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Journey |OT| Perfect Strangers

They all follow the concept of "addition by subtraction" minimalism, which is relatively rare in games, particularly modern ones.

Yep, spot on.

While most developers follow the herd of adding more and more 'stuff' to games, like the need to fill every shooter with scripted events, perk systems and other things made popular by the likes of COD, and how the sandbox boom arrived his generation with an inane amount of pointless fluff to try and engage the player, TGC goes against the grain and strips away every conventional mechanic and just starts from fresh. Then what they do create its minimal, but it's perfectly crafted to create an engaging and engrossing experience - a much bigger achievement in my opinion
 

navii

My fantasy is that my girlfriend was actually a young high school girl.
i would like to say fuck you to sony for making this a plus exclusive. i wont be buying this shit at all.
 

Purexed

Banned
I'm not sure how you found Journey 'flatter' than Flower, especially when talking about gameplay, Journey is much more 'gamey'.
And your argument would put Flower into a 'holding X for 95% percent of the time' game would it not? Stripping any game down to it's basic elements like that does it a massive disservice - especially games like Journey and Flower, which are audiovisual experiences.
I'd say, objectively, Journey offers the possibility of more fun because the depth of gameplay is more substantial than Flower, and that's a fact.
Journey succeeds in what it seeks to achieve moreso than Ico because it doesn't sacrifice any other elements despite it's achievements (whereas Ico had so-so combat), it's pretty much expertly crafted in every area - shallow gameplay is not a shortcoming for Journey, TGC have stripped away all of the superfluous elements that come with modern day gaming and created a simple yet perfectly designed game. There's nothing more it needs IMO, the mechanics and the gameplay match the narrative perfectly.
TGC have proved that you don't need complicated mechanics or various gameplay systems to create an amazing game, it may be short and simple - but Journey offers an emotional thunderstorm of an experience that transcends yet perfects what it means to be a game. Not only does it deserve to be GOTY but it also pulls the rug out from under everything else that has ten times more 'game' for your money

I'm not saying you can't have your own opinion by the way ;)

I like how you took my succinct impressions of the game and created an exaggerated version of what I said. Everything you said is purely subjective, even if you want to assert a claim as fact, it's purely your opinion. I never said it needed complex systems, the game portion is merely lacking substance. Flower was a good balance of interesting, skill-based gameplay and stunning visuals.

That whole "emotional thunderstorm" sentence is precisely why I felt the need to chime in. No disrespect intended, but it sounds like a quote from a fanboy review on IGN. Not sure if you're one of those "games are art" people, but the hyperbole and stretching to create meaning in some of these posts are doing a disservice to guys on the fence.

Look, I don't dislike Journey, found it to be an jnteresting interactive piece, but it doesn't belong in the same sentence as ICO. If I want to have my mind blown by an artistic statement, I'll visit LACMA or go see the LA Phil. I don't I don't play games for art, I play them to challenge myself and earn accomplishment. I can't say I got either at the end of my journey.
 
I like how you took my succinct impressions of the game and created an exaggerated version of what I said. Everything you said is purely subjective, even if you want to assert a claim as fact, it's purely your opinion. I never said it needed complex systems, the game portion is merely lacking substance. Flower was a good balance of interesting, skill-based gameplay and stunning visuals.

That whole "emotional thunderstorm" sentence is precisely why I felt the need to chime in. No disrespect intended, but it sounds like a quote from a fanboy review on IGN. Not sure if you're one of those "games are art" people, but the hyperbole and stretching to create meaning in some of these posts are doing a disservice to guys on the fence.

Look, I don't dislike Journey, found it to be an jnteresting interactive piece, but it doesn't belong in the same sentence as ICO. If I want to have my mind blown by an artistic statement, I'll visit LACMA or go see the LA Phil. I don't I don't play games for art, I play them to challenge myself and earn accomplishment. I can't say I got either at the end of my journey.

Sorry, didn't mean to come across like that, I wasn't exaggerating what you said (I directly quoted parts) but I was reflecting on why I thought that was wrong and providing a counter argument.

