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{{Distinguish|Journey (1983 video game){{!}}the 1983 arcade game|Journey (1989 video game){{!}}1989 computer game}} | |||
{{Infobox VG | |||
{{Other uses|Journey (disambiguation)}} | |||
| title = Journey | |||
{{Short description|Adventure game by Thatgamecompany}} | |||
| image = ] | |||
{{Use American English|date=April 2020}}{{Use mdy dates|date=April 2020}}{{Featured article}} | |||
| developer = ] | |||
{{Infobox video game | |||
| publisher = ] | |||
| title = Journey | |||
| director = ] | |||
| image = Journey Title Poster.png | |||
| producer = ] | |||
| alt = Promotional poster displaying the player character looking towards the distant mountain peak prevalent throughout the game | |||
| designer = Nicholas Clark<br />Bryan Singh<br />Chris Bell | |||
| developer = {{ubl|]{{efn|Additional work and assistance by ]. Ported to PlayStation 4 by Tricky Pixels, and to Windows and iOS by Inline Assembly Ltd.}}}} | |||
| artist = Matt Nava<br />Aaron Jessie | |||
| publisher = {{ubl|]|] {{small|(PC, iOS)}} | |||
| engineer = John Edwards<br />Martin Middleton | |||
}} | |||
| composer = ] | |||
| director = ] | |||
| sound designer = Steve Johnson | |||
| |
| producer = ] | ||
| designer = {{Plainlist| | |||
| release = '''PlayStation Network'''<br/>{{vgrelease new|NA|March 13, 2012|EU|March 14, 2012|JP|March 15, 2012}}'''Retail'''<br/>{{vgrelease new|NA|August 28, 2012}} | |||
* Nicholas Clark | |||
| genre = ] | |||
* Bryan Singh | |||
| modes = ], ] | |||
* Chris Bell}} | |||
| ratings = {{vgratings|ACB=G|CERO=A|ESRB=E|PEGI=7}} | |||
| artist = {{Plainlist| | |||
| platforms = ] | |||
* Matt Nava | |||
| media = ], ] | |||
* Aaron Jessie}} | |||
| programmer = {{Plainlist| | |||
* John Edwards | |||
* Martin Middleton}} | |||
| composer = ] | |||
| engine = ] | |||
| released = {{Plainlist| | |||
* '''PlayStation 3''' | |||
* {{Video game release|NA|March 13, 2012|EU|March 14, 2012}} | |||
* '''PlayStation 4''' | |||
* {{Video game release|NA|July 21, 2015|EU|July 21, 2015}} | |||
* '''Windows''' | |||
* {{Video game release|WW|June 6, 2019}} | |||
* '''iOS''' | |||
* {{Video game release|WW|August 6, 2019}}}} | |||
| genre = ], ] | |||
| modes = ], ] | |||
| platforms = {{Plainlist| | |||
* ] | |||
* ] | |||
* ] | |||
* ]}} | |||
}} | }} | ||
'''''Journey''''' is an ] ] developed by ] for the ]. It was released on March 13, 2012, via the ]. 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, one at a time, along the way; two players that meet can assist each other, but they cannot communicate via speech or text and cannot see each other's names. The only form of communication between the two is a wordless shout. This shout also transforms dull, stiff pieces of cloth found throughout the levels into vibrant red, affecting the game world and allowing the player to progress through the levels. The robed figure wears a trailing scarf which, when charged by approaching floating pieces of cloth, briefly allows the player to float through the air. | |||
'''''Journey''''' is an ]<!-- this game is described as an indie in the majority of media. Do not change without discussing it on the talk page first. --> ] developed by ] and published by ] for the ]. It was released on the ] in March 2012 and ported to ] in July 2015. It was later released on ] in June 2019 and ] in August 2019 by ]. | |||
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 ], dynamically responds to the player's actions, building a single theme to represent the game's emotional arc throughout the story. | |||
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 ], dynamically responds to the player's actions, building a single theme to represent the game's emotional arc throughout the story. | |||
Reviewers of the game praised the visual and auditory art as well as the sense of companionship created by playing with a stranger, calling it a moving and emotional experience. ''Journey'' won several "game of the year" awards and received several other awards and nominations, including a ] nomination for the ]. It is the last game made under a three-game contract between Thatgamecompany and ], the first two being '']'' and '']''. A retail "Collector's Edition", including ''Journey'', Thatgamecompany's two previous titles, and additional media, was released on August 28, 2012. | |||
Reviewers of the game praised the visual and auditory art as well as the sense of companionship created by playing with a stranger, calling it a moving and emotional experience, and have since listed it as one of the ]. ''Journey'' won several "]" awards and received several other awards and nominations, including a ] nomination for the ]. A retail "Collector's Edition", including ''Journey'', Thatgamecompany's two previous titles, and additional media, was released in August 2012. | |||
==Gameplay== | |||
] | |||
==Gameplay== | |||
In ''Journey'', the player takes the role of a robed figure in a desert. After an introductory sequence, the player is shown the robed figure sitting in the sand, with a large mountain in the distance.<ref name="GIreview"/> The path towards this mountain, the ultimate destination of the game, is subdivided into several sections the player travels through linearly. The player can walk in the levels, as well as control the camera, which typically follows behind the figure, either with the ] ] or by tilting the ].<ref name="GSreview"/> The player can jump with one button, or emit a wordless shout or musical note with another; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the background music.<ref name="IGNreview"/> These controls are presented pictorially in the beginning of the game; at no point outside of the credits and title screen are any words shown or spoken.<ref name="GIreview"/> | |||
] | |||
In ''Journey'', the player takes the role of a robed figure in a desert. After an introductory sequence, the player is shown the robed figure sitting in the sand, with a large mountain in the distance.<ref name="GIreview"/> The path towards this mountain, the ultimate destination of the game, is subdivided into several sections traveled through linearly. The player can walk in the levels, as well as control the camera, which typically follows behind the figure, either with the ] or by tilting the ].<ref name="GSps3review"/> The player can jump with one button, or emit a wordless shout or musical note with another; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the background music.<ref name="IGNreview"/> These controls are presented pictorially at the beginning of the game; at no point outside of the credits and title screen are any words shown or spoken.<ref name="GIreview"/> | |||
The robed figure wears a trailing |
The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf. The scarf's runes are recharged by being near floating pieces of red cloth, or a variety of other means.<ref name="EGreview"/> Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of magic cloth, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. The robed figure does not have visible arms to manipulate the game world directly.<ref name="IGNreview"/> Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf.<ref name="GSps3review"/> | ||
In each level, the player may come across one other player temporarily connected to their game. When players approach each other they charge one another's scarves. They cannot communicate with each other beyond patterns of singing. Players can help each other by activating strips of cloth or showing paths, but cannot hinder each other and are not necessary for completing any level.<ref name=" |
In each level, the player may come across one other player temporarily connected to their game. When players approach each other they charge one another's scarves. They cannot communicate with each other beyond patterns of singing. Players can help each other by activating strips of cloth or showing paths, but cannot hinder each other and are not necessary for completing any level.<ref name="GSps3review"/> When two players finish a section at the same time they remain together into the next one; otherwise, they are connected to new players when they move on. While all the figures generally look the same, individual players can be told apart by unique symbols which are shown floating in the air when they sing and are displayed on their robes at all times.<ref name="EDGEreview"/> Players may also gain decorative patterns on their robe with successive playthroughs which can be distinguishing.<ref name="Patterns"/> The entire game takes two to three hours to complete.<ref name="GSps3review"/> | ||
==Story== | ==Story== | ||
''Journey'' |
''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 referred to as machines, left over from a war that ended the civilization, over the greed for more cloth by the once ancient and thriving tribe. | ||
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 were with the player during the journey. | |||
==Development== | ==Development== | ||
] | ], the director of ''Journey'', in 2007|alt=An Asian man in a dark shirt seated at a desk and looking right with his wrist held to his chin]] | ||
''Journey'' was the last game made under a three-game contract between ] and ], the first two being ports of their previous game '']'' and '']''. Development of the game began in 2009, after the release of ''Flower''. The 18-person development team for ''Journey'' was composed mainly of creators of the company's previous games; co-founder ] was the creative director and Nick Clark returned as lead designer.<ref name="TGCteam"/> ], producer of ''Flow'' and ''Flower'', did not reprise her duties, concentrating instead on her role as the company's president, and was replaced by ].<ref name="GSint1"/> | |||
When development began, Sony expected the game to be completed in a year, rather than the more than three it finally took.<ref name="IGNpm"/> Thatgamecompany always expected to need an extension; according to Hunicke, they believed finishing the game within a year was "unrealistic".<ref name="GSpm"/> Development ended up taking even longer than anticipated, as the team had difficulties paring down their ideas for the game and maintaining efficient communication.<ref name="GSpm"/> Over the course of development the team grew from seven to eighteen people.<ref name="TGCteam"/><ref name="IGNpm"/> At the end of the second year, when Sony's extension had run out, the game did not spark the emotions in the player that the team wanted. Sony agreed to another one-year extension, but development ultimately exceeded even that.<ref name="DICEspeech"/> | |||
