The main thing to note about
Journey is that everything the game does serves one purpose and that is to
drive the narrative and build towards a collective experience. It is difficult
to talk about single aspects of the game because each system in the game
compliments and supports another. It’s becoming more and more prevalent to see
multiplayer or RPG elements added to games because it’s “in fashion”. Journey
doesn’t do that, everything present is potent, masterfully crafted and has a
purpose.
The first thing that hits you about
Journey is the visuals. As soon as you start the game you are presented with a
vast desolate desert, stretching out as far as you can see, and soon after you
are quickly introduced to your single solitary goal in the game: reach the
mountain top. A peak looms over the land in the distance and at its summit
there seems to be a ray of light. As the title screen appears over the image of
the mountain the distance it becomes abundantly clear that your journey is to
get there. There is no quest text telling you what to do or mini map markers
(in fact the UI is stripped entirely with all information being represented
visually in the world or on the character), this is intuitive design. The
simplicity of this game is its brilliance because it taps into core human
emotions, this one being curiosity and the
need to explore.
And then the music kicks in
and suddenly you’re within the games grasp. As you wander the desert as the
main character (who is designed with no specific gender) the music accents each
step with emotion. Whether it is fear,
excitement, curiosity or sorrow the games changing visuals and music create
an emotional ride that sucks you in. The music in Journey is one of the
standout features; it was nominated for a Grammy and if you’re listening to the
video I linked at the top, it’s clear why.
The gameplay is as simplistic
as the games aesthetics. You can jump (and glide) and let out a pulse of light.
The pulse of light is an interesting mechanic because it is your only way to
interact with world and all the wonders waiting to be found. It also serves as
an interesting and creative way to communicate with any players you happen to
pass by. Journey features a multiplayer component with adds to the games
appeal, narrative and collective experience. You don’t know the identity of the
people you pass by. There is no way to “connect”, anyone playing at the same
point as you in the game has a chance to appear in your world and you theirs.
There is no name plates, no way to start talking to the person, you cannot
message them, you are just two strangers in a strange land and you can either
continue on together or drift off into the sands. The multiplayer mechanic in
this game taps into another core human trait, that being one of humanity. Simply working out how to
communicate and work with a complete stranger was an uplifting experience.
It is this perfect cocktail of
simple features and a world of wonder that make Journey such a fantastic game.
I found myself exploring whenever I could and I was genuinely afraid when the
games enemies would approach. Because there is no way of combating them, a
crushing sense of fear and helplessness overcomes you. You feel concern for the
person you’re on this journey with, even though you know nothing about them.
When it was over (the game
clocks in at about two to three hours) I knew then that what I had just played
was something crafted with care, with purpose and it was one of few instalments
in this genre that can be considered art. I would put this alongside any
painting, film or piece of music because it evokes the same emotions and I’d
argue that those emotions are much more personal because you interact with the
game, it is your story.
If you’re interested in games
and are a little tired of the same old thing over and over again then I implore
you to try Journey. If you’re not into games and enjoy books, films or music
then I also implore you to try Journey when you get a chance, this goes beyond
a video game and it is an experience. Journey is easily the best game of 2012,
quite possibly the best game in the last 10 years.
Utterly haunting.
T