I don't think there's too much I can say about this game without actually ruining some of the experience for others. I would feel dirty if I knew I reduced another player's enjoyment of such a wonderful experiment in gaming.
So I'm going to tread very carefully here and cover some of the reasons this game is awesome and hopefully spoil as little as possible.
Journey tries as hard as it can to let you forget you're playing a game. There is no user interface. There's just you, the traveler in the reddened-copper colored cloak, on a journey through a world that boggles my mind with how gorgeously rendered it is. I am a sucker for cel-shading, and while I'm not sure if this game is technically cel-shaded, it doesn't matter because it still won me over immediately and only got better from there. If you're not a fan of deserts, don't worry. You visit several different (and equally extreme) locales, but none of them feel like video game tropes in any way. A good thing.
Welcome to 10 minutes into the game. This isn't even in my top 10 coolest parts of the game, honestly. |
This, however, is probably one of my favorite parts of any game ever made. Only more gorgeous in motion. |
The primary game play mechanic (in the sense that you need it to get through the game) is gaining "charge" for your ability to fly gradually upward / float. You gain it by charging up and emitting a kind of pulse that will gather it from any nearby objects that have a certain kind of tapestry pattern on them. The amount of oomph you have stored up is shown by how much of your scarf/cloak is illuminated. Sound weird? It's actually excellent. It creates some really amazing sequences . . . At one point, you soar around with some flying living tapestries as they share their charge with you. Incredible stuff like this happens all the time.
Few things are as satisfying and freeing as the surreal flying sequences in Journey.
During your journey, you will occasionally run into another traveler. You have no means of direct communication, yet somehow that only seems to strengthen the bond. There's some strange automatic desire to travel with them. . . because otherwise, you are utterly alone. And besides, with a bit of teamwork, you can travel faster and further together than alone.
If you play games so that you can beat games, don't bother playing Journey. This game isn't made for you.
If you play games so that you can have novel experiences that put you in memorable situations, so that you can find yourself transported hours into the future carrying the spark of your journey with you when you're done . . . Then you should play Journey.
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