Journey review (PS3)
In 1917, Marcel Duchamp famously turned a gentlemen’s white urinal on its side, signed it with a fake name and exhibited it at an art show under the title ‘Fountain’. Originally intended to provoke, nowadays it’s regarded by some as a major landmark in 20th Century art, sparking contextual debate about aesthetics and how beauty can be seen in everyday life.
Since then, all forms of media have jostled for attention and recognition as a valid art form. Although video games remain a subset still in relative infancy, there have always been those who have championed their artistic appeal as well as critics who have condemned them as nothing more than distractions.
This is where Journey comes into the debate. It’s difficult to review this title, because it’s unlike anything else I have ever played. It can’t be pigeonholed into a particular genre; it refuses to fit any presupposed template of what a game should be.
Journey is the final third in a trilogy from thatgamecompany, and builds upon the success of previous titles, flOw and Flower. It represents a natural progression for the indie developers, whose mission statement is to design ‘artistically crafted, broadly accessible video games.’
These ‘core games’ allow maximum exposure. Literally anyone can pick up a controller and immerse themselves in a powerful interactive experience. Indeed, these games would not look out of place at digital art exhibitions. This particular title would be a strong ambassador for the medium as a whole, reaching out to people who would otherwise have had no previous exposure.
Journey is the pinnacle of thatgamecompany’s development ethic. Featuring stunning visuals and a haunting score by Austin Wintory, this game has production values usually reserved for big budget movies. In retrospect, that’s how it is best approached.
A full play through of Journey can be completed in 90 minutes. thatgamecompany’s Creative Director, Jenova Chen, recognises the importance of this. Just like a film, Journey is meant to be experienced in its entirety in one sitting.
With only the slightest hint of hand holding, you will glide effortlessly through the entire game. The only real objective is to keep moving forward, and although we will all make the same journey, everyone will have their own experience.
The multiplayer component of Journey is another landmark feature. Players will drop in and out of your game anonymously. You’ll come across other travellers, making the same pilgrimage, and instantly be drawn to each other. There’s no Gamerscore, rank or insignia; no way of knowing who that person is (although a list of all the travellers you meet along the way is displayed in the end credits).
Other reviews have perhaps over emphasised the multiplayer ethos, claiming that people work together and cooperate better. The simple truth is that you can’t influence each other’s game in any way. There’s really nothing you can do to assist or hinder another player's experience. Taking away that ability (or temptation) is perhaps what ultimately brings people together. Like all social animals, we strive for acceptance and companionship; many people will stay close to their travel partners for the majority of the game without having to be incentivised.
Of course, there will be many people who play Journey and simply won’t get it, which brings us back to Duchamp’s ‘Fountain’. They will no doubt understand the spirit of the game, and perhaps even appreciate its intrinsic beauty, but ultimately they won’t leave feeling enriched by the experience. There’s nothing wrong with that. All too often these days, there’s pretentiousness around certain art forms that pressures people into affecting false appreciation for fear of seeming philistine.
Journey is not for everyone. But it should be experienced by everyone. It’s a landmark cinematic masterpiece that will hopefully bring video games to a wider audience. Just like watching your favourite films over and over again, you can revisit Journey many times and still take something from it.
As video games go, it’s certainly an acquired taste. But in my experience, the best things in life are.
Game reviewed on PS3.
(This review is NOT comparing Journey to a gentlemen's white urinal)
Since then, all forms of media have jostled for attention and recognition as a valid art form. Although video games remain a subset still in relative infancy, there have always been those who have championed their artistic appeal as well as critics who have condemned them as nothing more than distractions.
This is where Journey comes into the debate. It’s difficult to review this title, because it’s unlike anything else I have ever played. It can’t be pigeonholed into a particular genre; it refuses to fit any presupposed template of what a game should be.
Journey is the final third in a trilogy from thatgamecompany, and builds upon the success of previous titles, flOw and Flower. It represents a natural progression for the indie developers, whose mission statement is to design ‘artistically crafted, broadly accessible video games.’
These ‘core games’ allow maximum exposure. Literally anyone can pick up a controller and immerse themselves in a powerful interactive experience. Indeed, these games would not look out of place at digital art exhibitions. This particular title would be a strong ambassador for the medium as a whole, reaching out to people who would otherwise have had no previous exposure.