The game is intended to make the player feel "small" and to give them a sense of awe about their surroundings.<ref name="GSPOTpreview2"/> The basic idea for the game, as designed by Chen, was to create a game that moved beyond the "typical defeat/kill/win mentality" of most video games.<ref name="VGpreview"/> The team initially created a prototype named ''Dragon'' that involved players trying to draw away a large monster from other players, but eventually discarded it after finding it was too easy for players to ignore each other in favor of their own objectives.<ref name="VGpreview"/> The developers designed the game like a "Japanese garden", where they attempted to remove all of the game elements that did not fit with the others, so the emotions they wanted the game to evoke would come through.<ref name="GSChenInt"/> 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 of the game is designed to explicitly follow ]'s ] theory of narrative, or hero's journey, so as to enhance the emotional connection of the players as they journey together.<ref name="GSTGCInt"/> | |||
The stress of the project led to the feeling there was not enough time or money to complete everything the team wished to, which added to the stress and caused arguments about the design of the game. The developers ended up reducing the overtime they spent on the project to avoid burning out, though it meant further delays and risked the company running out of money as the game neared completion. In a speech at the 16th Annual ] in ], Chen admitted the company had indeed been driven to bankruptcy in the final months of development and that some of the developers had gone unpaid at the time.<ref name="DICEspeech"/> Hunicke described the solution to finally finishing the game as learning to let go of tensions and ideas that could not make it into the game and be "nice to each other".<ref name="IGNpm"/> | |||
The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition.<ref name="GSChenInt"/> It is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them.<ref name="GSPOTpreview2"/> The plan was "to create a game where people felt they are connected with each other, to show the positive side of humanity in them."<ref name="GSChenInt"/> The developers felt the focus on caring about the other player would be diluted by too many game elements, such as additional goals or tasks, as players would focus on those and "ignore" the other player.<ref name="GSChenInt"/> They also felt having text or voice communication between players or showing usernames would allow players' biases and preconceptions to come between them and the other player.<ref name="GSBellInt"/> | |||
The game is intended to make the player feel "small" and to give them a sense of awe about their surroundings.<ref name="GSPOTpreview2"/> The basic idea, as designed by Chen, was to create something that moved beyond the "typical defeat/kill/win mentality" of most video games.<ref name="VGpreview"/> The team initially created a prototype named ''Dragon'' that involved players trying to draw away a large monster from other players but eventually discarded it after finding it was too easy for players to ignore each other in favor of their own objectives.<ref name="VGpreview"/> | |||
The game was released on March 13, 2012 for download on the ].<ref name="JourneyRelease"/> A ] Game Space, or themed area, based on ''Journey'' was released on March 14, 2012 and is similar in appearance to the game.<ref name="PShome"/> A retail "Collector's Edition" of the game was released on August 28, 2012. In addition to ''Journey'', the disc-based title includes ''Flow'' and ''Flower''; creator commentaries, art, galleries, and soundtracks for all three games; non-related minigames; and additional content for the PlayStation 3.<ref name="CollectEd"/> In September 2012, Sony and Thatgamecompany released a hardcover book entitled "The Art of Journey", by the game's art director Matt Nava, containing pieces of art from the game ranging from concept art to final game graphics.<ref name="ArtOfJourney"/> | |||
The developers designed ''Journey'' like a ], where they attempted to remove all the elements that did not fit, so the emotions they wanted to evoke would come through.<ref name="GSChenInt"/> 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 ]'s ] 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.<ref name="GSTGCInt"/><ref name="DICEvideoAtStagesOfLifeChart"/><ref name="cocreate"/> In his D.I.C.E. speech, Chen noted that 3 of their 25 testers had cried upon completing the game.<ref name="DICEspeech"/> | |||
The game's desert setting is largely based on the ], and incorporates ], ] and ]. Jenova Chen and art director Matt Nava did not want the setting to be too Western or Eastern, so they felt the Middle East was an ideal middle ground. In addition, ''Journey'' also incorporates ] and ] influences, drawing from Chen's childhood in China.<ref>{{cite news |last1=Ohannessian |first1=Kevin |title=Game Designer Jenova Chen On The Art Behind His "Journey" |url=https://www.fastcompany.com/1680062/game-designer-jenova-chen-on-the-art-behind-his-journey |access-date=2020-05-01 |work=] |date=2012-03-12 |archive-date=June 18, 2022 |archive-url=https://web.archive.org/web/20220618111050/https://www.fastcompany.com/1680062/game-designer-jenova-chen-on-the-art-behind-his-journey |url-status=live }}</ref><ref>{{cite book |last1=Malkowski |first1=Jennifer |last2=Russworm |first2=TreaAndrea M. |title=Gaming Representation: Race, Gender, and Sexuality in Video Games |date=2017 |publisher=] |isbn=978-0-253-02660-6 |page=12}}</ref> | |||
The multiplayer component of ''Journey'' was designed to facilitate cooperation between players without forcing it, and without allowing competition.<ref name="GSChenInt"/> It is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them.<ref name="GSPOTpreview2"/> The plan was "to create a game where people felt they are connected with each other, to show the positive side of humanity in them".<ref name="GSChenInt"/> The developers felt the focus on caring about the other player would be diluted by too many game elements, such as additional goals or tasks, as players would focus on those and "ignore" the other player.<ref name="GSChenInt"/> They also felt having text or voice communication or showing usernames would allow players' biases and preconceptions to come between them and the other player.<ref name="GSBellInt"/> | |||
''Journey'' was released on March 13, 2012, for download on the ].<ref name="JourneyRelease"/> A ] Game Space, or themed area, based on ''Journey'' was released on March 14, 2012, and is similar in appearance to the game.<ref name="PShome"/> A retail "Collector's Edition" of the game was released on August 28, 2012. In addition to ''Journey'', the disc-based title includes ''Flow'' and ''Flower''; creator commentaries, art, galleries, and soundtracks for all three games; non-related minigames; and additional content for the PlayStation 3.<ref name="CollectEd"/> In September 2012, Sony and Thatgamecompany released a hardcover book entitled "The Art of Journey", by the game's art director Matt Nava, containing pieces of art from the game ranging from concept art to final game graphics.<ref name="ArtOfJourney"/> | |||
On July 21, 2015, ''Journey'' was released on the PlayStation Network for the ], ported by United Kingdom studio Tricky Pixels;<ref name="polygon jlive"/> owners of the digital PlayStation 3 version of the game were able to download the new version for free.<ref name="PS4release"/> The PlayStation 4 version of the game features improved graphics over the original, with a higher resolution and ] and improved texture quality.<ref name="eurogamerFaceOff"/><ref name="eurogamerPS3vsPS4"/> According to Tricky Pixels, the original PlayStation 3 game was "a masterpiece of PlayStation 3 programming" and porting the game to the PlayStation 4 was "an immense technical challenge".<ref name="eurogamerFaceOff"/> ] published ports of ''Journey'' for ] and ] in 2019, developed by Inline Assembly.<ref>{{cite web |url=https://www.destructoid.com/journey-lands-on-the-epic-games-store-next-week-555151.phtml |title=Journey lands on the Epic Games Store next week |first=Peter |last=Glagowski |date=May 28, 2019 |access-date=May 28, 2019 |work=] | archive-url = https://web.archive.org/web/20190605101344/https://www.destructoid.com/journey-lands-on-the-epic-games-store-next-week-555151.phtml | archive-date = June 5, 2019 | url-status = live}}</ref> | |||
===Music=== | ===Music=== | ||
{{Infobox album | {{Infobox album | ||
| |
| name = Journey Original Soundtrack | ||
| |
| type = Soundtrack | ||
| |
| artist = ] | ||
| cover = |
| cover = | ||
| alt = | |||
| Released = April 10, 2012 {{Small|(Digital)}} | |||
| released = {{Unbulleted list|April 10, 2012 (digital)|October 9, 2012 (physical)}} | |||
| Recorded = | |||
| recorded = | |||
| Genre = ] | |||
| |
| venue = | ||
| |
| studio = Studio M1, ] | ||
| genre = ] | |||
| Last album = | |||
| |
| length = 58:34 | ||
| label = ] | |||
| Next album = | |||
| producer = {{ubl|Austin Wintory|Keith Leary|Monty Mudd}} | |||
| prev_title = | |||
| prev_year = | |||
| next_title = | |||
| next_year = | |||
}} | }} | ||
