Quantcast
Community Discussion: Blog by knutaf | Journey Is About So Much More Than TravelDestructoid
LIGHTS:  ON | OFF
surf dtoid with arrow keys

HOT GAMES
REVIEWS VIDEOS COMMUNITY FORUM SHOP

pc PS4 PS3 NEXT XBOX XBOX 360 WII U 3DS PS vita ANDROID APPLE

REMOVE ALL ADS?
Guaranteed contest entry?
A new video show?
Something else?

Vote in our membership poll

click to hide banner header
About
Facts:
I'm a dude in my twenties.
I work for MS on the Xbox, writing programs to test it.
I have a cat and two dogs.
I am programming a MUD from scratch and an SSL implementation, for fun in my spare time.


Conjecture:
Nutella > Peanut Butter
Hard candy > chocolates
Sunny > rainy
Ruby > Python
Ancient Greek > Latin
Showers in the morning > those at night
over > under (re: toilet paper)
Subs > dubs
HTML+CSS > BBCode

Frontpaged
Groundhog Day: Wave After Wave, This Is My Ocean
Obscurity: Nobody has ever heard of Lemmings

Currently playi--who am I kidding? I'm just playing Dark Souls
FTL
Halo 4, at least ostensibly
Dark Cloud 2


Favorites:
Dark Souls
La-Mulana
Geometry Wars 2
Burnout Paradise
Rayman (original)
Tetris Attack
Windwaker
Metroid Prime series
Secret of Mana, Seiken Densetsu 3
Descent 1-3
Bayonetta
English Country Tune


Other places you might find me:
Twitch.tv livestream (PC indie games and Dark Souls)
knutaf0 on YouTube
@_knutaf on Twitter
Lately I have been part of a podcast
I watch a fair bit of anime.
I sometimes listen to music.


Games on hold:
3D Dot Game Heroes
Uncharted 2
Disgaea 2
Mario Galaxy 2
Monster Tale, Heny Hatsworth (haven't used the DS in a while)
Dead Space
Player Profile
Xbox LIVE:knutaf
PSN ID:knutaf
Steam ID:knutaf
Follow me:
Twitter:@_knutaf
Reddit:knutaf
Youtube:knutaf0's Channel
Twitch.TV:knutaf's Channel
knutaf's sites
Badges
Following (37)  




If you haven't played through Journey yet, stop reading this now. Just stop. Go away, play it, and come back to this blog when you can. This game is too beautiful and well crafted for me to spoil even the smallest aspect of it, and I don't want that blood on my hands.

I picked it up on launch day and played it the next evening. It blew me away like I never imagined it would. I'd skimmed the Destructoid review, and I remembered only two things from it: there is sand, and you meet another traveler. While both of those things are true, I was totally unprepared for the range of emotions I felt as I played through.

Within my first 5 minutes, I was hooked. I walked through the sand and stared, hypnotized, by the way the grains shuffled around and away from my spindly legs. Climbing to the top of a dune, I stood there for a while, watching that obdurate wind pushing me back. As I stepped back onto this side of the dune, my person slid gracefully down: my first glimpse of exhiliration abundant in the rest of the game.



Stepping outside the game for just a second, I noticed how well it drew my attention to the next thing to go do: a lone feature on the top of a nearby dune. Subtle, not breaking immersion (except for overthinkers like me).

The whole game changes, of course, when you meet your companion. As I said, I'd heard this from the review, but I wondered how they would achieve it. Clearly, this game wouldn't have a matchmaking lobby or anything like that. It would be disguised, I knew.

I entered the area where you build several of those carpet bridges. It was basically at this time that I discovered I could tap the circle button to chirp quickly (as opposed to holding it down for that "shout"). I was merrily jamming on this button as I drifted down to the ground. Something caught the corner of my eye. Is that... is that another person? They were just milling around, now chirping back since they heard me.

Of course I ran right over and we started bonding. We walked around, visiting the various features in the area. Thinking about it, the design of this matchmaking is utterly brilliant. They give you a large area with several similar tasks, which necessarily take you many minutes to complete, due to travel time if nothing else. At any point in here, a second person can join and chip in to finish the tasks. I'm not sure I've ever seen such a complicated game implementation detail disguised so elegantly.

My companion and I, we stuck together the whole while, flitting to each carpet thing to activate it. At times, one of us would break away with a series of chirps and lead the other to one of those glowing scarf powerup things. With nearly no communication whatsoever, we just naturally fell into exactly what the game wanted us to do. In the absence of a pathological troll, I imagine this simple, team-building interaction to be the natural progression at this point. The way they steer you towards it is, once again, very smart.