Journey is the pinnacle of thatgamecompany’s development ethic. Featuring stunning visuals and a haunting score by Austin Wintory, this game has production values usually reserved for big budget movies. In retrospect, that’s how it is best approached.
A full play through of Journey can be completed in 90 minutes. thatgamecompany’s Creative Director, Jenova Chen, recognises the importance of this. Just like a film, Journey is meant to be experienced in its entirety in one sitting.
With only the slightest hint of hand holding, you will glide effortlessly through the entire game. The only real objective is to keep moving forward, and although we will all make the same journey, everyone will have their own experience.
The multiplayer component of Journey is another landmark feature. Players will drop in and out of your game anonymously. You’ll come across other travellers, making the same pilgrimage, and instantly be drawn to each other. There’s no Gamerscore, rank or insignia; no way of knowing who that person is (although a list of all the travellers you meet along the way is displayed in the end credits).
Other reviews have perhaps over emphasised the multiplayer ethos, claiming that people work together and cooperate better. The simple truth is that you can’t influence each other’s game in any way. There’s really nothing you can do to assist or hinder another player's experience. Taking away that ability (or temptation) is perhaps what ultimately brings people together. Like all social animals, we strive for acceptance and companionship; many people will stay close to their travel partners for the majority of the game without having to be incentivised.
Of course, there will be many people who play Journey and simply won’t get it, which brings us back to Duchamp’s ‘Fountain’. They will no doubt understand the spirit of the game, and perhaps even appreciate its intrinsic beauty, but ultimately they won’t leave feeling enriched by the experience. There’s nothing wrong with that. All too often these days, there’s pretentiousness around certain art forms that pressures people into affecting false appreciation for fear of seeming philistine.
Journey is not for everyone. But it should be experienced by everyone. It’s a landmark cinematic masterpiece that will hopefully bring video games to a wider audience. Just like watching your favourite films over and over again, you can revisit Journey many times and still take something from it.
As video games go, it’s certainly an acquired taste. But in my experience, the best things in life are.
Game reviewed on PS3.
(This review is NOT comparing Journey to a gentlemen's white urinal)
Ups
Cinematic visuals / score
Innovative multiplayer
Score
9.0
Graphics
9.0
Sound
8.0
Gameplay
8.0
Fun factor
8.0
Online
9.0
Overall
(out of 10 / not an average)
Release Dates
| PC Release Dates |
|---|
| PS3 Release Dates | |
|---|---|
| US | 13 March 2012 |
| EU | 14 March 2012 |
| AU | 14 March 2012 |
| JP | 15 March 2012 |



Cheers,
Im going to get a 20 dollar PSN card and download this.
Been curious about this game for a while now
The reason is clearly because this game is so shallow, boring and empty of content that there literally is nothing to say about it.
In fact most of this review focuses on what the game isn't and what it doesn't have. "The only objective is to move forward", you say. Sounds like an utterly damning indictment.
Even the multiplayer aspect sounds awful. Players can't interact, communicate or even identify eachother? They can do all these things in Gears of War, from five years ago.
Between this, Fez and assorted other nonsense non-games this year, the medium looks to be taking a serious step backwards as an artform.
Indeed, as with ALL games, this one also divides opinion and provokes debate over whether it's good or not!
I get that the type of experience that Journey offers may not be for you, but you're hardly being fair in your analysis of the game through the filter of reviews you've read.
You're saying that people are calling it art because "clearly" (excuse me, but I can't stand the abuse and misuse of that word lately) the game is shallow, boring, and devoid of content. Those people who are using the word "art" in reference to Journey aren't saying any of those things at all though, are they? They're actually saying that the game is beautiful, engaging, and interesting. There is plenty to say about it, and people are saying it. They just aren't the kind of things you seem to care about in a game, which is fair. To deduce that the game is shallow or boring though, is not.
The fact that its gameplay/objectives are easily summed up isn't damning at all either. Watch this:
Street Fighter X Tekken's only objective is to beat the guy in front of you.
That hardly means that the game will stink, does it? Wordplay aside, accessible and simple gameplay are only a bad thing for a gamer who demands challenge in everything they play. It's a simple matter of taste.
While 2-hours is a bit short by many people's standards, if you do the math it's actually not that ridiculous, since a lot of AAA titles that achieve great critical and commercial success clock in at around 6 hours for $60.
