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Journey is an adventure game developed by ThatGameCompany and released by Sony Computer Entertainment in 2012 on PlayStation 3, as a Sony Exclusive title.
Due to its ongoing success, it got ported to several platforms:
- See Release dates
Since the very start, the game had a very strong community, people that fell in love with the game and playing it all over again. Over the years, they discovered many interesting things and are still playing it. Journey is a very special game, it's best enjoyed "blind", with no knowledge about it before playing it for the first time.
The Journey effect [ ]
"According to Chen (one of the founders of TGC), the company focuses on creating video games that provoke emotional responses from players." [1]
You will be thrown into a scary, yet, wonderful new world, with no idea who you are or what you're doing, besides one singular goal.
Even worse: there is no guidance, no helpful hints to bail you out: you have to find out everything by yourself and make your way through the what seems like an endless desert.
The stunning visuals (best enjoyed on a big screen, played with a controller) and the Grammy nominated soundtrack will do their part to cause a wide variety of emotions.
Beware: Journey is a beautiful game, but it often manages to cause emotions like despair, confusion, fear or sadness too. This is part of the experience.
Journey is all about empathy and respect. Upon meeting a figure like you, you are forced to make decisions. Sometimes, they want to go further or go on an endless exploration. If both are stubborn, they will part ways.
Just like finding a new friend in life, you might walk for a while, lose contact or stay friends until the very end. You will enjoy the time spent together and probably respect each others flaws.
Journey is also a game about sand, cloth, and various creatures you meet on the way.
The more you play Journey you will discover slight differences or see things, that seem new. It may be hard to describe, but here are some expressions from longterm fans of Journey :
- Does this look different now?
- This never happened before.
- It's so scary.
- I have never seen this.
- It is a hard game. (meaning not only gameplay, often the game causes emotions and not all are "nice", just like experiences in life)
- I want to learn more about this.
- Interactive zen video. So relaxing.
- Everytime something new.
- It's so funny.
Journeys success continues through the years, it received over 100 awards. Several "Game of the Year", many BAFTA awards, the soundtrack got nominated for a Grammy (Best Score Soundtrack for Visual Media ) and so on.
Wikipedia link to awards: Journey (2012 video game), Reception .
Game support [ ]
This wiki does not provide technical support for Journey .
If you have any technical support questions or concerns, please contact platform support teams:
- PlayStation versions: Sony Computer Entertainment
- PC and iOS versions: [email protected]
As of mid-2021 it appears that technical support and updates have ceased from SCE and Annapurna Interactive
https://thatgamecompany.com/journey/
Trailer [ ]
Further reading [ ]
For further hints about approximate game length, bug warnings, settings etc. Read this Guide .
ThatGameCompany
- Homepage: https://thatgamecompany.com/journey/
- Wikipedia: https://en.wikipedia.org/wiki/Thatgamecompany
Annapurna Interactive
- Homepage http://annapurna.pictures/interactive/
- Wikipedia: https://en.wikipedia.org/wiki/Annapurna_Interactive
See also [ ]
- System requirements
- Guide: Your first Journey , general hints about setting, length etc, without saying more about the game itself. It will lead you to further guides and provide links to useful articles at the start of your journey through Journey .
- How to play guide for Journey
- Category: Gameplay Basics
References [ ]
- ↑ Wikipedia
thatgamecompany
life’s companions
Experience the wonder in this anonymous adventure where you travel on a life’s passage, with the chance to connect with companions along the way.
a mysterious world
Alone and surrounded by miles of burning, sprawling desert, you soon discover the looming mountaintop is your goal. The passage will not be easy but this experience of a lifetime will help you discover who you are, what this place is, as you arrive at your purpose.
beautiful art and music
Soar above ruins and glide across sands as you explore the secrets of a forgotten civilization. Featuring stunning visuals, haunting music, and unique online gameplay, Journey delivers an experience like no other.
The release of Journey attracted over 100+ industry awards and media accolades, with some naming the game as their ‘Game of The Year’ in 2012.
"A glorious, thoughtful, moving masterpiece"
- entertainment weekly, "mysterious and beautiful", "an incredible, emotional game", "one of the most amazing game experiences of my life", - gamesradar.
© 2012 Sony Interactive Entertainment LLC. Developed by thatgamecompany. Journey is a trademark of Sony Interactive Entertainment LLC.