For quite a long time, neither my companion nor I would jump or float, because the game had made us to understand that the limited scarf power is something of a precious commodity, to be hoarded in the way that gamers do. Eventually I experimented and found that being in close proximity to my companion mutually recharged both of us. I tried to convey this discovery to my partner by heedlessly jumping and recharging by him, but I don't think he got it until much later.

That's okay, though; interpersonal skills kick in, and I adjust my playing to account for his lack of understanding. How many games implicitly influence you think about these kinds of things? How many do it without having a button that makes your character holler, "MEDIC! HEAL ME!" This is probably a contentious point. In a game like Halo, I might understand a teammate's weakness and try to make up for it with my playing. I wish I could articulate why it just doesn't feel the same.



One of the reasons I think this game is so great is that it evoked so many different emotions that I didn't expect, let alone in a 2 hour game. I felt exhilirated every time the game took me through one of the "luge" sections. I felt trepidation in the caves, especially in that brief period when the eye of the dragon turns red, and you're not sure what will become of your partner. I felt awe at some of the landscapes and spectacles they put before you, like the illuminated lantern of a tower. And finally, I felt a pang of grief, at the loss of my companion.

No, I don't mean at the end of the game. Premature. We were close to the end, in the snowy heights, and had just battled our way up the slope, slowly, huddled together, darting from scrawny rock to rock to escape the wind. Finally, we came to the bridge across the top--crumbling, in disarray. We started to make our way across. Halfway there, my companion slipped. As he dropped over the edge, I must have--in real life--exclaimed something, possibly profane. I gave it no thought, and jumped after him. In my mind, there was no other choice: how else would he climb back up without my warmth? He would be doomed. He needs me.

As we both alighted on the ground, I imagined him straining to see far up to the bridge above. He tried to fly straight up, a note of desperation in his efforts, since he had lost part of his scarf earlier in the caverns. I tried to help him fly. I chirped "3, 2, 1, go!" and we both took off in perfect unison, but it seems you can't recharge each other in mid-air. We would have to take the long way back.

His character waited for what seemed like forever, just standing. I could practically see him exhale a sigh into that frigid air. Finally, he settled on the ground, resting, and I knew what was coming next. With the bite of cold, his body frosted over and disappeared. Only a sense of resignation lingered.



Later I thought back to this moment and realized, wryly, that he had rage quit from Journey. Wow.

When you think about it critically, the game gives you very little to do. You walk around and explore. You progress through the areas. The levels are all totally linear and barely disguised as such. Some are even mostly on-rails. About the only independent things the game gives you to do are finding those scarf upgrades and shrines.

But even as little as there is to do, I feel the game would have benefited from streamlining the scarf collecting. Usually the scarves are off in the distance, and you'll catch sight of them glowing brightly. What I hated is that every time I saw one, no matter where I was, I fixated on it. The immersed, experiential part of my brain got rudely shoved aside by my finely-tuned gamer brain, which understands what has to be done. It's an upgrade. I have to get it. Why? Because collecting... why else?

Worse still, I feel like it broke the fiction a little. From the beginning of the game, you see your ultimate destination: the glowing light-volcano in the distance. Your character seems single-minded in his drive to reach there, braving all odds. Why would I detour? People don't take a detour from a pilgrimage. That's how I ended up viewing Journey by its conclusion.



I loved Journey. It's probably the first thing I've ever played that made me just sink in and almost forget that I was even playing a game.



Is this blog awesome? Vote it up!




Those who have come:



Did you know? You can now get daily or weekly email notifications when humans reply to your comments.

Legacy Comments (will be imported soon)


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!
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.
its not letting me fap your blog for some reason i'll try back later
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.
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.
Haven't played Journey yet so I'll have to come back to this blog later.
*bookmarks*
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!
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.
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.
This looks beautiful...
FYI - I finally bought this game last night. Can't wait to play it :)
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.
Words cannot describe how I feel right now. That may have been the best videogame experience of my life.

Back to Top
DLC   |   BEST Games of 2012   |   Best PC Games   |   Best PS3 Games   |   Best Xbox 360 Games   |   Best Wii U Games   |   Best 3DS Games




All content is yours to recycle through our Creative Commons License permitting non-commercial sharing requiring attribution. Our communities are obsessed with videoGames, movies, anime, and toys.

Living the dream since March 16, 2006

Advertising on destructoid is available: Please contact them to learn more