nominations as the top favorite,...

Journey leads D.I.C.E. awards with 11 nominations

Chris Hardwick to host 16th annual awards
Jan 14
// Dale North
The 16th Annual D.I.C.E. Awards take place next month in Las Vegas and the nominations have been announced by The Academy of Interactive Arts & Sciences. I'm not at all surprised to see Journey taking the t...

Journey was the best-selling PSN game of December

Jan 10
// Jordan Devore
On the PlayStation Blog, the top-selling PlayStation Network games of December have been compiled for curious minds to look over and commit to memory. Topping the charts is none other than thatgamecompany's Journey, beating o...

2012: Year of the Wingsuit

Dec 31 // Kyle MacGregor
Call of Duty: Black Ops II  Wingsuits are a pretty scary prospect in real life. Jumping off daring heights, gliding off into the wind is enough, but to look ridiculous doing it? It's a bit too much for me. Thankfully, Michael Rooker and his squad did it for me in Black Ops II -- all I had to do was press a few buttons. Although the wingsuits aren't really featured for more than a few minutes of the game, their addition added some excitement to the beginning of the campaign, and really drove home how diverse the gear and weaponry really is in 2025. Mark of the Ninja Like the Tenchu series, Mark of the Ninja has a number of items that may not be very ninja-y (strictly speaking), but provide a ton of fun for anyone who wants to utilize them. One of those items is the wingsuit, which lets you stalk your enemies with great care in the air. While a ninja game is probably the last game I'd expect to see a flying squirrel homage in, Mark of the Ninja is one of the many wingsuit-filled games of 2012. New Super Mario Bros. U While at first I lamented the lack of Cape Mario or the Tanooki Suit, I learned to love the Flying Squirrel Suit in New Super Mario Bros. U. Once you realized the nuanced play of clinging to walls, and bouncing off enemy heads to keep your glide going, things get really technical, and incredibly fun. I didn't truly learn to appreciate the Flying Squirrel Suit until I tackled the game's challenge modes, where I quickly had to acclimate myself to not overdoing it, and utilizing all of the enemies I could to keep my flight combo going. Although it isn't the best new addition to the Mario franchise, I really enjoyed my time with it this year. Far Cry 3 I thought Far Cry 2 was near perfect, but Ubisoft Montreal really strove to take everything up to eleven with the sequel. There are several additions and improvements that make the already winning formula even more enjoyable, but few manage to be more exhilarating than soaring over Far Cry 3's war-torn jungles in a wingsuit.  When Jason Brody's journey into this insane new world calls for him to head to a new island, he acquires this equipment to help him drop unseen behind enemy lines. After that memorable covert landing, the wingsuit can be used freely for a limitless number of exhilarating flights. And whether our intrepid protagonist is using it to sneak up on enemies or just indulging in a joyride, one thing is for sure: using Far Cry 3's wingsuit always makes for a good time. Journey Okay, so this one's not exactly a wingsuit per se, but it's close enough in our book. Journey's magical scarf does just about everything you'd expect a wingsuit to do and the flapping cloak doesn't look too far off the mark, either. Gliding plays an integral role in traversing Journey's glittering desert landscapes and also makes for some of the title's more memorable and cinematic moments. SSX In SSX, there are nine deadly descents that correspond to different environmental hazards that exist around the globe. There's a variety of specialist gear to help conquer these potential threats, but of them all the wingsuit is, far and away, my favorite. On certain slopes, there are large drops and wide gaps that make having a wingsuit an absolute necessity if you're looking to survive the run. However, given the choice I still take a wingsuit with me just about every time. While it might seem unintuitive, despite the webbing reducing speed, the enhanced level of control it offers in the air can help shave off precious seconds in a race. That and, like the rest of these games, it's also just a lot of fun to use in general. 
Wingsuits photo
I want to fly like a squirrel
When just about every major publisher rolled out a game featuring bows at E3 earlier this year, the fad didn't go unnoticed. Many were quick to comment on how in vogue arrow-slinging weaponry has become and for good reason. T...


Journey Collectors Edition minigames to be PSN downloads

In Europe...
Dec 31
// Dale North
Siliconera spotted listings and ratings for Duke War and Grave Diggers on PEGI's ratings board. These are names some might know from the recently released Journey: Collector's Edition, a title we saw this fall, but Europe mis...

