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4:15 PM on 02.24.2014

Austin Wintory: Everyone has the potential to make music

We managed to catch up to composer Austin Wintory (Journey, The Banner Saga, Monaco) following his D.I.C.E. Summit talk on how technology has changed music making, and how this impacts videogame scores. As a fellow musician a...

Dale North


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2:15 PM on 02.24.2014

Journey was composed on a $50 crappy Casio keyboard

We recently had a chance to chat with Journey and The Banner Saga composer Austin Wintory, and as a fellow musician I took the opportunity to talk shop. Curious about which tools he uses to create music with, I asked abo...

Dale North

5:00 PM on 01.16.2014

The Last of Us leads D.I.C.E. Awards with 13 nominations

The 17th Annual D.I.C.E. Awards take place in Las Vegas from February 4 to February 7 and the nominations have been announced by The Academy of Interactive Arts & Sciences. Last year the Sony exclusive Journey was up for...

Hamza CTZ Aziz

12:00 PM on 11.03.2013

Journey, Unfinished Swan might be coming to PS4 (Update)

[Update: "Lots of people asking so I'll clarify. Was nostalgic playing the PS4 versions of the games so I busted out the PS3 to replay some others," Gary said in a follow-up on Twitter, adding he believes Journ...

Kyle MacGregor

7:00 PM on 08.06.2013

'No one is doing what we're doing,' says thatgamecompany

In a New Yorker piece covering Journey, Flower, and Flow developer thatgamecompany, the publication got a few more tidbits out of co-founder Jenova Chen regarding the team's next game. In line with his prior comments about it...

Jordan Devore

7:30 PM on 07.22.2013

Images of cut Gravity Rush/Journey PS All-Stars stage

Some pictures of a seemingly cut Journey cross Gravity Rush stage of PlayStation All-Stars Battle Royale hit the web courtesy of designer Ky Bui's website. They were quickly taken down, but the internet is all-seeing, without...

Steven Hansen

11:00 PM on 07.01.2013

New thatgamecompany title will relate to a wider audience

Ah, Journey. I thought I was a total latecomer, having picked it up during a holiday sale late last year -- but thatgamecompany's thoughtful PlayStation 3 game continues to sell well. "We made the money back last year, the...

Jordan Devore

8:00 AM on 06.21.2013

thatgamecompany on post-Journey problems & the future

The practically perfect Journey has received no shortage of compliments, awards and cold, hard sales. The latter, one might expect, should have ensured smooth sailing going forward at thatgamecompany, but according to thatgam...

Steven Hansen

7:30 PM on 06.14.2013

Katamari creator goes indie, joins former Journey devs

Kamatari creator Keita Takahashi is working a new game with Funomena, a fledgling indie studio founded earlier this year by former thatgamecompany developers. Announced at the Horizon conference in Los Angeles yesterday, the ...

Kyle MacGregor

5:00 PM on 05.28.2013

Apparently people don't like Journey cosplay

Mega64's latest parody sees them taking on Journey as they simply go about town looking for friendship. Sadly no one wants to be friends with a well-dressed armless creature.

Hamza CTZ Aziz



Embracing failure: We're all losers and that's OK photo
Embracing failure: We're all losers and that's OK
by Steven Hansen

As I was knee deep in the glorious Persona 4: Golden, something curious happened. A heavy 50 hours into the game after something resembling a climax, the game ended. It was an ending that felt hollow, strangely devoid of resolution. Something was off. After being treated to a bleak cutscene, everything was over, with little fanfare. It didn't seem right and so I took to the internet to find I had received a bad ending. One of them. Nowhere near the worst one -- I didn't mess up that badly -- but a wholly unsatisfactory one. I reloaded my save, corrected my slight error, and, as it turns out, there were another 30 hours of gameplay waiting for me. That's a lot.

I couldn't help but wonder how many people might have gotten to one of the early alternate endings and thought that was that. Surely everyone would have that drive to figure out what was really going down with so many plot threads left limp, right? That moment was a little sobering. The game was putting the impetus on me. I had to be paying attention. Close attention, it turns out, because there were a few more unwanted endings I could wind up going down if I didn't do some careful detective work.

Failure is fantastic.

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2:45 PM on 04.18.2013

Journey Collector's Edition makes its way to Europe

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...

Raz Rauf

1:30 PM on 04.01.2013

Journey devs cave with 'Rocket Death Match' DLC

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...

Jordan Devore

10:00 PM on 03.29.2013

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

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...

Max Scoville



Journey inspired by World of Warcraft, loneliness  photo
Journey inspired by World of Warcraft, loneliness
by Steven Hansen

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 standing ovation at the end. Some people in the audience even went misty-eyed as Chen rounded out his presentation with some fan mail from a young girl who wrote about playing Journey with her father before she died of cancer.

When considering the state of online multiplayer games, Chen felt there was something missing. He talked about being busy with school and having no social life, instead turning to gaming as a substitute. While in the throes of World of Warcraft in 2006, before forming thatgamecompany, he noted: “The more I played this game, the more people I encountered, the more I realized I had no connection with any of these people. They just reminded me I’m a lonely person.” Just the humble and sincere delivery of that last line made me want to give Chen a hug. 

Chen found the existent system of multiplayer and connectivity failed his search for emotion and relationship building, often due to design conflicts. Item and armor created visible, often times impenetrable hierarchies. The need for resources, like loot, led to in-fighting and competition rather than cooperative play. “Another thing I got annoyed was that people would always check if you’re a guy or a girl in these online games,” Chen added. “I wanted to see a world where everyone is the same.”

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9:30 AM on 03.28.2013

Journey kills at the Game Developers Choice Awards

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 ...

Steven Hansen