I firmly believe Journey succeeds in every element that Flower provided, TGC completely outdid themselves there. I wouldn't say I'm a 'games are art' person, but when I'm left rendered speechless by a game, which has never happened with me before, then I think it deserves every award it could be nominated for. A piece of art in a gallery has never had that kind of impact on me before, so for a game to invoke such emotions is an amazing achievement!

But like I said, your opinion is your own, I ain't hating
 

Clear

CliffyB's Cock Holster
I just think if you're complaining about the lack of mechanics in Journey, its a bit like looking at a Picasso and complaining that its not photo-realistic enough.

Its a style. A creative choice.

If you don't like it, fair enough, but that's on YOU the viewer. Its not the creator's fault that their approach isn't exactly what you like, because they are the ones expressing themselves through their work.

For me, a beautiful, optimistic, life-affirming work like Journey is worth a million militarist death-porn simulations. Because no matter how exciting, technically and mechanically wonderful they are, what exactly are they "saying" creatively?
 

beast786

Member
Played it on my HMZ-T1. I was regreting the purchase and this game made it worth it. What an amazing experience. I so badly needed this type of game.

I am kind of speechless. Beautiful.

I personally don't care about comparison or the score. For a game like this its absolutely irrelevant. In fact giving it a score is a slap in the face. Its about experience.
 

Epcott

Member
Played it on my HMZ-T1. I was regreting the purchase and this game made it worth it. What an amazing experience. I so badly needed this type of game.

I am kind of speechless. Beautiful.

I personally don't care about comparison or the score. For a game like this its absolutely irrelevant. In fact giving it a score is a slap in the face. Its about experience.

I didn't think Journey was supported. I attempted to try, and the MNZ-T1 told me there was no (3D) signal. I'll need to try later tonight, I'm sure it'll sound like sex through it's earphones.

This game is a tad shallow when playing it alone. But the moment someone shows up, and you follow each other and give on another a refill here and there, it makes it such an awesome experience.
 
Just finished my first Journey

Wow what an amazing experience. Simply a beautiful game, that with a minimalistic approach evokes plenty emotions a long the way. Throw me in the camp that felt the same spirit/vibe as Team ICO's previous games in this one. And that's a great thing! The use of the only Journeymen was seamless, and rewarding. At times I'd meet up with someone and then we'd separate. But the end it was me and another making it to the end. I wouldn't think I'd like to have another player in a vibe mood as this game sets, but its handled so well. The other players don't break the tone of the game, and with the superb animation and flow it blends in very well. I'm also happy that outside some early announcements I went on media/beta blackout. It made the journey much more rewarding.

Also the length is perfect. I finished it and was completely satisfied. It truly felt like an epic Journey and one I plan on revisiting.

Its games like these that make me happy with the gaming industry today. W/o DD it wouldn't exist. I love we can have wide range of gaming experiences from the Action packed military FPS, to something like Journey. I'm happy games like these exist, and that companies like thatgamecompany are around.

Loved it, and It's early but its current GOTY :)
 

taoofjord

Member
After beating what the game a second time I take what I said back, the last third of the game is fantastic.

All in all I think Journey is one of the most perfect games I've played. It and Shadow of the Colossus are the two best examples of games as art.
 

beast786

Member
I didn't think Journey was supported. I attempted to try, and the MNZ-T1 told me there was no (3D) signal. I'll need to try later tonight, I'm sure it'll sound like sex through it's earphones.

This game is a tad shallow when playing it alone. But the moment someone shows up, and you follow each other and give on another a refill here and there, it makes it such an awesome experience.

There is no 3d support.
 
They all follow the concept of "addition by subtraction" minimalism, which is relatively rare in games, particularly modern ones.

*nods*
The subtraction is what allows a game to implicate the player's imagination and emotional perspective. We need space to allow that to happen. It's a delicate thing. Most game design isn't confident enough in its own engagement with the player, too busy chasing you into elaborate chambers, or compensating for linearity with some paralytic spectrum of rote choices. Not that these approaches don't have their uses, but it's no wonder that many gamers find these 'minimalist' outliers so refreshing, even potentiating.
 
