In Journey, the player controls a robed figure in a vast desert, traveling towards a mountain in the distance. Other players on the same journey can be discovered, and two players can meet and assist each other, but they cannot communicate via speech or text and cannot see each other's names until after the game's credits. The only form of communication between the two is a musical chime, which transforms dull pieces of cloth found throughout the levels into vibrant red, affecting the game world and allowing the player to progress through the levels. The developers sought to evoke in the player a sense of smallness and wonder and to forge an emotional connection between them and the anonymous players they meet along the way. The music, composed by Austin Wintory, dynamically responds to the player's actions, building a single theme to represent the game's emotional arc throughout the story.
Journey is a wordless story told through gameplay and visual-only cutscenes. The player's character begins near a small sand dune in a vast desert. Walking to the top of the dune, the character can see looming in the far distance a large mysterious mountain with a glowing crevice that splits its peak. As the character approaches the mountain, they find the remnants of a once-thriving civilization, eroded by sand over time. Scattered throughout the ruins at the end of each area are stones where the traveler rests and has visions of meeting a large, white-robed figure in a circular room. Art adorns the walls, describing the rise and fall of the player character's civilization, which also mirrors the player's journey. As the player journeys into the remains of a once sprawling city at the base of the mountain, they find they must also contend with roaming, ancient, and hostile automaton weapons left over from a war that ended the civilization.
A vision shows the traveler crumble before reaching their destination, but the traveler chooses to continue on. Eventually making it safely to the mountain itself, the traveler begins to make their way up it, struggling as they enter the colder climates and encounter deep snow and high winds. With the crevice still a fair distance away, the traveler falls and collapses in the snow. Six of the white-robed figures appear before the character and grant the traveler new energy, allowing the player to reach the summit of the mountain and walk into the crevice as the screen fills with white. The player is then shown the game's credits, playing over the ending cinematic scene. This scene shows a shooting star emanating from the crevice and traversing the path the traveler took through the ruins, and shows glimpses of other robed travelers heading towards the mountain. Eventually, the star comes to rest at the sand dune where the game began, and the player is given the option of starting the game again. As the credits end, the player is shown the usernames of the other travelers who shared part of the journey.
The developers designed Journey like a Japanese garden, where they attempted to remove all the elements that did not fit, so the emotions they wanted to evoke would come through. This minimalism is intended to make the game feel intuitive to the player, so they can explore and feel a sense of wonder without direct instructions. The story arc is designed to explicitly follow Joseph Campbell's monomyth theory of narrative, or hero's journey, as well as to represent the stages of life, so as to enhance the emotional connection of the players as they journey together. In his D.I.C.E. speech, Chen noted that 3 of their 25 testers had cried upon completing the game.
Unlike many games, where different songs have different themes for each character or area, Wintory chose to base all the pieces on one theme which stood for the player and their journey, with cello solos especially representing the player. Wintory describes the music as "like a big cello concerto where you are the soloist and all the rest of the instruments represent the world around you", though he describes it as not necessarily orchestral due to the inclusion of electronic aspects. The cello begins the game as "immersed in a sea of electronic sound", before first emerging on its own and then merging into a full orchestra, mirroring the player's journey to the mountain. Whenever the player meets another person, harps and viola are dynamically incorporated into the music. While the game's art style is based on several different cultures, Wintory tried to remove any overt cultural influences from the music to make it "as universal and culture-less as possible". Tina Guo features as the cellist for the soundtrack. She is a close friend of Wintory and has performed "Woven Variations" with him, an eight-minute live orchestral variation on the Journey soundtrack. All the non-electronic instruments in the soundtrack were recorded with the Macedonia Radio Symphonic Orchestra in Skopje, North Macedonia. A "Woven Variations" performance influenced the ending of the game: at the conclusion of development, Wintory was having difficulty with the ending to "Apotheosis", the final track of the game, while the development team was unsure how to end the player's journey at the top of the mountain. While they were planning a large, dramatic conclusion to both, in the concert Wintory had the orchestra fall away at the end of the piece to showcase Guo's cello performance. Inspired, Wintory and the team ended "Apotheosis" and the game the same way, with the game world fading away to leave only the player.
Old Mans Journey, a soul-searching adventure, tells a story of life, loss, reconciliation, and hope. Entrenched in a beautifully sunkissed and handcrafted world, embark on a heartfelt journey interwoven with lighthearted and pressure-free puzzle solving.
In the old "video games as art" debate, few games make a stronger argument than Journey. Take a screenshot at nearly any moment, and it will look like it was deliberately constructed to be displayed that way. There is no dialogue in Journey, so the game's entire story is told through its visuals and music - which happens to be the first video game soundtrack ever nominated for a Grammy Award. Journey's story isn't a grand tale by any means, but it's still best left unspoiled. The simple, titular journey can have a disproportionately complex effect on many of those who experience it, making some players cry without really knowing why.
Journey has no story. Well, not a story that we can write a paragraph about. The story boils down to this. A small human-like character needs to reach the top of a mountain. And that's it. It's one of Journey's great successes because it allows you to craft or wonder why the character is in the world they are in and why they need to reach that mountain top. Many gaming forums are already awash with theories as to what the "journey" actually represents, but it's likely to mean something different for everyone.
And again, that two hour length is clearly part of the game design. The fact that it is entirely possible to finish the game in one sitting (as we did) is no doubt part of a deliberate process. We strongly recommend you do finish this game in one sitting. Breaking it up into chunks would lessen the experience of the game and so set aside an afternoon like we did and enjoy the journey (excuse the pun).
The rest of the game is no doubt the experience. Throughout the journey, you encounter a number of different environments that have different feelings and moods. They change the atmosphere of the game almost instantly. You start off in quite a happy mood, ploughing through the levels, but as you get closer to the mountain, the mood of the game changes, and there are some truly memorable moments towards the end of the game.
Embark on a journey inspired by classic adventure games and African-Caribbean culture!The Journey Down Trilogy is a classic Point-and-Click Adventure with an African-Caribbean vibe. Help Bwana and his Friends Kito and Lina to find the lost Journal which will lead to a great journey of enigmatic adventures and unsolved mysteries. In the jungle of the mysterious Underland lurk secrets that foreshadow an unstoppable evil of great power. Together with Bwana, Kito and Lina, unravel the mystery of the Underland and be prepared for many exciting puzzles that will accompany you on your journey. Gameplay: The Journey Down is a very intuitive yet difficult point and click adventure game. The game begins with simple puzzles to get a quick impression of the game, but this quickly changes in the course of the first chapter. You can indirectly influence the course of the game by the next steps you decide to take. Thus, the game quickly lets you choose which puzzles you want to pursue more intensively and which ones appear unimportant to you. It's not that easy to recognize the puzzles in the first place. In a playful way, you'll be guided through the main story of the ga