Your criticism of the multiplayer might be the most irrational one in the list (save for maybe the last one). It's like criticizing Skate 3 for not having kill-cams. Not every game contains the same elements online, and with good reason. The experience should be tailored to the game. You're making it sound like some kind of shortcoming, lack of foresight, or poor coding that led to Journey's team dynamic being structured the way it is, rather than a deliberate decision. Perhaps they felt that the experience would be better without some teenager yelling racist slurs in your ear while you're moving through the game. Or maybe it would be a distraction to note that Xx_CptTeabag_xX just popped into your game. Or maybe they don't want Mr Teabag (sir!) sending you messages to hurry up while you're exploring. Maybe they felt like the mystique of anonymity adds to (or more importantly, doesn't detract from) the type of atmosphere they tried to achieve here. Or that minimal means of communication would stress emphasis on watching your partner's actions, and learning to work as a team together. It's a deliberate choice, and keep in mind that while it *sounds awful to you it *was great to everyone I've spoken to or read about playing it.
Lastly, it's not only unfair, but melodramatic to accuse Journey and games like it of taking the medium a step backward. Shitty music and movies come out all the time without having a negative impact on others of the medium. As a medium expands (and gaming is still a fairly young one), it's natural and expected that it becomes more diverse. In turn, it's natural that tastes will become more selective and people will find a niche where they are most comfortable. Journey and Fez might not be up your alley, but they're obviously doing it for somebody out there, and it isn't ruining the other games you enjoy. In the end it can't possibly hurt anyone to have more diversity in the style of games that are available to us.
My comments are based on every review I’ve read, which is several, which praise this game for things any other game would be torn apart.
A simple game will always be inferior to a complex one. You can simplify and simplify until what you’re left with isn’t a game, just a movie.
It may be beautiful - but then it’s basically one long desert stage.
Engaging, interesting - one critic claims to have fallen asleep during its two hour playtime. I’ve no issue with its length, but if it’s two hours long they’d better be the best damn two hours of videogame history!
But no, it’s about a tea cosy look-alike mincing around the desert, who has to actually unlock the most basic platform game ability - to jump, like it’s something special - and doing some basic puzzle solving.
So since there’s no actual merit to the game, it’s all about the experience, dude. It’s about the meaning of the journey, and the art, and the mystique.
Every failing of the game is spun into a positive, including the lack of challenge and of basic online co-op elements.
That is where Chen has succeed in selling you all a mirage, the same way Duchamp can put a urinal on a pedestal and call it art.
And every time one of these ‘art-games’ is praised as highly as Journey has been, it damages the medium, because the great designers take note.
Which is proably why you don't seem to be well-equipped for the challenge. As I look at your points to address them, I'm noticing that you're not even backing up your assertions with anything. You can go ahead and *say that a simple game is always inferior to a complex one, but you haven't proved it, or even tried to support it.
I can say that you are ignoring the fact that quality of execution is a huge factor. That video game history is littered with complex and overly-complex titles that collected dust, and were scorned despite their complex control schemes and numerous rules. I can say that I've played big-budget titles aimed at the hardcore that couldn't entertain me as long as a single-button game about skipping a stone on my phone did. I can say I know Katamari Damacy is one of the simplest and greatest games I've ever played. I can say I can't walk by an old Pac-Man cabinet without throwing at least one quarter in and enjoying the one-armed (does game control get simpler than that?) classic. I can say that I have a close friend who is very passionate about pinball video games. I can say that bowlers have been throwing the same ball at the same pins in the same configuration at the same distance for decades. Would you like to tell them that they would enjoy a game of chess more?
And see, that's what this whole good/bad thing comes down to. The bowler doesn't want to play chess, and the chess player doesn't want to bowl. It's not necessarily about one being good and one being bad, or the complex game being superior. It's a matter of taste. There are some who don't feel that a game needs to make you struggle for progress, or have a looming threat of being halted in order to entertain.
Which bring me to the other important thing you're choosing to ignore. The game isn't having its failures spun into something positive. It's not failing to deliver a traditional online experience or a proper challenge for the hardcore if it's not trying to. It is intended to be as accessible and difficult as it is, it hasn't misfired on any level. The experience is intended to be a visceral one, and the gameplay and level design are tailored to that intention. It's accurate to say that the game doesn't cater to your notions of what makes a good game, but it's not accurate to call it a failure on any grounds.