I'm down to one glyph


I'm in the sand sliding stage. There are three glyphs. I got the one in the center of the stage on the ramp, and the second one on the wall after it spits you out. I cannot seem to find the last one. Any help? I looked at the glyph guide posted in the thread but the description didn't help me.

Any help? :)
 
I'm down to one glyph


I'm in the sand sliding stage. There are three glyphs. I got the one in the center of the stage on the ramp, and the second one on the wall after it spits you out. I cannot seem to find the last one. Any help? I looked at the glyph guide posted in the thread but the description didn't help me.

Any help? :)

At the beginning of the second slide section, get to the left. After a few gates (I think three of them) you'll see a broken pathway leading to the right over a canyon. Move to the right, over the canyon, and on your right you should see a big rock jutting out of the sand. There will be a carpet flying around it. Launch off the rock and you should enter a cave. The glyph is at the end of the cave.

It all happens rather quickly, so you may need to do it a few times, but once you figure out how to get to the area it shouldn't be much of a problem to do it again on repeat playthroughs.
 
Now that I finished the game i went and read the whole OT thread. it was a pleasant read :)

I was going to play some other game, but I'm still in the Journey after glow and i can't stop thinking about this game.

One thing that I think is really impressive is the game length. Its one area everyone going in pointed at as its greatest flaw, but in reality I think its one of its best strengths. The 2 hour experience allows for a totally different experience than a traditional game length. Like a movie, the game is MEANT to be played in one sitting. And with a one sitting game experience it can engage and sweep you on a wide ride of emotional experiences in a tight package. I finished it 2 hours but not only felt satisfied, but in some ways it felt longer than most 8-12 hour game experiences
 

Rewrite

Not as deep as he thinks
I bought it yesterday. Fucking beautiful and an incredible experience. I definitely got my money's worth and more. Absolutely stunning game. Loved every minute of the Journey. <3
 
I give the game an 8. It was an audio/visual delight but it was not dynamic enough too truly move me. The game needed more highs and lows.
 
At the beginning of the second slide section, get to the left. After a few gates (I think three of them) you'll see a broken pathway leading to the right over a canyon. Move to the right, over the canyon, and on your right you should see a big rock jutting out of the sand. There will be a carpet flying around it. Launch off the rock and you should enter a cave. The glyph is at the end of the cave.

It all happens rather quickly, so you may need to do it a few times, but once you figure out how to get to the area it shouldn't be much of a problem to do it again on repeat playthroughs.

Got it! Thank you! :D
 
magnificent game, and at $8 i would give this a perfect 10..... if only.... IF ONLY..... they would let me turn off the fucking random people joining my game.

im sorry, i realize that a lot of companies want to make their games incorporate social aspects to appeal to those types of gamers, but forcing me to have to deal with random people in my game not only is annoying and pestering, but it adds ZERO to the experience. i could have done all of it myself. but no, they want me to feel like it was a team effort when it was anything but. there was nothing that couldn't have been done with one person. there was no sense of accomplishment when someone else unlocked a thingy or recharged my scarf. it was just "ummmm.... okaaaaaayyyy..... there's this guy here and he won't leave me alone."

it's MY journey, it's MY experience, and the social aspect totally feels shoehorned in and i think it's complete BS that they try and talk it up like it's a big focal point of the game. (at least they did when they first unveiled the game and were showing it off and giving everyone the first hands on previews)

so thatgamecompany: just give us the option to turn it off. disabling our internet connection is a fucking lame alternative and an insult.
 

Zia

Member
it's MY journey, it's MY experience, and the social aspect totally feels shoehorned in and i think it's complete BS that they try and talk it up like it's a big focal point of the game. (at least they did when they first unveiled the game and were showing it off and giving everyone the first hands on previews)

Because it is a big focal point of the game.
 