The music in ''Journey'' was composed by ], who worked with Thatgamecompany on the soundtrack for ''Flow''. Wintory worked closely on the soundtrack with sound designer Steve Johnson, as well as the programming team, so the music would dynamically tie in to both the actions of the player and sound effects caused by nearby game objects, and feel as if it were "unfolding in real time".<ref name="TSAint"/> Johnson felt having short pieces of music that looped without reacting to the player would be a "missed opportunity", and wanted to create music that changed while still containing a composed emotional arc. Jenova Chen met with Wintory at the start of the game's development to describe his vision for the project, and Wintory left the meeting and composed and recorded the main cello theme for the soundtrack that night. He continued to work on the soundtrack for the next three years, experimenting and discarding many ideas.<ref name="PARint"/> | The music in ''Journey'' was composed and orchestrated by ], who had previously worked with Thatgamecompany on the soundtrack for ''Flow''. Wintory worked closely on the soundtrack with sound designer Steve Johnson, as well as the programming team, so the music would dynamically tie in to both the actions of the player and to sound effects caused by nearby game objects, and feel as if it were "unfolding in real time".<ref name="TSAint"/> Johnson felt having short pieces of music that looped without reacting to the player would be a "missed opportunity", and wanted to create music that changed while still containing a composed emotional arc. Jenova Chen met with Wintory at the start of the game's development to describe his vision for the project, and Wintory left the meeting and created the core of the main theme before he reached his car, and composed and recorded the main cello theme for the soundtrack that night. He continued to work on the soundtrack for the next three years in a collaboration with the development team; he would create a track, which the team would use while creating an area in the game, and Wintory would play the section while revising the music and then send it back. Wintory spent time experimenting and discarding many ideas; while the first track, "Nascence", came easily, the final track, "Apotheosis", went through several widely varied attempts.<ref name="PARint"/><ref name="PolygonWintoryInt"/> | ||
Unlike many games, where different songs have different themes for each character or area, Wintory chose to base all |
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.<ref name="TSAint"/><ref name="IGint"/> 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.<ref name="GUARint"/> Whenever the player meets another person, harps and viola are dynamically incorporated into the music.<ref name="PolygonWintoryInt"/> 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".<ref name="TSAint"/> ] 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.<ref name="IGint"/> All the non-electronic instruments in the soundtrack were recorded with the Macedonia Radio Symphonic Orchestra in ], ].<ref name="Albumliner"/><ref name="PARint"/> 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.<ref name="PolygonWintoryInt"/> | ||
The soundtrack was released as an album on April 10 on ] and the PlayStation Network.<ref name="TGCalbum"/> The album is a collection of the soundtrack's "most important" pieces, arranged by Wintory to stand alone without the context of the player's actions.<ref name="TSAint"/> The album comprises 18 tracks and is over 58 minutes long. It features the voice of Lisbeth Scott for the final track, "I Was Born for This". After its release, the soundtrack reached the top 10 of the iTunes Soundtrack charts in more than 20 countries.<ref name="GUARint"/> It also reached No. 116 on the ], with over 4000 units sold in its first week after release, the second-highest position of any video game music album to date.<ref name="BBsales"/> In 2012 Wintory released a download-only album of music on ] titled ''Journey Bonus Bundle'', which includes variations on themes from ''Journey'' and ''Flow''.<ref name="JBBalbum"/> | The soundtrack was released as an album on April 10 on ] and the PlayStation Network.<ref name="TGCalbum"/> The album is a collection of the soundtrack's "most important" pieces, arranged by Wintory to stand alone without the context of the player's actions.<ref name="TSAint"/> The album comprises 18 tracks and is over 58 minutes long. It features the voice of ] for the final track, "I Was Born for This". After its release, the soundtrack reached the top 10 of the iTunes Soundtrack charts in more than 20 countries.<ref name="GUARint"/> It also reached No. 116 on the ], with over 4000 units sold in its first week after release, the second-highest position of any video game music album to date.<ref name="BBsales"/> The soundtrack was released as a physical album by Sumthing Else Music Works on October 9, 2012.<ref name="Palbum"/> In 2012 Wintory released a download-only album of music on ] titled ''Journey Bonus Bundle'', which includes variations on themes from ''Journey'' and ''Flow''.<ref name="JBBalbum"/> The soundtrack itself was subsequently released on Bandcamp on June 19, 2013.<ref name="Bandcamp"/> An album of piano arrangements titled ''Transfiguration'' was released on May 1, 2014, on Bandcamp as both a digital and a physical album.<ref name="GMOtrans"/> A two-record vinyl version of the album was released in 2015.<ref name="vinyl"/> | ||
In January 2016, Wintory started a ] for a ''Journey Live'' concert tour, in which the fifteen-piece Fifth House Ensemble from Chicago will perform the music from the game while a player works their way through the game. The ensemble will react to the player's actions, using a specially-scored version of the soundtrack, composed by Patrick O'Malley with Wintory's oversight, that breaks the music into small pieces to enable this reaction. Wintory had wanted to do a performance of the ''Journey'' soundtrack in this interactive manner but did not have the time to rework the soundtrack for this purpose. Wintory came to know ], the composer for ], after Visconti published his praise for the ''Journey'' soundtrack and had encouraged other members of the ensemble to play the game. The group saw how ''Journey''{{'}}s soundtrack had been used for various '']'' concerts and believed they could pull off Wintory's vision of an interactive concert, doing most of the reworking of the soundtrack under Wintory's direction.<ref name="polygon jlive"/> Sony provided Wintory with a modified version of the game with the music disabled for the concert performance.<ref name="polygon jlive"/> The Kickstarter was launched for $9,000 in funding for a four-city tour, but within a few days already surpassed its funding levels, allowing for more cities to be included.<ref name="journey live ks"/> | |||
'''''Journey'' tracklist''' | |||
{{Track listing | |||
| collapsed = yes | |||
| total_length = 58:34 | |||
<!--TRACKS--> | |||
| title1 = Nascence | |||
| length1 = 1:47 | |||
| title2 = The Call | |||
| length2 = 3:39 | |||
| title3 = First Confluence | |||
| length3 = 1:40 | |||
| title4 = Second Confluence | |||
| length4 = 2:20 | |||
| title5 = Threshold | |||
| length5 = 6:05 | |||
| title6 = Third Confluence | |||
| length6 = 1:40 | |||
| title7 = The Road of Trials | |||
| length7 = 4:16 | |||
| title8 = Fourth Confluence | |||
| length8 = 1:07 | |||
| title9 = Temptations | |||
| length9 = 4:13 | |||
| title10 = Descent | |||
| length10 = 2:40 | |||
| title11 = Fifth Confluence | |||
| length11 = 1:23 | |||
| title12 = Atonement | |||
| length12 = 6:11 | |||
| title13 = Final Confluence | |||
| length13 = 2:06 | |||
| title14 = The Crossing | |||
| length14 = 1:58 | |||
| title15 = Reclamation | |||
| length15 = 2:16 | |||
| title16 = Nadir | |||
| length16 = 3:37 | |||
| title17 = Apotheosis | |||
| length17 = 7:07 | |||
| title18 = I Was Born for This | |||
| length18 = 4:41 | |||
}} | |||
{{-}} | |||
In March 2022, on the game's tenth anniversary, Wintory released a re-arranged version of Journey's soundtrack for a full orchestra performed by the London Symphony Orchestra, the London Voice choir, and cellist Tina Guo. Titled ''Traveller: A Journey Symphony'', Wintory re-imagined elements of the soundtrack to use a larger set of instruments and players and a greater number of vocalists, taking the number of performers from around 30 on the original soundtrack to around 130, while trying to stay true to the original compositions. The album was funded and co-produced by Wintory and Andrea Pessino, co-founder of video game developer ], for whose games Wintory has composed. It was released as a digital album and on vinyl.<ref name="10thAnnAlbum"/> | |||
== Reception == | |||
{{Video game reviews | |||
|GR = 92.46%<ref name="GR">{{cite web |title=Journey |url=http://www.gamerankings.com/ps3/997885-journey/index.html |publisher=] |accessdate=2012-12-20}}</ref> | |||
|MC = 92/100<ref name="MC">{{cite web |title=Journey |url=http://www.metacritic.com/game/playstation-3/journey |publisher=] |accessdate=2012-12-20}}</ref> | |||
==Reception== | |||
|OPMUK = 10/10<ref name="OPMUKreview"/> | |||
{{Video game reviews | |||
|Edge = 8/10<ref name="EDGEreview"/> | |||
| |
| MC = PS3: 92/100<ref name="MC" /><br />PS4: 92/100<ref name="MCps4"/> | ||
| |
| Edge = 8/10<ref name="EDGEreview"/> | ||
| |
| EuroG = 9/10<ref name="EGreview"/> | ||
|GI = 9. |
| GI = 9.0/10<ref name="GIreview"/> | ||
| GSpot = PS3: 9.0/10<ref name="GSps3review"/><br />PS4: 10/10<ref name="GSps4review"/> | |||
|rev1 = ] | |||
| |
| IGN = PS3: 9.0/10<ref name="IGNreview"/><br />PS4: 9.0/10<ref name="IGN PS4"/> | ||
| OPMUK = 10/10<ref name="OPMUKreview"/> | |||
| TA = iOS: {{rating|4.5|5}}<ref name="TAreview"/> | |||
| rev1 = '']'' | |||
| rev1Score = 9/10<ref name="WIREDreview"/> | |||
| award1Pub = ] | |||
| award1 = 5th best PS3 game of all time<ref>Hall of Fame listing, PlayStation Official Magazine issue 107, ], March 2015</ref> | |||
| award2Pub = ] | |||
| award2 = #1 soundtrack of the decade (2010-2019)<ref name="PushSquareSoundtrackOfTheDecade"/> | |||
}} | }} | ||
''Journey'' |
''Journey'' received critical and commercial success worldwide. After its release, it became the fastest-selling game to date on ] in both North America and Europe.<ref name="SONYsales"/> At ], prior to release, the game won awards for best downloadable game from ], ], and ].<ref name="TGCawards"/> After publication, the game was heavily honored at end of the year awards. ''Journey'' was selected as the best game of the year by ] and ], among others.<ref name="IGNgoty"/><ref name="GSgoty"/> Journey was an Interactive Narrative and Game + Play 2021 Peabody Award Winner. | ||
The soundtrack was nominated for the ] at the ], the first video game soundtrack to be nominated for that category, though it did not win.<ref name="Grammy"/> Additionally, the game won the award for best music and was nominated for the best graphics award from IGN, and was selected as the best PlayStation Network game by GameSpot.<ref name="IGNmusic"/><ref name="IGNgraphics"/><ref name="GSpsn"/> At the ], ''Journey'' won awards as the best PlayStation 3 game,<ref name="VGAps3"/> the best indie game,<ref name="VGAindie"/> and the game with the best music,<ref name="VGAmusic"/> and was additionally nominated for game of the year,<ref name="VGAgoty"/> best downloadable game,<ref name="VGAdownload"/> best graphics,<ref name="VGAgraphics"/> and best song in a game for "I Was Born For This".<ref name="VGAsong"/> It received the 2013 ] for video game animation.<ref name=annie/> It won five awards at the 2013 ] awards: Artistic Achievement, Audio Achievement, Game Design, Online Multiplayer, and Original Music, and was nominated for Best Game, Game Innovation and Story.<ref name="BAFTAnom"/><ref name="skynews"/> In March 2013, it won six awards at the annual ]: Best Audio, Best Game Design, Best Visual Arts, Best Downloadable Game, the Innovation Award, and Game of the Year.<ref name="variety"/> At the ], ''Journey'' won eight awards, the most honors received at the ceremony, which included "]", "Outstanding Innovation in Gaming", "]", and outstanding achievement in "]", "]", "]", "]", and "]"; it was additionally nominated for "]", and outstanding achievement in "]" and "]".<ref name="DICEawards"/><ref name="DICEnoms"/> | |||
