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The Prototypes Behind Journey

It looked more like a 2600 game than anything the studio was known for, with the main character appearing as a circle with a line sticking out -- "like a little tank," says Hunicke -- next to flat blocks in a top-down view. Focus testers moved from point A to point B, with mechanics designed to reward them for interacting with one another -- when one left a path on the ground, the other could run along it for a speed boost; if the two stuck close together, the camera zoomed out to let them see farther into the distance.

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