D

Deleted member 30609

Unconfirmed Member
magnificent game, and at $8 i would give this a perfect 10..... if only.... IF ONLY..... they would let me turn off the fucking random people joining my game.

im sorry, i realize that a lot of companies want to make their games incorporate social aspects to appeal to those types of gamers, but forcing me to have to deal with random people in my game not only is annoying and pestering, but it adds ZERO to the experience. i could have done all of it myself. but no, they want me to feel like it was a team effort when it was anything but. there was nothing that couldn't have been done with one person. there was no sense of accomplishment when someone else unlocked a thingy or recharged my scarf. it was just "ummmm.... okaaaaaayyyy..... there's this guy here and he won't leave me alone."

it's MY journey, it's MY experience, and the social aspect totally feels shoehorned in and i think it's complete BS that they try and talk it up like it's a big focal point of the game. (at least they did when they first unveiled the game and were showing it off and giving everyone the first hands on previews)

so thatgamecompany: just give us the option to turn it off. disabling our internet connection is a fucking lame alternative and an insult.

are you mildly autistic
 

Zeliard

Member
*nods*
The subtraction is what allows a game to implicate the player's imagination and emotional perspective. We need space to allow that to happen. It's a delicate thing. Most game design isn't confident enough in its own engagement with the player, too busy chasing you into elaborate chambers, or compensating for linearity with some paralytic spectrum of rote choices. Not that these approaches don't have their uses, but it's no wonder that many gamers find these 'minimalist' outliers so refreshing, even potentiating.

Nicely put.

magnificent game, and at $8 i would give this a perfect 10..... if only.... IF ONLY..... they would let me turn off the fucking random people joining my game.

im sorry, i realize that a lot of companies want to make their games incorporate social aspects to appeal to those types of gamers, but forcing me to have to deal with random people in my game not only is annoying and pestering, but it adds ZERO to the experience. i could have done all of it myself. but no, they want me to feel like it was a team effort when it was anything but. there was nothing that couldn't have been done with one person. there was no sense of accomplishment when someone else unlocked a thingy or recharged my scarf. it was just "ummmm.... okaaaaaayyyy..... there's this guy here and he won't leave me alone."

it's MY journey, it's MY experience, and the social aspect totally feels shoehorned in and i think it's complete BS that they try and talk it up like it's a big focal point of the game. (at least they did when they first unveiled the game and were showing it off and giving everyone the first hands on previews)

so thatgamecompany: just give us the option to turn it off. disabling our internet connection is a fucking lame alternative and an insult.

The whole point of the co-op is that you are on a journey, yes, but along your journey you meet these other people and share in the experience together, wordlessly.

I liken it to the kinder, gentler Demon's Souls because the co-op in both games shares important similarities - you meet up with a stranger you cannot communicate with in the classic sense, and you both attempt to get through the next obstacle together using visual cues.
 

GQman2121

Banned
Beat it this afternoon in one sitting. I don't see how any comparisons can be drawn with either of the Team Ico games. None at all. Flower yes, but Flower felt a bit more focused in what it asks of you. Journey is a much simpler game imo, one that clearly lays out what you have to do without saying a thing. It's all visual. The lack of any actual gameplay mechanics didn't bother me much because I felt like I was being eye and ear fucked the entire time.

Fun ride while it lasted, but not much of a game.
 
Beat it this afternoon in one sitting. I don't see how any comparisons can be drawn with either of the Team Ico games. None at all. Flower yes, but Flower felt a bit more focused in what it asks of you. Journey is a much simpler game imo, one that clearly lays out what you have to do without saying a thing. It's all visual. The lack of any actual gameplay mechanics didn't bother me much because I felt like I was being eye and ear fucked the entire time.

Fun ride while it lasted, but not much of a game.

Odd, to me it felt alot more focused than Flower. I loved the pure exploration aspect of the game, and have played it through a good 8 or 9 times thus far.

While it may be shorter and simpler than a Team Ico game, at least they are able to actually release games. :)

EDIT: Has there been any word on a soundtrack release?
 
Odd, to me it felt alot more focused than Flower. I loved the pure exploration aspect of the game, and have played it through a good 8 or 9 times thus far.