Jimquisition Awards: Journey

Five Days, Five Games, Five Awards
Dec 19
// Jim Sterling
The very first Jimquisition Awards are here! Five days, five games, five awards! Very rarely, a game comes along that strikes a near-perfect balance between interactivity, visuals, and sound design. Journey&nb...

VGAs: Journey wins three awards tonight far
Dec 07
// Dale North
Best Independent Game, Best PS3 Game, Best Original Score. And if you ask me, they should also win Game of the Year. Three awards so far from VGA 2012. Congrats to all the folks behind Journey. You deserve these awards and more.  If you haven't played Journey yet, don't talk to me.  Hey, even Jim liked it.

Journey gets nominated for a Grammy and seven VGAs

Journey takes on Tintin, Hugo and Batman
Dec 06
// Audun Sorlie
Journey composer Austin Wintory is a busy man these days. He recently spoke at SC9.0 in Germany to great success and media attention where he was able to share that Journey had received seven nominations for the ten...

Journey soundtrack gets physical CD release

Better late than never!
Nov 07
// Jayson Napolitano
Looking back at 2012 thus far, Journey stands out as one of the strongest soundtracks of the year. We had the pleasure of hearing from composer Austin Wintory regarding the score as well as offering our own review of the soun...

Soundtrack Cologne bringing the VGM party to Germany

To health and game music, prost!
Oct 28
// Audun Sorlie
You can be sure a lot of beer will be consumed as Soundtrack Cologne 9.0 is preparing to bring some esteemed videogame music legends together for a round of panels and an exclusive concert over the weekend of November 15-18 a...

David Cage: games must innovate or 'die'

Jul 06
// Jim Sterling
Self-proclaimed videogame auteur David Cage has urged the videogame industry to innovate of face certain death. "... This industry will die if it doesn't try more to be innovative and to come up with new ideas and to talk a b...

