The way the game presented co-op and the attachment you make to your companion is quite astonishing with its simplicity.
*end spoilers here*
I also kind of was shocked thinking back on the game that after falling in the snow and being revived, my companion was no where to be seen. I dunno if this has been the same for others, but it dawned on me that my travelling partner didn't make it. Maybe he wasn't found worthy (even though he continued in his own game). A little disheartening since you share such a grand adventure with this person (as grand as a 2 hour adventure can be).
Just like Flower before it, Thatgamecompany knows how to make an amazing interactive experience!
*end spoilers here*
I also kind of was shocked thinking back on the game that after falling in the snow and being revived, my companion was no where to be seen. I dunno if this has been the same for others, but it dawned on me that my travelling partner didn't make it. Maybe he wasn't found worthy (even though he continued in his own game). A little disheartening since you share such a grand adventure with this person (as grand as a 2 hour adventure can be).
Just like Flower before it, Thatgamecompany knows how to make an amazing interactive experience!
I accidentally abandoned my first companion. I was quite the chirper, so it might have been a weight off his/her shoulders to not have me chirping every two seconds. Eventually, I ended up abandoning three-four other companions. I did try to help them out as much as I could, although I don't think they got what I was trying to show them. I look forward to replaying Journey and going through it patiently with one traveller in the near future.
I get your point about hunting for the scarf upgrades (and murals). Part of the reason why I wasn't a very intimate co-op partner my first time thru was because I really wanted to find the upgrades and murals, and would gladly abandon my co-op partner to keep collecting them. But maybe those abandoned players had their personal narratives enhanced by my flightiness? I'll never know, and I'm fine with that.
My first time through, I didn't really explore as much as I would have on my own, because I didn't want to lose my partner. I still lost a few partners, though, because they were trying to explore areas thoroughly and would leave me. My second time through, I had a partner that seemed to be on the same wavelength as me, and we managed to make it through the entire game together (without exploring as much as we could have). It felt really wonderful to share so much of the game with another person!
Then I played the game alone, so that I could get all the glowing thingies, and the game was not nearly as fun.
Then I played the game alone, so that I could get all the glowing thingies, and the game was not nearly as fun.
Sounds amazing, wish I had a PS3 so I could give it a shot. I'm loving these games that try to do something unique and interesting with multiplayer. Interesting to think about the different ways we connect and communicate with each other.
I spent the first half of the game always trying to get those glowing upgrade things, but I didn't even know that I kept losing companions for this. I kept separating from them, and then meeting back up with somebody at some point before moving to the next section. Eventually I got a trophy notification that let me know I had gone through 10 companions before I even got to the luge across the sunken city, but I thought I had only gone through 2 at the most! Those glowy things do seem to ruin relationships if you aren't paired up with a like-minded upgrade collector.
By the way, I don't think I have ever said more "Hell yeah!"s than I did luging across that sunken city. That part where the camera angle changes and the sunset is in the backgroung as you race past those pillars right before the caves literally made my jaw drop. I don't think I've ever seen anything more beautiful in a video game!
By the way, I don't think I have ever said more "Hell yeah!"s than I did luging across that sunken city. That part where the camera angle changes and the sunset is in the backgroung as you race past those pillars right before the caves literally made my jaw drop. I don't think I've ever seen anything more beautiful in a video game!
Sounds pretty amazing. Hearing about it on the Bombcast and reading this really makes me wish it wasn't a Sony exclusive. Maybe when the new hardware comes out and the clearance the old stuff I'll get retroactively up to date on the PS3 stuff.
Hey guys, thanks for the responses. I really like hearing all these different impressions. I had nearly the perfect co-op experience, it looks like, but many of you were not nearly so lucky. It seems that is a point of game design that could be explored further: how to help even more people have a great time. Removing even more of the gamey parts may help with that, but I doubt it's enough.
hkun, could you elaborate on the circumstances that made you abandon your companions? I don't quite get why you would want or need to.
Beast, they really do know how to make those parts cinematic yet still allow a modicum of control to the player. Those luge sections were wonderfully scripted.
It's interesting, I felt like I had a total of 2 companions through the game, but at the end of the credits it showed something more like eight. I certainly didn't notice changes like that, especially from the behavior of my companion. I wonder if most of those were attempted matches during the period between my first companion's quitting and my second's arrival. Weird.
hkun, could you elaborate on the circumstances that made you abandon your companions? I don't quite get why you would want or need to.
Beast, they really do know how to make those parts cinematic yet still allow a modicum of control to the player. Those luge sections were wonderfully scripted.
It's interesting, I felt like I had a total of 2 companions through the game, but at the end of the credits it showed something more like eight. I certainly didn't notice changes like that, especially from the behavior of my companion. I wonder if most of those were attempted matches during the period between my first companion's quitting and my second's arrival. Weird.
While my first partner and I went exploring a bit, he disconnected and I was given a second partner, one which I loathed and distrusted. He stayed on the linear path, and sucked at the jumping puzzles, which made me think of your point with the collectibles. Besides the downfall in design from them, being able to actually collect them end up being a toss-up between getting lucky with your partner, or going against the game and abandoning them. Given how much the game forces you to want to stay with your partner, the collectibles worked against our relationship and left me annoyed with him. Odd how such a small oversight in design can have such a major effect in a game.
The first companion I accidentally abandoned by just going forward too fast. I waited for a chirp or a side of my screen to glow white for a while.
As for the others, like I said, they weren't advancing with me fast enough, even though I was trying to help them, showing them how to get things done. Like, they were struggling to keep up with me, I slowed down, backtracked, and did my best to keep my companions. I eventually gave up on them and just pushed forward alone.
As for the others, like I said, they weren't advancing with me fast enough, even though I was trying to help them, showing them how to get things done. Like, they were struggling to keep up with me, I slowed down, backtracked, and did my best to keep my companions. I eventually gave up on them and just pushed forward alone.

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