While it may be shorter and simpler than a Team Ico game, at least they are able to actually release games. :)

Hey now, Journey took a while and it was worth it. ;)
 
The lack of any actual gameplay mechanics didn't bother me much because I felt like I was being eye and ear fucked the entire time.

Fun ride while it lasted, but not much of a game.

odd, i enjoy the gameplay here much more than i did in Flower. i do kind of wish there was more of it though.
 

GQman2121

Banned
Odd, to me it felt alot more focused than Flower. I loved the pure exploration aspect of the game, and have played it through a good 8 or 9 times thus far.

While it may be shorter and simpler than a Team Ico game, at least they are able to actually release games. :)

EDIT: Has there been any word on a soundtrack release?
I didn't feel like I was exploring at all. In fact, I felt like there was a very clear path to follow. The game looks so good that I was more concerned with reaching the next white screen and seeing something new. The saving/loading screen is the only real compliant I have about the experience. Kind of an abrupt way to break up the sections, but I suppose it could have been worse.
 
I didn't feel like I was exploring at all. In fact, I felt like there was a very clear path to follow. The game looks so good that I was more concerned with reaching the next white screen and seeing something new. The saving/loading screen is the only real compliant I have about the experience. Kind of an abrupt way to break up the sections, but I suppose it could have been worse.

Finding the glyphs and symbols added quite a bit of exploration for me. :)
 

Misguided

Banned
Look, I don't dislike Journey, found it to be an jnteresting interactive piece, but it doesn't belong in the same sentence as ICO.

Why? I think Ico fails in a couple areas that detract from the experience, whereas Journey is nearly perfect in everything it attempts to accomplish (I have found a couple glitches).
 

Tilian

Banned
I lost how many times I finished this today. 4 or 5.

I never thought anything would motivate me to buy PSN Plus, esp. for something as trivial as early access.

That
sideways sliding scene in the glistening sand
was just breathtaking.
 
That
sideways sliding scene in the glistening sand
was just breathtaking.

Something interesting I've done twice now at that point:

at the end of the sideways slide, you come to a stop before you're able to jump down and finish the stage. Instead of jumping down, I stand at the edge and sing, waiting for another player to show up. Both times I've tried it, players have joined me in standing there, singing, against that beautiful backdrop. It's quite amazing.
 

Lionheart

Member
Man, what an amazing game experience this seems to be!

I've played through the first two parts yesterday, showing my friend the game, but wasn't really his kinda game. However, today I asked my gf if she wanted to try it and while she initially thought it was a 'weird game', she played on and on, really enjoying the co-op part with helping the stranger out and vice versa, waiting for eachother, experiencing it together and I enjoyed watching the amazing atmosphere, visuals and sound!

That is, until she actually got stuck... I don't know if any others experienced any bugs in this game? It was in the
ice level, climbing up the mountain where you had to fly up or so using scarves?
. I haven't followed everything she did very closely, so I don't know where exactly, but it seems she made some errors climbing up and up, falling a couple of times, losing a bit track of where to go and she might have went backward instead of forward then, but a lil later, she was flying towards a place mid sky where she actually got stuck... Weird glitching black lines were visible (as if she was 'outside' the level or so) and however she (and later me) moved and tried to jump and whatever, we could only move a couple of feet and there was no way to get out of there...

Big bummer, it was a long level and she didn't feel like playing the level all over again as it seemed she was almost at the end (the music becoming dramatic too, or perhaps the stranger had already reached the end or so).
 

Purexed

Banned
Why? I think Ico fails in a couple areas that detract from the experience, whereas Journey is nearly perfect in everything it attempts to accomplish (I have found a couple glitches).

Notice the qualifier you made about Journey, "what it attempts to accomplish." Ico is a much bolder and ambitious game with a lot more scope. It's like comparing the Pixar animated short in the previews to one of their full feature films. The full 2 hour film is going to have more opportunity for missteps than the 5 minute short. That's why I don't think they should be compared, they aren't racing the same race when it come to content and richness of game design. It's a disservice to Ico AND Journey. Apples and oranges, my friend.
 
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