''Journey'' received high acclaim from critics who praised the visual and auditory art direction as well as the emotional response playing with a stranger created. It received the IGN Best Overall Game Award for 2012 and Ryan Clements of IGN described the game as "the most beautiful game of its time", saying, "each moment is like a painting, expertly framed and lit".<ref name="IGNreview"/> Jane Douglas of GameSpot concurred, calling it "relentlessly beautiful" and lauding the visual diversity of the world and the depiction of the rippling sand; Matt Miller of '']'' added praise for the animation of the sand and creatures, saying the game was visually stunning.<ref name="GIreview"/><ref name="GSps3review"/> The music was also complimented, with Miller describing it as a "breathtaking musical score" and Douglas calling it "moving, dynamic music".<ref name="GIreview"/><ref name="GSps3review"/> | |||
Reviewers were especially pleased with the emotional experience of playing the game, particularly with other players. Christian Donlan of ] described it as a "non-denominational religious experience" that, with the addition of another player, moves beyond metaphors and becomes a "pilgrimage" to the player.<ref name="EGreview"/> A reviewer writing for '']'' magazine said the emotional arc of the game hits with "occasionally startling power", while Patrick Shaw from '']'' said the game made him feel a "wide range of emotions ... wonder, fear, even sadness". Miller said all three times he played the game, "each time, without fail, individual moments... managed to give me goosebumps, and those moments have remained on my mind for weeks afterward".<ref name="EDGEreview"/><ref name="WIREDreview"/> Joel Gregory of '']'' praised the game's story for being open to the player's interpretation, leaving an ambiguity that drew him in.<ref name="OPMUKreview"/> The addition of an unnamed second player was described by Donlan as brilliant and as a "master stroke", and ''Edge'' said it made for "a more absorbing, more atmospheric experience".<ref name="EGreview"/><ref name="EDGEreview"/> In 2019, ''Journey'' was ranked 48th on '']'' newspaper's The 50 Best Video Games of the 21st Century list.<ref>{{cite web |title=The 50 best video games of the 21st century |url=https://www.theguardian.com/games/2019/sep/19/50-best-video-games-of-the-21st-century |website=The Guardian |date=September 19, 2019 |access-date=September 23, 2019 |archive-url=https://web.archive.org/web/20190922192039/https://www.theguardian.com/games/2019/sep/19/50-best-video-games-of-the-21st-century |archive-date=September 22, 2019 |url-status=live}}</ref> | |||
The few criticisms for the game centered on its length and pacing. Clements noted that not all players would appreciate a game with a "deliberate, melancholic pace" and short duration, comments echoed by the ''Edge'' review.<ref name="IGNreview"/><ref name="EDGEreview"/> Miller noted the lack of complex gameplay elements in ''Journey'', and Shaw was disappointed that the game was only a few hours long, though Douglas said the length was perfect.<ref name="GIreview"/><ref name="GSps3review"/><ref name="WIREDreview"/> Miller concluded the game could be compared to "a musical concert, a well-directed film, or a long-awaited book", while Clements concluded, "completing ''Journey'' will create memories that last for years".<ref name="GIreview"/><ref name="WIREDreview"/> | |||
''Journey'' received high acclaim from critics who praised the visual and auditory art direction as well as the emotional response playing with a stranger created. It received the IGN Best Overall Game Award for 2012 and Ryan Clements of IGN described the game as "the most beautiful game of its time", saying, "each moment is like a painting, expertly framed and lit."<ref name="IGNreview"/> Jane Douglas of GameSpot concurred, calling it "relentlessly beautiful" and lauding the visual diversity of the world and the depiction of the rippling sand; Matt Miller of '']'' added praise for the animation of the sand and creatures, saying the game was visually stunning.<ref name="GIreview"/><ref name="GSreview"/> The music was also complimented, with Miller describing it as a "breathtaking musical score" and Douglas calling it "moving, dynamic music".<ref name="GIreview"/><ref name="GSreview"/> | |||
==Notes== | |||
Reviewers were especially pleased with the emotional experience of playing the game, particularly with other players. Christian Donlan of ] described it as a "non-denominational religious experience" that, with the addition of another player, moves beyond metaphors and becomes a "pilgrimage" to the player.<ref name="EGreview"/> A reviewer writing for '']'' magazine said the emotional arc of the game hits with "occasionally startling power", while Patrick Shaw from '']'' said the game made him feel a "wide range of emotions... wonder, fear, even sadness." Miller said all three times he played the game, "each time, without fail, individual moments... managed to give me goosebumps, and those moments have remained on my mind for weeks afterward."<ref name="EDGEreview"/><ref name="WIREDreview"/> Joel Gregory of '']'' praised the game's story for being open to the player's interpretation, leaving an ambiguity that drew him in.<ref name="OPMUKreview"/> The addition of an unnamed second player was described by Donlan as brilliant and as a "master stroke", and ''Edge'' said it made for "a more absorbing, more atmospheric experience."<ref name="EGreview"/><ref name="EDGEreview"/> | |||
{{Notelist}} | |||
==References== | |||
The few criticisms for the game centered on its length and pacing. Clements noted that not all players would appreciate a game with a "deliberate, melancholic pace" and short duration, comments echoed by the ''Edge'' review.<ref name="IGNreview"/><ref name="EDGEreview"/> Miller noted the lack of a complex gameplay elements in ''Journey'', and Shaw was disappointed that the game was only a few hours long, though Douglas said the length was perfect.<ref name="GIreview"/><ref name="GSreview"/><ref name="WIREDreview"/> Miller concluded the game could be compared to "a musical concert, a well-directed film, or a long-awaited book", while Clements concluded, "completing ''Journey'' will create memories that last for years."<ref name="GIreview"/><ref name="WIREDreview"/> | |||
{{Reflist|refs= | |||
<ref name="Patterns">{{cite book |last1=Nava |first1=Matthew |title=The Art of Journey |date=2012 |publisher=Bluecanvas |isbn=978-0-9859022-1-6 |page=188}}</ref> | |||
== References == | |||
{{reflist|30em|refs= | |||
<!-- Development --> | <!-- Development --> | ||
<ref name="TGCteam">{{cite web |url=http://thatgamecompany.com/games/journey/ |title=Journey: Development Team |publisher=] | |
<ref name="TGCteam">{{cite web |url=http://thatgamecompany.com/games/journey/ |title=Journey: Development Team |publisher=] |access-date=July 20, 2012 |archive-url=https://web.archive.org/web/20130116030356/http://thatgamecompany.com/games/journey/ |archive-date=January 16, 2013 |url-status=live}}</ref> | ||
<ref name="IGNpm">{{cite web |last=Dyer |first=Mitch |title=How thatgamecompany Struggled to Save Journey |url= |
<ref name="IGNpm">{{cite web |last=Dyer |first=Mitch |title=How thatgamecompany Struggled to Save Journey |url=https://www.ign.com/articles/2012/08/14/how-thatgamecompany-struggled-to-save-journey |work=] |publisher=] |access-date=August 16, 2012 |date=August 14, 2012 |archive-url=https://web.archive.org/web/20130206155423/http://www.ign.com/articles/2012/08/14/how-thatgamecompany-struggled-to-save-journey |archive-date=February 6, 2013 |url-status=live}}</ref> | ||
<ref name="GSpm">{{cite web |last=Khaw |first=Cassandra |title=What went wrong during the making of Journey |url= |
<ref name="GSpm">{{cite web |last=Khaw |first=Cassandra |title=What went wrong during the making of Journey |url=https://www.gamedeveloper.com/design/what-went-wrong-during-the-making-of-em-journey-em- |work=] |publisher=] |access-date=August 16, 2012 |date=August 15, 2012 |archive-url=https://web.archive.org/web/20121109024225/http://www.gamasutra.com/view/news/175966/What_went_wrong_during_the_making_of_Journey.php |archive-date=November 9, 2012 |url-status=live}}</ref> | ||
<ref name="VGpreview">{{cite web |last=Gera |first=Emily |title=Journey Hands-on Preview |url=http://www.videogamer.com/ps3/journey/preview-2895.html | |
<ref name="VGpreview">{{cite web |last=Gera |first=Emily |title=Journey Hands-on Preview |url=http://www.videogamer.com/ps3/journey/preview-2895.html |work=VideoGamer.com |access-date=May 23, 2011 |date=February 11, 2011 |archive-url=https://web.archive.org/web/20121003015527/http://www.videogamer.com/ps3/journey/preview-2895.html |archive-date=October 3, 2012 |url-status=live}}</ref> | ||
<ref name="GSint1">{{cite web |last=Sheffield |first=Brandon |title=Interview: Kellee Santiago Talks Thatgamecompany's Road Ahead |url= |
<ref name="GSint1">{{cite web |last=Sheffield |first=Brandon |title=Interview: Kellee Santiago Talks Thatgamecompany's Road Ahead |url=https://www.gamedeveloper.com/pc/interview-kellee-santiago-talks-thatgamecompany-s-road-ahead |work=] |publisher=] |access-date=February 1, 2011 |date=July 1, 2009 |archive-url=https://web.archive.org/web/20100509105600/http://www.gamasutra.com/view/news/24110/Interview_Kellee_Santiago_Talks_Thatgamecompanys_Road_Ahead.php |archive-date=May 9, 2010}}</ref> | ||
<ref name="GSPOTpreview2">{{cite web |last=VanOrd |first=Kevin |title=Journey Impressions |url= |
<ref name="GSPOTpreview2">{{cite web |last=VanOrd |first=Kevin |title=Journey Impressions |url=https://www.gamespot.com/articles/journey-impressions/1100-6266636/ |work=] |publisher=] |access-date=May 23, 2011 |date=June 17, 2010 |archive-url=https://web.archive.org/web/20130205031008/http://au.gamespot.com/journey/previews/journey-impressions-6266636/ |archive-date=February 5, 2013 |url-status=live}}</ref> | ||
