When I first downloaded Journey off the PlayStation Network, I intended on giving it a traditional review. I had been mostly in the dark about the game itself other than hearing it mentioned after E3 last year. Quickly as I began playing, I realized this is not an ordinary game. In fact, it’s hard to even call it a game in the first place. So many conventions, not just of video games but of what people think of any kind of game be they sport, board, card or video game, don’t exist within the confines of Journey.
The name Journey, not to be trite, actually does say it all. Ralph Waldo Emerson is credited with the quote, “Life is a journey, not a destination.” In Journey, this statement rings true throughout as the player takes on the role of a faceless robed creature as they make their way towards a mythical mountain top location. Other than a three very brief “tutorial” instructions at the start, there is no instruction during the game. Journey is designed to give the player an indication of where to go and motivation to get there but never explicitly tells them why they are headed there. They don’t know what the ultimate goal is other than the location itself or even what the significance is.
In addition to being faceless, the player is also voiceless. While this has been used throughout gaming and worked well with specific examples such as Gordon Freeman of Half-Life or the boy from Limbo, it becomes even more interesting as the game has a built in multiplayer component to it. Much like the rest of the game compares itself to real life, players will find themselves crossing paths with others as they go through Journey. Through body language and the game’s brief musical tone abilities alone, players can determine how they interact with each other. Since Journey can be crossed from start to finish in about two hours, it is realistic that a pair can work alongside each other for the entire time. Others may intersect briefly with one deciding to hang back in hopes of new discoveries while the other pushes forward, a direct corollary of real life relationships. There is an added layer as players have no way of voice chatting over the PlayStation network as their identities remain hidden to each other so not to impair the game’s message by allowing players to chat over the network.
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