- International edition
- Australia edition
- Europe edition
Journey – review
A long with LittleBigPlanet developer Media Molecule, thatgamecompany is one of the best examples of Sony's willingness to invest in new ideas. It's a studio focussed on making games that resonate emotionally, drawing on its staff's background in multimedia art. So far the studio has made Cloud, flOw and Flower: Cloud is a wonderfully relaxing flight through blue skies and drifting cumulus; flOw lets you be a micro-organism in the primordial ooze, munching others as you float; Flower is a gorgeous if rather heavy-handed meditation on the relationship between the urban and the natural in which you literally play a cloud of petals. They are beautiful, whimsical creations, but they have always stopped short of profundity.
These are all games that have tried to push the boundaries of what interactive entertainment can express, but Journey tries harder – and Journey succeeds. Journey is profound, or at least it can be. The studio describes it as an interactive parable, the story of a lone traveller and their path through life told in the form of a voyage that starts in the vast expanses of a desert and ends … well, to tell you how it ends would spoil it. You think you know what Journey is going to be about after the first five minutes, but you don't. I came to it expecting something charming, visually stunning and perhaps even mildly edifying. I left thinking that it may well be, in many ways, the best video game I have ever played.
You play a traveller swaddled in red robes, beginning atop a desert sand dune with a view of a shining mountain on the horizon. You're given no direction; instead you're guided by the natural impulse to move towards that looming, distant beacon. Control is intentionally simple and unobtrusive; you can only walk, jump and sing, but Journey still crafts some astounding scenarios from those bare gameplay ingredients. It has you surfing down sand dunes in the fading light, scaling towers, flying on the wind and cowering in underground ruins as you slowly uncover what could have happened to the civilisation that must have once lived there.
It's steeped in vague religious imagery; shrines, billowing robes, a solitary desert setting that can't help but evoke the Old Testament from time to time. Gentle puzzles and hidden scraps of material that extend your fluttering scarf and let you stay airborne for longer provide the only traditional gameplay elements to be found in this adventure. Instead, the enjoyment comes from inhabiting and admiring its world.
You will rarely play a game that makes you feel so much like you're actually there as Journey does. There is not the slightest inconsistency in its art direction, and this, together with extremely clever sound design and natural signposting, absorbs you in the game's world entirely. High dunes act as boundaries, and your eye is always instinctively drawn towards where you're supposed to be headed next, whether through lighting, camera direction or. At no point was I pulled out of Journey's world through clumsy design or a single frame of unnatural animation.
It helps that Journey doesn't overstretch itself; it's about 90 minutes long, which is enough time to get you absorbed in its premise but not enough time for you to start questioning the substance behind its beauty. A lack of nuanced gameplay mechanics is hardly a problem for a game of this length. But the thing that really energises Journey, the thing that makes you want to play it through over and over again, is that you don't play it alone.
From time to time, you'll see another traveller huddled down into their robes just off in the distance. Journey has ambient multiplayer that drops people into your game from time to time. You can either interact with them – by singing, or running around in circles together, by sticking with each other through to the game's conclusion and supporting each other – or leave them be to wander off into the sands again. Journey's emotional impact, which is not inconsiderable when playing along, is multiplied exponentially by sharing the experience with a stranger. It manages more meaningful communication with one button than most can with endless text and voice.
There are probably some players for who the trick won't work, and for who this journey will be a beautiful but ultimately hollow one – aesthetically stunning, but perhaps not meaningful. For me, though, Journey has moved me as much as any other piece of art or entertainment has.
Journey's visual and sound design sets new standards for interactive entertainment. This alone makes it an extraordinary work, but it's the way that these aesthetic elements come together with beautifully subtle direction and storytelling to create a lasting emotional effect that elevates this to one of the very best games of our time.
- PlayStation
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- PS Plus required for online play
- Supports up to 2 online players with PS Plus
- Online play optional
- Remote Play supported
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The critically-acclaimed title makes its debut on the PS4™ system. Explore the ancient, mysterious world of Journey as you soar above ruins and glide across sands to discover its secrets. Play alone or in the company of a fellow traveler and explore its vast world together. Featuring stunning visuals and a Grammy-nominated musical score, Journey delivers a breathtaking experience like no other.