<ref name="GSChenInt">{{cite web |last=Smith |first=Ed |title=A Personal Journey: Jenova Chen's Goals for Games |url= |
<ref name="GSChenInt">{{cite web |last=Smith |first=Ed |title=A Personal Journey: Jenova Chen's Goals for Games |url=https://www.gamedeveloper.com/design/a-personal-journey-jenova-chen-s-goals-for-games |work=] |publisher=] |access-date=July 20, 2011 |date=May 18, 2012 |archive-url=https://web.archive.org/web/20121109031654/http://www.gamasutra.com/view/feature/170547/a_personal_journey_jenova_chens_.php |archive-date=November 9, 2012 |url-status=live}}</ref> | ||
<ref name="GSTGCInt">{{cite web |last=Alexander |first=Leigh |title=In-Depth: Journey's rare and magical success |url= |
<ref name="GSTGCInt">{{cite web |last=Alexander |first=Leigh |title=In-Depth: Journey's rare and magical success |url=https://www.gamedeveloper.com/audio/in-depth-i-journey-i-s-rare-and-magical-success |work=] |publisher=] |access-date=July 20, 2011 |date=March 1, 2012 |archive-url=https://web.archive.org/web/20130112231445/http://gamasutra.com/view/news/163143/InDepth_Journeys_rare_and_magical_success.php |archive-date=January 12, 2013 |url-status=live}}</ref> | ||
<ref name="GSBellInt">{{cite web |last=Sheffield |first=Brandon |title=GDC 2012: How Journey was designed to facilitate friendship |url= |
<ref name="GSBellInt">{{cite web |last=Sheffield |first=Brandon |title=GDC 2012: How Journey was designed to facilitate friendship |url=https://www.gamedeveloper.com/audio/gdc-2012-how-i-journey-i-was-designed-to-facilitate-friendship |work=] |publisher=] |access-date=July 20, 2011 |date=March 6, 2012 |archive-url=https://web.archive.org/web/20130112231541/http://gamasutra.com/view/news/164714/GDC_2012_How_Journey_was_designed_to_facilitate_friendship.php |archive-date=January 12, 2013 |url-status=live}}</ref> | ||
<ref name="JourneyRelease">{{cite web |url= |
<ref name="JourneyRelease">{{cite web |url=https://blog.playstation.com/2011/09/27/your-journey-begins-spring-2012/ |title=Your Journey Begins Spring 2012 |last=Chen |first=Jenova |author-link=Jenova Chen |work=] |publisher=] |date=September 27, 2011 |access-date=October 1, 2011 |archive-url=https://web.archive.org/web/20120410225428/http://blog.us.playstation.com/2011/09/27/your-journey-begins-spring-2012/ |archive-date=April 10, 2012 |url-status=live}}</ref> | ||
<ref name="PShome">{{cite web |url= |
<ref name="PShome">{{cite web |url=https://blog.playstation.com/archive/2012/03/13/playstation-home-every-journey-starts-from-home/ |title=PlayStation Home: Every Journey Starts From Home |date=March 13, 2012 |last=Gallagher |first=James |work=] |publisher=] |access-date=April 3, 2012 |archive-url=https://web.archive.org/web/20121011114012/http://blog.eu.playstation.com/2012/03/13/playstation-home-every-journey-starts-from-home/ |archive-date=October 11, 2012 |url-status=live}}</ref> | ||
<ref name="CollectEd">{{cite web |url= |
<ref name="CollectEd">{{cite web |url=https://www.eurogamer.net/journey-collectors-edition-innards-confirmed |title=Journey Collector's Edition innards confirmed |first=Wesley |last=Yin-Poole |date=June 25, 2012 |access-date=June 25, 2012 |work=] |publisher=Gamer Network |archive-url=https://web.archive.org/web/20121016084031/http://www.eurogamer.net/articles/2012-06-25-journey-collectors-edition-innards-confirmed |archive-date=October 16, 2012 |url-status=live}}</ref> | ||
<ref name="ArtOfJourney">{{cite web |url= |
<ref name="ArtOfJourney">{{cite web |url=https://blog.playstation.com/2012/08/27/the-art-of-journey-releases-in-september/ |title=The Art of Journey Releases in September |first=Jenova |last=Chen |author-link=Jenova Chen |date=August 27, 2012 |access-date=August 27, 2012 |work=] |publisher=] |archive-url=https://web.archive.org/web/20121016033102/http://blog.us.playstation.com/2012/08/27/the-art-of-journey-releases-in-september/ |archive-date=October 16, 2012 |url-status=live}}</ref> | ||
<ref name="DICEspeech">{{cite web |title=Journey took thatgamecompany into bankruptcy |first=Dale |last=North |work=] |url=https://www.destructoid.com/journey-took-thatgamecompany-into-bankruptcy/ |date=February 7, 2013 |access-date=February 9, 2013 |archive-url=https://web.archive.org/web/20130210030257/http://www.destructoid.com/journey-took-thatgamecompany-into-bankruptcy-244311.phtml |archive-date=February 10, 2013 |url-status=live}}</ref> | |||
<ref name="PS4release">{{cite web |url=https://blog.playstation.com/2015/07/21/experience-journey-out-today-on-playstation-4/ |title=Experience Journey, Out Today on PlayStation 4 |last=Kaufman |first=Aaron |date=July 21, 2015 |work=] |publisher=] |access-date=July 21, 2015 |archive-url=https://web.archive.org/web/20150810083810/http://blog.us.playstation.com/2015/07/21/experience-journey-out-today-on-playstation-4/ |archive-date=August 10, 2015 |url-status=live}}</ref> | |||
<ref name="eurogamerFaceOff">{{cite web |last1=Linneman |first1=John |title=Face-Off: Journey on PS4 |url=https://www.eurogamer.net/digitalfoundry-2015-journey-on-ps4-face-off |work=] |date=July 25, 2015 |publisher=Gamer Network |access-date=February 24, 2017 |archive-url=https://web.archive.org/web/20150808070356/http://www.eurogamer.net/articles/digitalfoundry-2015-journey-on-ps4-face-off |archive-date=August 8, 2015}}</ref> | |||
<ref name="eurogamerPS3vsPS4">{{cite web |last1=Higton |first1=Ian |title=Video: Journey - PS3 vs. PS4 gameplay and graphics comparison |url=https://www.eurogamer.net/video-journey-ps3-vs-ps4-gameplay-and-graphics-comparison |work=] |date=July 21, 2015 |publisher=Gamer Network |access-date=February 24, 2017 |archive-url=https://web.archive.org/web/20150723180227/http://www.eurogamer.net/articles/2015-07-21-video-journey-ps3-vs-ps4-gameplay-and-graphics-comparison |archive-date=July 23, 2015}}</ref> | |||
<!-- Music --> | <!-- Music --> | ||
<ref name="TSAint">{{cite web |title=Interview: Composer Austin Wintory On Journey |url=http://www.thesixthaxis.com/2012/03/15/interview-journey-composer-austin-wintory/ |last=C. |first=Alex |date= |
<ref name="TSAint">{{cite web |title=Interview: Composer Austin Wintory On Journey |url=http://www.thesixthaxis.com/2012/03/15/interview-journey-composer-austin-wintory/ |last=C. |first=Alex |date=March 15, 2012 |work=TheSixthAxis |access-date=June 28, 2012 |archive-url=https://web.archive.org/web/20120922154805/http://www.thesixthaxis.com/2012/03/15/interview-journey-composer-austin-wintory/ |archive-date=September 22, 2012 |url-status=live}}</ref> | ||
<ref name="PARint">{{cite web |title=Musical DNA: How Austin Wintory wrote the song that helped create Journey |url=http://penny-arcade.com/report/editorial-article/musical-dna-how-austin-wintory-wrote-the-song-that-helped-create-journey |last=Kuchera |first=Ben |date=March 2, 2012 |work=Penny Arcade Report |access-date=June 28, 2012 |archive-url=https://web.archive.org/web/20120418102513/http://penny-arcade.com/report/editorial-article/musical-dna-how-austin-wintory-wrote-the-song-that-helped-create-journey |archive-date=April 18, 2012 |url-status=dead}}</ref> | |||
<ref name="GUARint">{{cite web |title=Are video game soundtracks the new concept albums? |url=https://www.theguardian.com/technology/gamesblog/2012/may/28/video-game-soundtracks-concept-albums |last=Stuart |first=Keith |date=May 28, 2012 |work=] |access-date=June 28, 2012 |archive-url=https://web.archive.org/web/20120623162522/http://www.guardian.co.uk/technology/gamesblog/2012/may/28/video-game-soundtracks-concept-albums |archive-date=June 23, 2012 |url-status=live}}</ref> | |||
<ref name="IGint">{{cite web |title=Q&A: Sound in Thatgamecompany's Journey |url=http://indiegames.com/2012/02/sound_in_journey_thatgamecompany.html |author=Jeriaska |date=February 28, 2012 |work=IndieGames |access-date=June 28, 2012 |archive-url=https://web.archive.org/web/20120902224704/http://indiegames.com/2012/02/sound_in_journey_thatgamecompany.html |archive-date=September 2, 2012 |url-status=dead}}</ref> | |||
<ref name="PolygonWintoryInt">{{cite web |url=https://www.polygon.com/videos/2019/11/18/20970945/journey-ending-soundtrack-austin-wintory-interview-video |title=Why Journey's ending was so hard to score |last=Ashley |first=Clayton |website=] |publisher=] |date=November 18, 2019 |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20191119121443/https://www.polygon.com/videos/2019/11/18/20970945/journey-ending-soundtrack-austin-wintory-interview-video |archive-date=November 19, 2019 |url-status=live}}</ref> | |||
<ref name="Albumliner">{{cite AV media notes |title=Journey |last=Wintory |first=Austin |others=Macedonia Radio Symphonic Orchestra |publisher=Sumthing Else Music |year=2012}}</ref> | |||
<ref name="TGCalbum">{{cite web |url=http://thatgamecompany.com/general/journey-soundtrack-now-available/ |title=Journey Soundtrack Now Available |publisher=] |last=Grommesh |first=Aaron |date=April 11, 2012 |access-date=June 27, 2012 |archive-url=https://web.archive.org/web/20121011090848/http://thatgamecompany.com/general/journey-soundtrack-now-available/ |archive-date=October 11, 2012 |url-status=dead}}</ref> | |||
<ref name="BBsales">{{cite magazine |title=Chart Moves: 'Newsies' Cast Album Debuts, 'MTV Unplugged' Returns, and a Video Game Soundtrack Sizzles |url=http://www.billboard.biz/bbbiz/industry/record-labels/chart-moves-newsies-cast-album-debuts-mtv-1006824352.story |last=Caulfield |first=Keith |date=April 19, 2012 |magazine=] |access-date=June 28, 2012 |archive-url=https://web.archive.org/web/20120625135455/http://www.billboard.biz/bbbiz/industry/record-labels/chart-moves-newsies-cast-album-debuts-mtv-1006824352.story |archive-date=June 25, 2012 |url-status=live}}</ref> | |||
<ref name="Palbum">{{cite web |url=http://gamasutra.com/view/pressreleases/179112/SUMTHING_ELSE_MUSIC_WORKS_RELEASES_JOURNEYtrade_OFFICIALGAME_SOUNDTRACK.php |title=Sumthing Else Music Works Releases Journey Official Game Soundtrack |work=] |publisher=] |date=October 10, 2012 |access-date=June 27, 2012 |archive-url=https://web.archive.org/web/20121204103739/http://www.gamasutra.com/view/pressreleases/179112/SUMTHING_ELSE_MUSIC_WORKS_RELEASES_JOURNEYtrade_OFFICIALGAME_SOUNDTRACK.php |archive-date=December 4, 2012 |url-status=live}}</ref> | |||
