Review of Journey

Journey (2012 Video Game)
10/10
Apotheosis
17 July 2015
Warning: Spoilers
Journey is at first glance a remarkably simple game. It's the classic Hero's Journey, the tale of a single individual, his call to adventure, his trials and tribulations, his death and rebirth, his atonement. It's also a short game by most standards; some have complained about the playtime relative to its price. But it's a very concise and perfectly paced narrative that doesn't offer any padding of length or wasteful exercises. It's a very complete game.

From the start you are introduced to a simple goal. The visual cues are excellent and simplistic as evident from the first reveal of the mountain from a small modest hill, to the cracking and thawing of frozen cloth bridges, to the small chirp of the single button. Journey requires no tutorial and explanatory dialogue; a few faded prompts on screen are all you ever get, and need. But it doesn't feel lacking; the character design, game-play elements and animation reward the player in leaps and bounds from the very first time you utilise the cloth's power and float ethereally over to the first checkpoint. Though the androgynous character possesses little in comparison to other powerful game characters, it is immensely satisfying to glide and slide down sand dunes with utmost ease. There's no interference from a HUD, no mana meter to indicate any sort of progression; this is nicely incorporated into the scarf's length. The animation works effortlessly with the stunning settings; you soar over gaps, you stagger at steep sandy hills, you bound from step to step...and right before you reach the top of the mountain, you lose your flowing scarf and are forced to slowly struggle on foot until finally you collapse of exhaustion.

The design is so stunningly stylish and original yet very easily conveys its goal to the player. The character interacts with pieces of cloth and inexplicably, thatgamecompany's animation is lively and symbolically relevant to the real world. You have smaller fishes, darting all over and playful, gracefully floating jellyfish, and the frightening stone dragon later revealed to be a captured cloth behemoth. This alone hints at the overarching narrative of Journey, but it is never explicitly stated. There's bits of the story told through canvases staggered throughout the stages, and the player makes their own interpretation of the various cut-scenes that conclude each level. It's remarkable how no dialogue or text can convey so much subtext, but ultimately the player isn't forced to accept a singular story. The wide application of the journey means a different meaning for each play-through, whether alone or accompanied.

Austin Wintory's visceral score is the first video game soundtrack to ever be nominated for a Grammy, and deservedly so. It's so vital to the mood of each level. The Descent would not be what it is without The Road of Trials, the first instance of a more lively orchestration that collaborates magnificently with the first instance of speed and grace as the player descends upon gorgeous sun- baked slopes of sand. It lifts and slows appropriately during the level's various stages of rest and play and is timed perfectly for iconic moments like lingering ever so slightly in the air before a large drop, or gliding through the halls as sunset beckons. Journey never wrests control from the player during these pivotal moments. It doesn't break the immersion like a mid level cut-scene would, instead it heightens the beauty and emotion of it. The level design highly commends the innovation and resourcefulness of thatgamecompany. If you don't have the time or resources to build a sprawling, immense city of the past, place the camera sideways instead and utilise the lighting and architecture to create a gorgeous silhouette that hints at the towering and numerous structures. All while the score gracefully accompanies the player, who is freely allowed to fly or glide in the sand and gently reminded of the end goal. A masterful and poignant moment.

But the biggest achievement of Journey is in its exceedingly unique multi-player experience. Identical characters can drift in and out of your game with ease; much like meeting a fellow traveller on a journey. You sit down side by side at one checkpoint and emerge together at the start of the next level. It gives the whole game a new dimension of interactivity and thematic depth. The act of trudging through an endless desert is considerably more enjoyable when travelling with a companion, providing each other with limitless flight energy. Again the visual cues and simplistic design excel here; the motif of recharging each other is later exchanged for sharing body heat while traversing the icy mountain. Players cannot communicate in any other way other than a single button prompt which chirps a unique symbol, and creates a shockwave when held (also doubling elegantly as a way to utilise cloth energy). It's stripped of dialogue or messages between the pair but inexplicably, a relationship develops. You build off each other's scarfs, gliding over platforms and sheltering behind windbreaks. When you lose sight of your companion, panic ensues, and when you witness them being attacked by a dragon or collapse in front of you in the snow, it's heartbreaking. It's such a strong bond that more often than not you might perceive each companion as a singular character, even after the credits reveals it to be a multitude of voiceless gamers from all over the world.

In an age where online gaming communities are often filled with vitriol, abuse and insults, Journey offers a heart-warming space. A specific tale has emerged over the years. A white cloak, possessing limitless flight after collecting all the symbols, guides new players to each secret and accompanies them to the end. At the very tip of the mountain, after endless chirps of gratitude, they drift in the white sand and draw a heart. One act of kindness becomes many.
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