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- First Released Mar 13, 2012 released
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Journey: How Long it Is and How Many Chapters There Are
Journey is a game of whimsicality and beauty, but its also very much one where you get out of it what you’re willing to put in. The actual length can widely vary depending on a lot of factors. The game itself has eight chapters, each of which take very different amounts of time to complete.
In a standard playthrough with an average amount of exploration, Journey can be completed in about two hours or so. But although it can seem like a short game, players will often find themselves engulfed in the world and fueled by a desire to explore their surroundings. If you end up being one of these players, then a single run through the game can easily end up taking anywhere from three to five hours.
There are also many collectibles to discover which can certainly eat up a lot more time for those aiming to grab everything in order to acquire every trophy or unlock the special White Robe costume. Chapter Select does provide a fantastic way to easily run around and collect everything, but be warned as beating the full serenity-inducing game once just may not be enough and you may end up wanting embark on the journey again. The scarf upgrades you can obtain can also make the game much quicker as well as your character tends to move faster while in the air.
If your just looking to run through the game as quickly as possible, Journey can be beaten in as short as an hour. Though barreling through the story without stopping to enjoy some of the majesty and charm would be an incredible shame. Like we said, you’ll get out of Journey what you’re willing to put into it and as such it may take you about an hour or you may be dazzled into taking the journey over and over and over again.
Why Journey Is Still A Masterpiece Ten Years On
With Journey's ten-year anniversary on the horizon, it's still easy to see why the game had such an impact during its initial release.
For many of those outside the industry or who don't count playing games among their hobbies, it can be easy to see video games as vacuous, violent, and repetitive. Of course, this may have been more true a decade or so ago, before the medium became as mainstream as it is today and attitudes began to shift more profoundly. Game stories are making their way to wider audiences and showing skeptics that there can be more to the pastime than shooting and explosions. The upcoming TV adaption of The Last of Us is a classic example of this cross-platform transition, and might bring even more people into the realm of video games after its release.
While narrative-focused games were nothing new ten years ago, Journey 's release made plenty of players and critics sit up and pay attention, and hailed a new era of creativity for the medium. Journey provided an experience for gamers that was purely magical, that transcended aspects that can traditionally divide like identity and geographical space, and that provided a cohesive and beautiful adventure unlike any other. The game was a masterpiece when it was released, and it remains a masterpiece to this day.
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How A Game With No Dialogue Spoke To So Many
Thatgamecompany pulled off something miraculous when it released Journey in 2012 . The developer created an experience that could be shared, that felt emotionally charged, and that was truly impactful in a game that didn't have a single word of dialogue or barely any characters. The story was gleaned purely through environmental factors and an extremely limited number of cutscenes. Despite its elements of cooperative gameplay, players could barely interact with each other except for musical chimes. The other player that gamers would occasionally encounter was completely anonymous, and their gamertag would only be revealed as the credits rolled.
This masterful idea created a sense of closeness despite the anonymity, and the way players could choose to work together in the robed characters' journey towards the mysterious mountain forged a bond that went beyond words. With this mechanic, gamers were unknowingly interacting with other players all over the globe, and it didn't matter what time zone they were in or what languages they spoke. The encounters were completely by chance, and Journey players might just as easily lose their game partner as they would bump into another. No other title has managed to capture this magic in quite the same way.
The design of the game was breathtaking, with the vastness of the environments served to make players immediately aware of their insignificance, while also filling them with wonder. From the arid and orange-tinted desert with its rolling dunes and crumbling structures, to the hostile snow-covered mountainsides with buffeting winds and floating adversaries; Because the game's design was slightly fantastical and vaguely cartoonish in its aesthetic, Journey 's award-winning design has held up well over the past decade. It has a timeless, universally beautiful look that pushed boundaries when it was released, and still feels impressive today despite the releases of new generations of consoles and vast improvements in graphics.
Why Simple Is Sometimes The Best
Journey didn't function like a normal video game. There were no scores, no lives or health bars to keep track of, no experience points to gather to unlock a new ability or weapon. The core mechanics were simplistic and straightforward, with players searching for glowing symbols in order to add length to the robed figure's scarf and enable them to jump and glide for longer.