<ref name="JBBalbum">{{cite web |last=Wintory |first=Austin |title=Journey Bonus Bundle |url=http://austinwintory.bandcamp.com/album/journey-bonus-bundle |publisher=Austin Wintory |via=] |date=July 5, 2012 |access-date=November 2, 2012 |archive-url=https://web.archive.org/web/20121023173721/http://austinwintory.bandcamp.com/album/journey-bonus-bundle |archive-date=October 23, 2012 |url-status=dead}}</ref> | |||
<ref name="PARint">{{cite web |title=Musical DNA: How Austin Wintory wrote the song that helped create Journey |url=http://penny-arcade.com/report/editorial-article/musical-dna-how-austin-wintory-wrote-the-song-that-helped-create-journey |last=Kuchera |first=Ben |date=2012-03-02 |publisher=Penny Arcade Report |accessdate=2012-06-28}}</ref> | |||
<ref name="Bandcamp">{{cite web |last=Wintory |first=Austin |title=Journey |url=http://austinwintory.bandcamp.com/album/journey |publisher=Austin Wintory |via=] |date=July 19, 2013 |access-date=July 19, 2013 |archive-url=https://web.archive.org/web/20130722144427/http://austinwintory.bandcamp.com/album/journey |archive-date=July 22, 2013 |url-status=live}}</ref> | |||
<ref name="GUARint">{{cite web |title=Are video game soundtracks the new concept albums? |url=http://www.guardian.co.uk/technology/gamesblog/2012/may/28/video-game-soundtracks-concept-albums |last=Stuart |first=Keith |date=2012-05-28 |publisher='']'' |accessdate=2012-06-28}}</ref> | |||
<ref name="GMOtrans">{{cite web |url=http://www.vgmonline.net/transfiguration/ |title=Transfiguration |work=Video Game Music Online |last=Huynh |first=Christopher |date=October 12, 2014 |access-date=November 15, 2014 |archive-url=https://web.archive.org/web/20141020030450/http://www.vgmonline.net/transfiguration/ |archive-date=October 20, 2014 |url-status=live}}</ref> | |||
<ref name="IGint">{{cite web |title=Q&A: Sound in Thatgamecompany's Journey |url=http://indiegames.com/2012/02/sound_in_journey_thatgamecompany.html |author=Jeriaska |date=2012-02-28 |publisher=IndieGames |accessdate=2012-06-28}}</ref> | |||
<ref name=" |
<ref name="vinyl">{{cite magazine |url=https://www.gameinformer.com/b/news/archive/2015/04/22/journey-39-s-soundtrack-getting-a-fancy-vinyl-release.aspx |title=Journey's Soundtrack Getting A Fancy Vinyl Release |last=Hilliard |first=Kyle |magazine=] |publisher=] |date=April 22, 2015 |access-date=April 22, 2015 |archive-url=https://web.archive.org/web/20150526235417/http://www.gameinformer.com/b/news/archive/2015/04/22/journey-39-s-soundtrack-getting-a-fancy-vinyl-release.aspx |archive-date=May 26, 2015 |url-status=dead}}</ref> | ||
<ref name="10thAnnAlbum">{{cite magazine |url=https://www.gameinformer.com/2022/03/14/why-austin-wintory-re-recorded-journeys-soundtrack-10-years-later |title=Why Austin Wintory Re-recorded Journey's Soundtrack 10 Years Later |last=Hester |first=Blake |magazine=] |publisher=] |date=March 14, 2022 |access-date=April 11, 2022 |archive-date=April 12, 2022 |archive-url=https://web.archive.org/web/20220412040126/https://www.gameinformer.com/2022/03/14/why-austin-wintory-re-recorded-journeys-soundtrack-10-years-later |url-status=dead }}</ref> | |||
<ref name="BBsales">{{cite web |title=Chart Moves: 'Newsies' Cast Album Debuts, 'MTV Unplugged' Returns, and a Video Game Soundtrack Sizzles |url=http://www.billboard.biz/bbbiz/industry/record-labels/chart-moves-newsies-cast-album-debuts-mtv-1006824352.story |last=Caulfield |first=Keith |date=2012-04-19 |publisher='']'' |accessdate=2012-06-28}}</ref> | |||
<!-- Reception - Sales and Awards--> | <!-- Reception - Sales and Awards--> | ||
<ref name="SONYsales">{{cite web |title=Journey Breaks PSN Sales Records |url= |
<ref name="SONYsales">{{cite web |title=Journey Breaks PSN Sales Records |url=https://blog.playstation.com/archive/2012/03/29/journey-breaks-psn-sales-records/ |last=Chen |first=Jenova |author-link=Jenova Chen |date=March 29, 2012 |publisher=] |work=] |access-date=June 27, 2012 |archive-url=https://web.archive.org/web/20120629100535/http://blog.eu.playstation.com/2012/03/29/journey-breaks-psn-sales-records/ |archive-date=June 29, 2012 |url-status=live}}</ref> | ||
<ref name="TGCawards">{{cite web |url=http://thatgamecompany.com/games/journey/ |title=Journey: Awards & Recognition |publisher=] | |
<ref name="TGCawards">{{cite web |url=http://thatgamecompany.com/games/journey/ |title=Journey: Awards & Recognition |publisher=] |access-date=June 27, 2012 |archive-url=https://web.archive.org/web/20130116030356/http://thatgamecompany.com/games/journey/ |archive-date=January 16, 2013 |url-status=live}}</ref> | ||
<ref name="IGNgoty">{{cite web |title=Best Overall Game |url=http://www.ign.com/wikis/best-of-2012/Best_Overall_Game | |
<ref name="IGNgoty">{{cite web |title=Best Overall Game |url=http://www.ign.com/wikis/best-of-2012/Best_Overall_Game |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20121225023534/http://www.ign.com/wikis/best-of-2012/Best_Overall_Game |archive-date=December 25, 2012 |date=December 21, 2012 |url-status=live}}</ref> | ||
<ref name="GSgoty">{{cite web |title=Overall Game of the Year |url=http://www.gamespot.com/best-of-2012/game-of-the-year/index.html?page=1 | |
<ref name="GSgoty">{{cite web |title=Overall Game of the Year |url=http://www.gamespot.com/best-of-2012/game-of-the-year/index.html?page=1 |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20121216055047/http://www.gamespot.com/best-of-2012/game-of-the-year/index.html?page=1 |archive-date=December 16, 2012 |date=December 25, 2012 |url-status=live}}</ref> | ||
<ref name="Grammy">{{cite |
<ref name="Grammy">{{cite magazine |last=Rigney |first=Ryan |title=Historic Grammy Nomination Is a Big Win for Videogame Music |url=https://www.wired.com/gamelife/2012/12/video-games-grammys-journey/ |magazine=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20121230093434/http://www.wired.com/gamelife/2012/12/video-games-grammys-journey |archive-date=December 30, 2012 |date=December 10, 2012 |url-status=live}}</ref> | ||
<ref name="IGNmusic">{{cite web |title=Best Overall Music |url=http://www.ign.com/wikis/best-of-2012/Best_Overall_Music | |
<ref name="IGNmusic">{{cite web |title=Best Overall Music |url=http://www.ign.com/wikis/best-of-2012/Best_Overall_Music |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20121224032208/http://www.ign.com/wikis/best-of-2012/Best_Overall_Music |archive-date=December 24, 2012 |date=December 21, 2012 |url-status=live}}</ref> | ||
<ref name="IGNgraphics">{{cite web |title=Best Overall Graphics |url=http://www.ign.com/wikis/best-of-2012/Best_Overall_Graphics | |
<ref name="IGNgraphics">{{cite web |title=Best Overall Graphics |url=http://www.ign.com/wikis/best-of-2012/Best_Overall_Graphics |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20121225021027/http://www.ign.com/wikis/best-of-2012/Best_Overall_Graphics |archive-date=December 25, 2012 |date=December 21, 2012 |url-status=live}}</ref> | ||
<ref name="GSpsn">{{cite web |title=PSN Game of the Year |url=http://www.gamespot.com/best-of-2012/platform-awards/index.html?page=3 | |
<ref name="GSpsn">{{cite web |title=PSN Game of the Year |url=http://www.gamespot.com/best-of-2012/platform-awards/index.html?page=3 |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20130101184450/http://www.gamespot.com/best-of-2012/platform-awards/index.html?page=3 |archive-date=January 1, 2013 |date=December 17, 2012 |url-status=live}}</ref> | ||
<ref name="VGAps3">{{cite web |title=Best PS3 Game |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-ps3-game |work=] |publisher=] | |
<ref name="VGAps3">{{cite web |title=Best PS3 Game |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-ps3-game |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20130103071333/http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-ps3-game |archive-date=January 3, 2013 |date=December 7, 2012 |url-status=live}}</ref> | ||
<ref name="VGAindie">{{cite web |title=Best Independent Game |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-independent-game |work=] |publisher=] | |
<ref name="VGAindie">{{cite web |title=Best Independent Game |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-independent-game |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20130103080342/http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-independent-game |archive-date=January 3, 2013 |date=December 7, 2012 |url-status=live}}</ref> | ||
<ref name="VGAmusic">{{cite web |title=Best Original Score |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-original-score |work=] |publisher=] | |
<ref name="VGAmusic">{{cite web |title=Best Original Score |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-original-score |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20130103072116/http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-original-score |archive-date=January 3, 2013 |date=December 7, 2012 |url-status=dead}}</ref> | ||
<ref name="VGAgoty">{{cite web |title=Game of the Year |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/game-of-the-year |work=] |publisher=] | |
<ref name="VGAgoty">{{cite web |title=Game of the Year |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/game-of-the-year |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20121230214223/http://www.spike.com/events/video-game-awards-2012-nominees/voting/game-of-the-year |archive-date=December 30, 2012 |date=December 7, 2012 |url-status=live}}</ref> | ||
<ref name="VGAdownload">{{cite web |title=Best Downloadable Game |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-downloadable-game |work=] |publisher=] | |
<ref name="VGAdownload">{{cite web |title=Best Downloadable Game |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-downloadable-game |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20130103074133/http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-downloadable-game |archive-date=January 3, 2013 |date=December 7, 2012 |url-status=live}}</ref> | ||
<ref name="VGAgraphics">{{cite web |title=Best Graphics |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-graphics |work=] |publisher=] | |
<ref name="VGAgraphics">{{cite web |title=Best Graphics |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-graphics |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20130103074709/http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-graphics |archive-date=January 3, 2013 |date=December 7, 2012 |url-status=live}}</ref> | ||
<ref name="VGAsong">{{cite web |title=Best Song in a Game |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-song-in-a-game |work=] |publisher=] | |