One more thing (I'm sorry, but the more I pay attention to your accusations and arguments, the sillier they look). "One long desert stage". Do you mean like every Western ever made? I can tell you that every section of Journey is incredibly visually distinct (which I'd imagine must have been addressed in the many reviews you claim to have read), which is far more than I can say for Red Dead Redemption which I payed $50 for and suffered through for about 2 hours before I decided to sell it at a loss. Unlocking the ability to jump (it's more like flying, really)? Yeah, it's done in the first minute of the game, it's more like part of the tutorial... I really think you need to re-read some of those reviews, because you seem to have the wrong impression of several things about the game...
The latest argument boils down to this: Journey is trying to be a simple - ie shit - game, and succeeds, therefore it’s great.
Then you compare it to Pac Man, lol. Then you insult your pinball playing friend by suggesting there’s no skill to pinball, then the same for bowlers.
I will repeat from above - the more complexity a game has, the more enjoyable it is.
This applies to the more sophisticated player who is only satisfied by a game with depth. If a one-button phone game gives you your kicks, so be it.
Equally it takes a more talented designer to produce a more complex game, while a talentless hack like Chen can excrete flow, Flower, or this latest turd.
Luckily for him his talent is as a snake oil salesman, peddling a hollow void of a game where you ‘insert meaningful message here’ after being bored to the point where meeting a stranger online becomes exciting.
And a ‘visually distinct’ desert is still a fucking desert, you know, a deserted landscape, empty of things, boring, lifeless. Incidentally the Western is a genre of film while ‘Desert Game’ isn’t one of games, for obvious reasons.
Finally, the reviews themselves tell of why Journey is awful and reveal their own sordid lies. “Your only objective is to move forward - 9.5/10”.
Also the idea of complexity always being a barometer for enjoyment is laughable. Especially when it's something that is far more about the...Journey, no pun intended.
It's alright little fella, your critical thinking ability will descend one day.
@from the beach
Simplicity does not mean it is automatically inferior... My goodness no. The game design was going for a minimalist effect (which you've undoubtedly come across in many reviews), comparable to paintings by Henri Matisse, or the writings of Hemingway, in the sense of providing only the elements which carry on essential components of storytelling and aesthetic beauty.
Ok ok. Don't yet toss me aside for straying too far from the video game medium. Play Journey. It is vastly different from other video games. Yes, most reviews are praising its simplicity and lack of 'core video game functions' as a plus. But hell, play the game, and it's actually very effective at conveying an emotionally poignant story.
I do think that the experience is short. And some reviewers have pointed that out as a negative. When the experience ended, I was indeed disappointed that it was over. And for such enjoyable and beautiful 'gameplay', I was saddened that I couldn't experience it for longer, it other areas, and under different environments and circumstances.
thatgamecompany has explained that they wanted to convey a very focused experience, especially to cater to people who wanted an experience in one sitting. I understand their reasoning for this, but at the same time I feel they could have challenged this a bit.
The online component was actually very effective for me. Only communicating through whistling, but also through helping each other out. It was 'painfully' obvious when you encountered someone that wanted your company, because you ended up being inseparable. When I say painfully, it's that I actually and surprisingly felt really connected to this other person. That is where the minimalist function was very successful (not to mention the minimalist art style).
There was a moment in the beginning (though the beauty of the environment is rather amazing), where I thought this could be a bit too on the nose in terms of 'artistic'. But no. It surprised me in that I actually did feel quite emotionally involved.
Try playing it, my friend. You may be surprised, or you may think of the game as being boring and uninvolving. But man, truly try (if you feel like it), to experience it with an open mind and without preconception. Cause it may surprise you. And hell, I did have a short breath and a near tear at some points in the game. But hey, something that's powerful for me doesn't necessarily mean it'll be powerful for you.
Cheers, and either way, enjoy St. patricks day. Cause i'm bout to have a beer.
Then I deleted it all.
Play the game.
That is the only way you will understand. If you have a PS3, you should play it. $15 isn't a big gamble.
Play it, experience it. Get your hands on the game, and see whether it's shallow or not.
Otherwise, shut up. There's really no reason to bash a game you haven't played based on some silly preconceptions. you made up on your own.
So either play it and have a valid opinion, or don't play it and talk out of your ass. It's up to you.
I'd really recommend you do the former, though. It's worth it.
Riiiiiiiiiiiiiiiiiiiiiiight.