The musical notes that the character could emit helped to communicate in some fashion with other players, or summon cloth creatures to help scale obstacles. The simplicity of the controls made Journey a game that could appeal to experienced and inexperienced gamers alike and shifted the focus to the environments over things like combat or strategy. Along with the straightforward gameplay, there was only one goal — players needed to make their way towards the distant mountain.
This stripped-back approach lets other elements of Journey shine, proving that games don't need to be packed full of content like Horizon Zero Dawn in order to be entertaining or impactful. Journey is a meditative, atmospheric, and stunning antidote to the fast-paced combat of a shooter, or the overly-complex environments of an open-world action adventure. It has a clear structure, goal, and gameplay system that doesn't crowd the player or demand too much. They let the game speak entirely for itself, and consequently, Journey shines like a particularly peaceful beacon amidst the tumultuous and often aggressive seas of video game content.
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How Soundtracks Can Impact A Game
Just like other visual or interactive mediums, video game soundtracks have an undeniably profound impact on how people experience them. They can elevate a title, encourage emotional responses, and add a layer to the experience that otherwise wouldn't be achievable. Journey became the first video game soundtrack to be nominated for a Grammy in 2013, and the game's music remains one of its most poignant and impressive elements.
The soundtrack is revelatory, and provides emotional heft to some key instances that remain unforgettable; like the moment certain vistas are revealed, or key changes occur in the way that players are experiencing the world. Journey 's music is one of the aspects that transform it from a simple gaming experience into something more — something more akin to a work of art.
After the initial few moments in the game, players might have thought they knew what it was all about. But after playing through Journey in its entirety , they would have been taken on an adventure that there was no way they could have predicted. It's touching, mature, uplifting, at once lonely and companionable, and stunningly visual. It provides something that games didn't before it was released, and arguably haven't in the decade since. It marked a turning point in how games could be seen or created, and the industry was never the same afterward.
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Why Journey is one of the greatest games ever made
Redefining movement
Here's what you need to know about Thatgamecompany's Journey: It's short. It's got kind of an exploration-heavy puzzle-platformer vibe, with splashes of adventure game. What else? It's pretty, it sounds good. Oh, and it understands human emotion on such a basic, fundamental level that it knows how players will react to any given situation, and respond accordingly. Every developer, irrespective of their discipline, can learn from it, and every person is better off for having played. It signifies a watershed moment for the game industry; it is our Citizen Kane . All of this is to say, Journey's easily one of the greatest games ever made.
Editor's note: Journey is best experienced with little to no prior knowledge of it. If you haven't yet played this game, may we suggest bidding adieu to GamesRadar, booting up your PS3, and we'll see you again in a couple of hours? Great.
One of Journey's greatest achievements is the way in which it redefines movement, that basic and original tenet of games. In many ways, Journey is a game about movement--a palpable traversal of environments to elicit emotion--and this is evident from the get-go. Journey's opening sequence drops the player at the foot of a sand dune. A hill must be climbed, and as you ascend, a toil sets in for each step taken.
When you reach the summit, two things happen. First, you see an intimidating expanse situated between you and a majestic mountain, the climbing of which puts your current accomplishment to shame. The second thing you notice is that your movement is unencumbered, a feeling made all the more delightful as you speedily zip down the other side of the hill. So just to review, there's feelings of hardship, accomplishment, satisfaction, awe, foreboding, delight, and curiosity, all from just walking up one side of a hill and sliding down the other.
Journey's also an aesthetic masterpiece, from a purely technical perspective. However, calling out the quality of its textures or music is to miss the genius--the way sight and sound couple with movement to further heighten and convey emotion.
There is the above example, yes, but take for instance a sequence early in the game, where you find yourself sliding down a hill at an increasingly alarming rate, unable to slow or stop. Around you fly ethereal beings, eagerly urging you along in your descent. You hit a tunnel, and the camera flips to a side-scrolling angle. The color palette transitions to darker, lusty reds, and your mountain goal appears, closer, illuminated like a beacon by the sun. You feel swept away, excited, joyous, and also a bit fearful over the loss of control. You think of the first time you fell in love.
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Fallout Show Caused Spike in Interest, Making Game Mods More Expensive
By Daniel DeAngleo
The Fallout show was a massive success for Amazon and Bethesda , earning rave reviews and setting records on Amazon Prime . It also renewed interest in the Fallout games, which meant a spike in players using mods. Unfortunately, the popular platform Nexus Mods responded to this and other factors by raising its premium subscription fees starting June 17.