<ref name="VGAsong">{{cite web |title=Best Song in a Game |url=http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-song-in-a-game |work=] |publisher=] |access-date=December 27, 2012 |archive-url=https://web.archive.org/web/20121226172719/http://www.spike.com/events/video-game-awards-2012-nominees/voting/best-song-in-a-game |archive-date=December 26, 2012 |date=December 7, 2012 |url-status=dead}}</ref> | ||
<ref name="DICEawards">{{cite web |title=16th Annual D.I.C.E. Finalists |url=http://www.interactive.org/images/awards/16th-Annual-D.I.C.E.-Finalists-For-Web.pdf |publisher=] | |
<ref name="DICEawards">{{cite web |title=16th Annual D.I.C.E. Finalists |url=http://www.interactive.org/images/awards/16th-Annual-D.I.C.E.-Finalists-For-Web.pdf |publisher=] |access-date=January 16, 2013 |archive-url=https://web.archive.org/web/20130205031830/http://www.interactive.org/images/awards/16th-Annual-D.I.C.E.-Finalists-For-Web.pdf |archive-date=February 5, 2013 |url-status=live}}</ref> | ||
<ref name="DICEnoms">{{cite web |title=16th Annual D.I.C.E. Awards |url=http://www.interactive.org/images/press_release/16th-DICE-Award-Winners_FINAL-2-7-13.pdf |publisher=] |date=July 13, 2013 |access-date=February 8, 2013 |archive-url=https://web.archive.org/web/20130422222452/http://www.interactive.org/images/press_release/16th-DICE-Award-Winners_FINAL-2-7-13.pdf |archive-date=April 22, 2013 |url-status=dead}}</ref> | |||
<ref name=annie>{{cite web |title='Journey' Nabs The Annie Award For Video Game Animation |url=http://multiplayerblog.mtv.com/2013/02/04/journey-annie-award-for-video-game-animation/ |date=February 8, 2013 |publisher=] |first=Charles |last=Webb |access-date=February 10, 2013 |archive-url=https://web.archive.org/web/20140430040912/http://multiplayerblog.mtv.com/2013/02/04/journey-annie-award-for-video-game-animation/ |archive-date=April 30, 2014 |url-status=dead}}</ref> | |||
<ref name="BAFTAnom">{{cite web |last=Rose |first=Mike |title=Journey, The Walking Dead lead 2013 BAFTA Awards nominations |url=http://gamasutra.com/view/news/186443/Journey_The_Walking_Dead_lead_2013_BAFTA_Awards_nominations.php |work=] |publisher=] |access-date=February 12, 2013 |archive-url=https://web.archive.org/web/20130215064556/http://www.gamasutra.com/view/news/186443/Journey_The_Walking_Dead_lead_2013_BAFTA_Awards_nominations.php |archive-date=February 15, 2013 |date=February 12, 2013 |url-status=live}}</ref> | |||
<ref name="skynews">{{cite web |title=Journey Ends With Five Video Game Baftas |url=http://news.sky.com/story/1060629/journey-ends-with-five-video-game-baftas |work=] |access-date=March 6, 2013 |archive-url=https://web.archive.org/web/20140430023913/http://news.sky.com/story/1060629/journey-ends-with-five-video-game-baftas |archive-date=April 30, 2014 |url-status=live}}</ref> | |||
<ref name="variety">{{cite web |title=GDC Awards 'Journey' Game of the Year |url=https://variety.com/2013/digital/games/gdc-awards-journey-game-of-the-year-1200330095/ |work=] |publisher=] |first=Chris |last=Morris |year=2013 |access-date=March 6, 2013 |archive-url=https://web.archive.org/web/20130329181847/http://variety.com/2013/digital/games/gdc-awards-journey-game-of-the-year-1200330095/ |archive-date=March 29, 2013 |url-status=live}}</ref> | |||
<!-- Reception - Reviews --> | <!-- Reception - Reviews --> | ||
<ref name="MC">{{cite web |url=https://www.metacritic.com/game/journey/critic-reviews/?platform=playstation-3 |title=Journey for PlayStation 3 Reviews |work=] |publisher=] |access-date=June 27, 2012 |archive-url=https://web.archive.org/web/20130113142112/http://www.metacritic.com/game/playstation-3/journey |archive-date=January 13, 2013 |url-status=live}}</ref> | |||
<ref name="GR">{{cite web |title=Journey |url=http://www.gamerankings.com/ps3/997885-journey/index.html |publisher=] |accessdate=2012-06-27}}</ref> | |||
<ref name=" |
<ref name="MCps4">{{cite web |url=https://www.metacritic.com/game/journey/critic-reviews/?platform=playstation-4 |title=Journey for PlayStation 4 Reviews |work=] |publisher=] |access-date=July 22, 2015 |archive-url=https://web.archive.org/web/20150726002039/http://www.metacritic.com/game/playstation-4/journey |archive-date=July 26, 2015 |url-status=live}}</ref> | ||
<ref name="IGNreview">{{cite web |last=Clements |first=Ryan |title=Journey Review |url=http://ps3.ign.com/articles/121/1219641p1.html | |
<ref name="IGNreview">{{cite web |last=Clements |first=Ryan |title=Journey Review |url=http://ps3.ign.com/articles/121/1219641p1.html |work=] |publisher=] |access-date=June 27, 2012 |date=March 1, 2012 |archive-url=https://web.archive.org/web/20120620012417/http://ps3.ign.com/articles/121/1219641p1.html |archive-date=June 20, 2012 |url-status=live}}</ref> | ||
<ref name=" |
<ref name="GSps3review">{{cite web |last=Douglas |first=Jane |url=http://www.gamespot.com/reviews/journey-review/1900-6363693/ |title=Journey Review |work=] |publisher=] |access-date=June 27, 2012 |date=March 2, 2012 |archive-url=https://web.archive.org/web/20131028155620/http://www.gamespot.com/reviews/journey-review/1900-6363693/ |archive-date=October 28, 2013 |url-status=live}}</ref> | ||
<ref name=" |
<ref name="GSps4review">{{cite web |last=VanOrd |first=Kevin |title=Journey (PS4) Review |url=https://www.gamespot.com/reviews/journey-ps4-review/1900-6416195/ |work=] |publisher=] |access-date=July 25, 2015 |date=July 23, 2015 |archive-url=https://web.archive.org/web/20151206174954/http://www.gamespot.com/reviews/journey-ps4-review/1900-6416195/ |archive-date=December 6, 2015 |url-status=live}}</ref> | ||
<ref name=" |
<ref name="EGreview">{{cite web |last=Donlan |first=Christian |title=Journey Review |url=https://www.eurogamer.net/journey-review |work=] |publisher=Gamer Network |access-date=June 27, 2012 |date=March 1, 2012 |archive-url=https://web.archive.org/web/20121016084039/http://www.eurogamer.net/articles/2012-03-01-journey-review |archive-date=October 16, 2012 |url-status=live}}</ref> | ||
<ref name=" |
<ref name="EDGEreview">{{cite magazine |title=Journey Review |url=http://www.edge-online.com/reviews/journey-review |magazine=] |publisher=] |access-date=June 27, 2012 |date=March 1, 2012 |archive-url=https://web.archive.org/web/20120627213526/http://www.edge-online.com/reviews/journey-review |archive-date=June 27, 2012 |url-status=live}}</ref> | ||
<ref name=" |
<ref name="GIreview">{{cite magazine |last=Miller |first=Matt |title=Journey Review: Beauty Trumps Complexity |url=https://www.gameinformer.com/games/journey/b/ps3/archive/2015/07/21/journey-review-beauty-trumps-complexity.aspx |magazine=] |publisher=] |access-date=June 27, 2012 |date=March 13, 2012 |archive-url=https://web.archive.org/web/20120604071853/http://www.gameinformer.com/games/journey/b/ps3/archive/2012/03/01/journey-review-beauty-trumps-complexity.aspx |archive-date=June 4, 2012 |url-status=dead}}</ref> | ||
<ref name="WIREDreview">{{cite magazine |last=Shaw |first=Patrick |title=Review: Mesmerizing Journey Weaves a Wordless Game Story |url=https://www.wired.com/gamelife/2012/03/journey-playstation-3-review |magazine=] |publisher=] |access-date=June 27, 2012 |date=March 1, 2012 |archive-url=https://web.archive.org/web/20120620121057/http://www.wired.com/gamelife/2012/03/journey-playstation-3-review |archive-date=June 20, 2012 |url-status=live}}</ref> | |||
<ref name="OPMUKreview">{{cite web |url=http://www.officialplaystationmagazine.co.uk/review/journey-ps3-review/ |title=Journey PS3 review |publisher='']'' |first=Joel |last=Gregory |date=2012-03-01 |accessdate=2012-12-20}}</ref> | |||
<ref name="OPMUKreview">{{cite web |url=http://www.officialplaystationmagazine.co.uk/review/journey-ps3-review/ |title=Journey PS3 review |work=] |first=Joel |last=Gregory |date=March 1, 2012 |access-date=December 20, 2012 |archive-url=https://web.archive.org/web/20120604185821/http://www.officialplaystationmagazine.co.uk/review/journey-ps3-review/ |archive-date=June 4, 2012 |url-status=dead}}</ref> | |||
<ref name="JBBalbum">{{cite web |last=Wintory |first=Austin |title=Journey Bonus Bundle |url=http://austinwintory.bandcamp.com/album/journey-bonus-bundle |publisher=] |date=2012-07-05 |accessdate=2012-11-02 |archiveurl=http://www.webcitation.org/6BtIiIgEQ |archivedate=2012-11-02 |deadurl=no}}</ref> | |||
<ref name="TAreview">{{cite web |url=https://toucharcade.com/2019/08/09/journey-review/ |title='Journey' Review – Still Stunning and Finally Portable |last=Madnani |first=Mikhail |date=August 9, 2019 |website=] |access-date=August 10, 2019 |archive-url=https://web.archive.org/web/20190809204417/https://toucharcade.com/2019/08/09/journey-review |archive-date=August 9, 2019 |url-status=live}}</ref> | |||
<ref name="journey live ks">{{cite web |url=https://www.polygon.com/2016/1/20/10799004/journey-live-kickstarter-austin-wintory |title=Journey's stirring score to be played live alongside game in 'interactive performance' |first=Samit |last=Sarkar |date=January 20, 2016 |access-date=January 20, 2016 |work=] |publisher=] |archive-url=https://web.archive.org/web/20160831011341/http://www.polygon.com/2016/1/20/10799004/journey-live-kickstarter-austin-wintory |archive-date=August 31, 2016 |url-status=live}}</ref> | |||
<ref name="polygon jlive">{{cite web |url=https://www.polygon.com/features/2016/2/16/10970474/journey-live-austin-wintory-fifth-house-ensemble-kickstarter |title=How Austin Wintory Brought 'Journey Live' to Life |first=Samit |last=Sarkar |date=February 16, 2016 |access-date=February 16, 2016 |work=] |publisher=] |archive-url=https://web.archive.org/web/20160412194504/http://www.polygon.com/features/2016/2/16/10970474/journey-live-austin-wintory-fifth-house-ensemble-kickstarter |archive-date=April 12, 2016 |url-status=live}}</ref> | |||
<ref name="cocreate">{{cite web |url=https://www.fastcocreate.com/1680062/game-designer-jenova-chen-on-the-art-behind-his-journey |title=Game Designer Jenova Chen On The Art Behind His "Journey" |first=Kevin |last=Ohannessian |date=December 3, 2012 |access-date=December 2, 2012 |work=] |publisher=Mansueto Ventures |archive-url=https://web.archive.org/web/20120329202038/http://www.fastcocreate.com/1680062/game-designer-jenova-chen-on-the-art-behind-his-journey |archive-date=March 29, 2012 |url-status=live}}</ref> | |||
<ref name="DICEvideoAtStagesOfLifeChart">{{cite web |url=https://www.youtube.com/watch?v=S684RQHzmGA&t=26m18s |title=Journey Game Creator Jenova Chen "Theories Behind Journey" - Full Keynote Speech (at 26:18) |work=] |publisher=] |date=February 8, 2013 |access-date=February 8, 2013 |via=] |archive-url=https://web.archive.org/web/20170405165505/https://www.youtube.com/watch?v=S684RQHzmGA&t=26m18s |archive-date=April 5, 2017 |url-status=live}}</ref> | |||
