Journey

Journey

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Journey Reviews

VideoGamer

02/2011

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Journey (Preview)

It might only have three games to its name, but since the mid-00's thatgamecompany's output has been the bread and butter of armchair Game Studies enthusiasts hungry for intelligent discourse. flOw began as Jenova Chen's graduation thesis, as a game which sought to find a way to elicit complex emotions from its players, and in doing so helped make a name for the studio as a thinking man's developer when the game came to PS3. Flower, the next title, was a kind of meditative piece where players directed petals by controlling the wind. The game was considered to be the studio's first step out of the safety of academia, but was still slotted into the makeshift category of "first-person thinker" by the TGC team.Now the studio has come out with their third title. Journey is a game where players, cast as robed nomads, can meet with strangers and travel freely through a vast desert landscape. With no mini-map, or hint system, and only a vague objective that nudges you toward a distant mountain, you (and your possible acquaintance) explore old, possibly mystical ruins and odd, sometimes baffling magical objects.Floating cloths can be collected and used to fly for short periods.

GameSpot

02/2011

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Journey (Preview)

It's fair to say that thatgamecompany's titles flOw and Flower eschewed traditional gameplay mechanics in favor of a more artistic approach. It's the developer's aim to create different emotional responses in each of its games, as cofounder and creative director Jenova Chen explained on a recent visit to London. He was on hand to demonstrate Journey, the developer's latest title, and in particular the co-op play that makes this its first-ever multiplayer game. If you've yet to hear about Journey, be sure to read our previous coverage on the game, as this preview focuses mostly on its co-op features. "A lot of co-op games give me a lot of frustrations," explained Chen. "Most games make you feel like a god. But when you focus on empowerment, players think about how they can use that power against each other." Chen pointed out observations that he'd made about cooperation in general life. He noticed that while people in the city go about their business never talking to each other, people in the wilderness are more inclined to communicate with passersby. "When you're hiking, you're vulnerable, so you're more likely to say hi," he said.

GamePro

12/2010

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Journey (Preview)

We tour a mysterious, sand-consumed world in thatgamecompany's latest enigmatic entry, a title intent on engaging the senses as much as the thumbs. What we're talking about: Journey, the upcoming PSN title from thatgamecompany, the innovative team behind previous not-quite-games Fl0w and Flower. Where we saw it: Sony's New York City 2010/2011 press preview, where it stole the spotlight from some of the showier titles being demoed . What you need to know: Point in development cycle: While our demo was strictly hands-off, the game looks to be very far along. Sony would only reveal a release date of "2011." My take: The daunting task of discussing this developer's titles within the established videogame lexicon is made more difficult when you're only given eyes-only access. That said, Journey seems to be retaining the appealing and artistic aesthetic that compelled players to download fl0w and Flower. Its mysterious, curiosity-piquing gameplay is equally intriguing; I practically begged thagamecompany's president, Kellee Santiago, to let me feel what it was like to tread the sand, if only for a moment--she politely shot me down.

1UP

12/2010

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Journey (Preview)

Batted by the sounds of gun-fire from the two booths beside them, thatgamecompany (the team behind introspective indie hits Flower and fl0w) spoke about their latest game Journey. Jacking up the volume, we leaned in close to a monitor to hear the game's ambient sounds. This was, perhaps, not the best environment to demo a game about wandering a desert. Or so it seemed. But as the demo continued, the beauty of Journey displayed itself. Wind whipped the dry landscape and sand that caked at the nubby feet of the protagonist, a flowing personified ribbon of cloth. This was unlike anything else -- not just in how it looked, but how it worked. See, Journey is designed for online play -- though that's not mandatory. There's no voice chat. There's no point driven competition. And players never know the true identity of those they meet on the journey, because there are no gamertags. An online multiplayer game that doesn't have to be played online and doesn't fit into any traditional online genre. To wrap our heads around the idea, we sat down with Creative Director Jenova Chen. 1UP: What inspires you and your developers to create?

GamePro

09/2010

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Journey Preview (Preview)

Thatgamecompany Creative Director and Cofounder Jenova Chen isn't your normal video-game developer, and his company's next game, Journey, is leaps and bounds away from a "normal" adventure title. Filled with shifting desert dunes, colorful pieces of cloth with mystical properties, and an ominous mountain always on the horizon, Journey is Thatgamecompany's most ambitious title to date. Chen and his team don't begin a project by thinking in genres. The nine people that compose Thatgamecompany don't discuss how many weapons the game will have, how its heroes will overcome a villainous adversary, or what type of gamer they want to appease. The team thinks in emotions, and how they can best convey these feelings to the player. "When we finished Flower, we were thinking about what kind of game we wanted to make next," Chen tells me. "At Thatgamecompany, we have a very unique approach to developing games. When we start a game, we think about the experience we want players to have, what kind of emotion we want players to feel. For Flow and Flower, we had very specific feelings we wanted to tackle, but we also don't want to settle on just one feeling, we want to push the envelope of what emotions video games can communicate."

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