The Fallout show contributed to Nexus Mods raising the price of premium memberships
The spike that followed the Fallout show isn’t the only reason Nexus gave for raising its price. The platform has seen increased operating costs, and inflation also plays a role. The website says it processes about 1 billion requests a day, and all those servers are not cheap. However, the show-induced spike in users seems to be the straw that broke the camel’s back.
“During our most recent peak following the release of the Fallout series, we moved more than 2.5PB in 24 hours at an average speed of around 225Gb/sec,” said Nexus , “and this would have been even higher if we weren’t maxing out every 10G network port that we had available!”
A Nexus Mods premium subscription will now cost $6.50 a month, or $65 for one year. Users do not need a premium subscription to download content from Nexus mods. However, free members have their download speed capped at 3 megabytes per second.
As for where the money is going, Nexus has multiplied its server capabilities several times over the last three years. It plans to purchase another 30 16-terabyte drives and further increase network speed to keep up with demand. Nexus also notes the millions the platform invests to help mod authors realize their creative vision.
Meanwhile, Nexus Mods’s staff has grown to 30 people, including the team developing its new open-source mod manager. The platform is also actively recruiting new community team members.
Daniel is a writer and game reviewer from central Florida. Gaming has been a long-time passion of his, with games like Age of Empires 2 and Fable being major parts of his childhood.
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A 1242km journey just to play. Is Sam the most devoted footy player in Australia?
Sam Simmons is used to long car trips but the second round of the Peter McDonald Premiership will be something else entirely.
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The Bourke resident will clock up 1242 kilometres when his Nyngan Tigers travel to face Lithgow Workies on Saturday, May 4.
It's the longest journey a team will make in NSW country rugby league, followed closely by Cobar Roosters and Gulgong Terriers in Castlereagh League.
Having called the Tigers home for a decade, he clearly doesn't mind long car rides. It takes two hours each way just to reach Larkin Oval.
He was nonplussed when asked how he would handle the 12 hours he would spend on the road on the weekend.
"I've been doing it for a little while," he said.
"We'll stay in Dubbo on Friday night and head through to Lithgow on Saturday morning then probably drive back after the game back to Bourke.
"This is my 10th year going to Nyngan so I've been doing it for a long time.
"I'd say the league tag girls will probably be starting early. I'd say a lot of people stay in Dubbo and Orange the night before."
'Hopefully it's not cold'
When Group 10 and 11 voted to join forces in 2022 and create the Peter McDonald Premiership, the Nyngan-Lithgow trip was always the elephant in the room.
A huge 417 km separate the towns and while the conference system meant they could avoid playing each other for the first two years, a combined ladder now means they have to meet.
Initially the plan was to decide on a neutral location, most likely Orange, but weeks out from the season Nyngan offered to make to voyage east, on the proviso Workies return the favour in 2025.
Simmons said the club was actually looking forward to the clash, something he may not have stated if the match was in the depth of winter an the infamously Arctic Tony Luchetti Sportsground.
"Lithgow's definitely the furthest but you just turn up and you get used to doing the miles," he said.
"It's obviously a long way, but everyone's excited to get down there and play some good footy.
"Hopefully it's not too cold."
Good 'vibes' in Tigertown
Nyngan lost their opening match against Wellington Cowboys on Sunday (April 28) with a double from last-minute addition Blake Ferguson sealing a 34-22 win.
Simmons said the group was feeling positive about improving on their fourth-placed finish in 2023 although challenged his teammates to be more careful with the ball this week.
"The vibe at Nyngan is good this year," he said.
"We've got a good young bunch of boys and we'll go quite well this year.
"Jak Jeffrey's playing good, Jacob Neill's playing good.
"We've got a core bunch with some good young footballers around.
"It was no shock to us [2023 result]. We obviously back our ability at Nyngan. We know we've got a good core bunch of boys that can get the job done.
"I think we just need to hold on to the ball this week and we'll be right. We made some mistakes in some crucial areas and this week I think if we fix them up we'll be pretty good."
Dominic Unwin
Sports reporter in Orange with the Central Western Daily. Previously at Goulburn Post and Southern Highland News. Got a yarn? Send me an email via [email protected]
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