Over the precipice: An essay on Journey

Jul 03 // Rob Parker
Now, that is a philosophical joke, which means partly that it’s not funny, but also that its profundity is revealed gradually, the deeper you consider it. The point is that, while it is easy for us to see water for what it is -- as outsiders looking in -- for the fish it is always there, and thus very hard to be aware of. This is a message worth keeping in mind when thinking about Journey, the latest release from thatgamecompany, developers of the zen-like Cloud, Flow, and Flower. Journey is a remarkable videogame, a work of art that commentators across the spectrum of gaming have found much to ponder within. For me, Journey is about the only thing that art worth any goddamn can ever be about, which is what it is we’re all doing here. Journey is about truth, about base reality, about this experience of being itself we so often ignore. It is a call to look around us and remember that, as David Foster Wallace puts it: “This is water. This is water.” We humans like to think we’re pretty hot shit. We stand, like the figure in that screenshot up there, overlooking our kingdoms, lords of all we survey. We are intellectual beings, gods on Earth; we have split the atom, put man on the moon, invented squeezable jam. We have mastered chaos. And yet we trudge onwards under a shadow. There is a great shape towering over us, and it is brought closer with every step. We are on a fixed path, ushered forwards, and there can be no escape. We stand upon a precipice, waiting for the moment we will be tipped off. And then ... who knows? For all our nuclear reactors and space shuttles and tubed-jams, we have no clue what will happen when we take the final fall. Our arrogance is really a mask for fear, for the truth of our situation, which is that we are but insignificant flames, blazing once in an endless void, soon to be extinguished forever. There is, certainly, a sense of this evident within Journey. Its tale of an enigmatic robed figure traveling through a vast desert towards a distant mountain can be read as a treatise on death, a declaration of the inconsequentiality of man’s power and knowledge when measured against the vastness of the cosmos. We are tiny specks scuttling across a universe that feels nothing but cold indifference to our plight. We are alone, and we will all die. The thing is, while Journey might present us with these facts, the conclusions it arrives at are far from nihilistic. In the vigor and exuberance engendered through traversing its undulating sands, you feel not despair at your insignificance, but liberation. The treatise on death is transformed into a treatise on life. And not life as opposed to death, but life including death. Because the real truth of our situation is not that we are standing on a precipice, waiting to fall, but that we are falling already, and haven’t yet hit the ground. Rather than peering down into a dark unknown, we are actually in this dark unknown right now. The dark unknown is, at our most fundamental level, us. It hardly matters that we don’t know what will happen when we die, because we don’t even know what will happen when we live. We don’t even know what we mean when we say “know.” “The Tao that can be spoken of is not the eternal Tao.The name that can be named is not the eternal name.” These wry, wise old words come from the first lines of the Tao Te Ching, a screed regarding the Tao, or hidden flow, of the universe. It’s telling that the lines, among the most penetrating -- and most quoted -- in philosophical discourse, comprise a negative statement -- telling us what is not, rather than what is. In much of Taoist (and subsequent Zen) thought, the assumption is that awareness of base reality -- and thus liberation, enlightenment -- is not something that can be intellectually arrived at, but a fundamental truth of existence that we simply have to stop trying to attain, and remember is here, right now, for us all to experience. We don’t often think like this in the West. Our busy, fearful, left-hemisphere dominated minds have a hard time relinquishing control and placing faith in a more natural, less forced intelligence. A Zen master would remind us that a finger pointing to the moon is not the moon, while our great thinkers tie themselves in knots wanting written instructions how to look from the finger to the moon, how eyes switch targets, how light is converted into electro-chemical impulses, and how that happens, and how that happens. We believe it is possible to “know” everything, and we do so erroneously. For what we mean by “knowing” is really just grouping, ordering, filing away. To know a thing is to delineate it, to demarcate its boundaries, its opposites, to cut it away from the rest of the world so it may be observed. In doing so we build complex maps of the relationships between things, yet we say nothing of the things themselves. You cannot demarcate that which has no opposite. To try is to confuse the map with the territory. I still remember this faux intellectual punk I used to know, who once sneered, “Everyone gets so soppy about love, without realizing it’s just a chemical reaction in the brain that means nothing.” The kid thought that because he could classify love, he could explain it away! He didn’t recognize that the whole universe is a chemical reaction -- if viewed through the framework of chemistry. Love, or fear, anxiety, joy, are what chemistry feels like from the inside. We are a chemical reaction experiencing itself! To borrow again from the Tao Te Ching, “Mystery of mysteries, the door to all wonders.” This isn’t, however, to say that the Western mind is worse at perceiving truth than the Eastern mind. For where our intellectual discourse fails, our art provides answers. Art is a way of presenting truth as honestly as possible, a kind of meditation -- both in the creation and the contemplation -- that allows us to see deeply into things as they really are. Whether staring at a lapis lazuli pendant from ancient Mesopotamia, vibrant with preternatural color, or feeling a creeping dread at the hellish rabbit visions conjured onto film by David Lynch, or exploring the simulated realms of a modern videogame, art lets us step back and refocus on what is, reminds us of the incomprehensibility of this teeming mass of reality blossoming each moment around us, and within us. And when we do so we are transformed. We no longer bustle along the forest path, eyes down, heads busy with What Jason Said Yesterday, or Why Sarah is Such a Cow -- but instead look up, and remember that we are, at this very moment, in paradise, and we better appreciate it now, before it is gone for good. This is what Journey does for me. It is, I think, an antidote to the suffering we feel when we misjudge our place on Earth. Sometimes we trudge up dunes, and the going is tough. Sometimes we surf and sail downhill, and we feel borne on the wind. Such is life. There is a mountain towering over us, the engulfing light at its peak drawing closer with each step. But this mountain need not be a specter. It can instead be a warden -- a lighthouse guiding us home, waiting patiently for our return. We soar up its slopes, our hearts glad. We are tiny, we are empty, we know nothing -- and how very beautiful that ultimate truth is. For when we are empty of ourselves we can let everything else in, and it is then when we find our real selves, not apart from the universe, but a part of it, growing out of it, growing back into it. And we are far from alone. Look at all these other travelers around us, pilgrims on the same journey. When we meet others in Journey, we no longer care about measuring them, comparing them, judging them. We don’t wish to manipulate them, nor do we fear being manipulated by them. We see them for who they truly are, empty as well, and we can enjoy simply existing with them, being with them, as we once did as children in that half-forgotten world of dreams we used to inhabit. There we stand, together, on the precipice of all things -- two tiny hearts beating in unison against the drone of an endless cosmos. What is there to do but sing? So we sing. And, somewhere down there, over the precipice of all things, the endless cosmos sings back.

[Rob Parker is a freelance writer based in the North of England, where it rains every day. Except the days when it hails. Rob stays sane (and dry) by plunging himself into the simulated worlds of videogames, and writing st...


Jimquisition: The Definition of Art Games

Jul 02
// Jim Sterling
There's nothing like a debate about art games to ensure that everybody has a fun, enlightening, and not-at-all-aggravating time! Let's discuss the assertion that "art game" as a descriptor doesn't work, that it's a broken te...

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