<ref name="IGN PS4">{{cite web |last1=Sliva |first1=Marty |title=Journey PS4 Review |url=https://www.ign.com/articles/2015/07/23/journey-ps4-review |website=IGN |date=July 23, 2015 |access-date=April 12, 2020 |language=en |archive-url=https://web.archive.org/web/20200412035314/https://www.ign.com/articles/2015/07/23/journey-ps4-review |archive-date=April 12, 2020 |url-status=live}}</ref> | |||
<ref name="PushSquareSoundtrackOfTheDecade">{{cite web |url=http://www.pushsquare.com/news/2020/01/soundtrack_of_the_decade_1_-_journey_represents_the_crowning_achievement_in_game_music |title=Soundtrack of the Decade: #1 - Journey Represents the Crowning Achievement in Game Music |website=] |date=January 31, 2020 |access-date=May 21, 2020 |archive-date=May 10, 2020 |archive-url=https://web.archive.org/web/20200510103430/http://www.pushsquare.com/news/2020/01/soundtrack_of_the_decade_1_-_journey_represents_the_crowning_achievement_in_game_music |url-status=live }}</ref> | |||
}} | }} | ||
== |
==External links== | ||
*{{Official website |
* {{Official website}} | ||
{{Spoken Misplaced Pages|En-Journey (2012 video game)-article.ogg|date=2019-05-23}} | |||
{{Thatgamecompany}} | {{Thatgamecompany}} | ||
{{Annapurna Interactive}} | |||
{{featured article}} | |||
{{DICE GOTY}} | |||
{{DEFAULTSORT:Journey (Video Game)}} | |||
{{GDCA GOTY}} | |||
{{Annie Award for Best Animated Video Game}} | |||
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Latest revision as of 16:53, 22 November 2024
Not to be confused with the 1983 arcade game or 1989 computer game. For other uses, see Journey (disambiguation). Adventure game by Thatgamecompany2012 video game
Journey | |
---|---|
Developer(s) | |
Publisher(s) | |
Director(s) | Jenova Chen |
Producer(s) | Robin Hunicke |
Designer(s) |
|
Programmer(s) |
|
Artist(s) |
|
Composer(s) | Austin Wintory |
Engine | PhyreEngine |
Platform(s) | |
Release | |
Genre(s) | Adventure, art game |
Mode(s) | Single-player, multiplayer |
Journey is an indie adventure game developed by Thatgamecompany and published by Sony Computer Entertainment for the PlayStation 3. It was released on the PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later released on Windows in June 2019 and iOS in August 2019 by Annapurna Interactive.
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.
Reviewers of the game praised the visual and auditory art as well as the sense of companionship created by playing with a stranger, calling it a moving and emotional experience, and have since listed it as one of the greatest video games of all time. Journey won several "game of the year" awards and received several other awards and nominations, including a Best Score Soundtrack for Visual Media nomination for the 2013 Grammy Awards. A retail "Collector's Edition", including Journey, Thatgamecompany's two previous titles, and additional media, was released in August 2012.
Gameplay
In Journey, the player takes the role of a robed figure in a desert. After an introductory sequence, the player is shown the robed figure sitting in the sand, with a large mountain in the distance. The path towards this mountain, the ultimate destination of the game, is subdivided into several sections traveled through linearly. The player can walk in the levels, as well as control the camera, which typically follows behind the figure, either with the analog stick or by tilting the motion-sensitive controller. The player can jump with one button, or emit a wordless shout or musical note with another; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the background music. These controls are presented pictorially at the beginning of the game; at no point outside of the credits and title screen are any words shown or spoken.
The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf. The scarf's runes are recharged by being near floating pieces of red cloth, or a variety of other means. Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of magic cloth, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. The robed figure does not have visible arms to manipulate the game world directly. Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf.
In each level, the player may come across one other player temporarily connected to their game. When players approach each other they charge one another's scarves. They cannot communicate with each other beyond patterns of singing. Players can help each other by activating strips of cloth or showing paths, but cannot hinder each other and are not necessary for completing any level. When two players finish a section at the same time they remain together into the next one; otherwise, they are connected to new players when they move on. While all the figures generally look the same, individual players can be told apart by unique symbols which are shown floating in the air when they sing and are displayed on their robes at all times. Players may also gain decorative patterns on their robe with successive playthroughs which can be distinguishing. The entire game takes two to three hours to complete.
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 referred to as machines, left over from a war that ended the civilization, over the greed for more cloth by the once ancient and thriving tribe.
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 were with the player during the journey.
Development
Journey was the last game made under a three-game contract between Thatgamecompany and Sony Computer Entertainment, the first two being ports of their previous game Flow and Flower. Development of the game began in 2009, after the release of Flower. The 18-person development team for Journey was composed mainly of creators of the company's previous games; co-founder Jenova Chen was the creative director and Nick Clark returned as lead designer. Kellee Santiago, producer of Flow and Flower, did not reprise her duties, concentrating instead on her role as the company's president, and was replaced by Robin Hunicke.
When development began, Sony expected the game to be completed in a year, rather than the more than three it finally took. Thatgamecompany always expected to need an extension; according to Hunicke, they believed finishing the game within a year was "unrealistic". Development ended up taking even longer than anticipated, as the team had difficulties paring down their ideas for the game and maintaining efficient communication. Over the course of development the team grew from seven to eighteen people. At the end of the second year, when Sony's extension had run out, the game did not spark the emotions in the player that the team wanted. Sony agreed to another one-year extension, but development ultimately exceeded even that.
The stress of the project led to the feeling there was not enough time or money to complete everything the team wished to, which added to the stress and caused arguments about the design of the game. The developers ended up reducing the overtime they spent on the project to avoid burning out, though it meant further delays and risked the company running out of money as the game neared completion. In a speech at the 16th Annual D.I.C.E. Awards in 2013, Chen admitted the company had indeed been driven to bankruptcy in the final months of development and that some of the developers had gone unpaid at the time. Hunicke described the solution to finally finishing the game as learning to let go of tensions and ideas that could not make it into the game and be "nice to each other".
The game is intended to make the player feel "small" and to give them a sense of awe about their surroundings. The basic idea, as designed by Chen, was to create something that moved beyond the "typical defeat/kill/win mentality" of most video games. The team initially created a prototype named Dragon that involved players trying to draw away a large monster from other players but eventually discarded it after finding it was too easy for players to ignore each other in favor of their own objectives.
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.
The game's desert setting is largely based on the Middle East, and incorporates Arabic culture, art and architecture. Jenova Chen and art director Matt Nava did not want the setting to be too Western or Eastern, so they felt the Middle East was an ideal middle ground. In addition, Journey also incorporates Chinese and Tibetan cultural influences, drawing from Chen's childhood in China.
The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition. It is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them. The plan was "to create a game where people felt they are connected with each other, to show the positive side of humanity in them". The developers felt the focus on caring about the other player would be diluted by too many game elements, such as additional goals or tasks, as players would focus on those and "ignore" the other player. They also felt having text or voice communication or showing usernames would allow players' biases and preconceptions to come between them and the other player.
Journey was released on March 13, 2012, for download on the PlayStation Network. A PlayStation Home Game Space, or themed area, based on Journey was released on March 14, 2012, and is similar in appearance to the game. A retail "Collector's Edition" of the game was released on August 28, 2012. In addition to Journey, the disc-based title includes Flow and Flower; creator commentaries, art, galleries, and soundtracks for all three games; non-related minigames; and additional content for the PlayStation 3. In September 2012, Sony and Thatgamecompany released a hardcover book entitled "The Art of Journey", by the game's art director Matt Nava, containing pieces of art from the game ranging from concept art to final game graphics.
On July 21, 2015, Journey was released on the PlayStation Network for the PlayStation 4, ported by United Kingdom studio Tricky Pixels; owners of the digital PlayStation 3 version of the game were able to download the new version for free. The PlayStation 4 version of the game features improved graphics over the original, with a higher resolution and frame rate and improved texture quality. According to Tricky Pixels, the original PlayStation 3 game was "a masterpiece of PlayStation 3 programming" and porting the game to the PlayStation 4 was "an immense technical challenge". Annapurna Interactive published ports of Journey for Windows and iOS in 2019, developed by Inline Assembly.
Music
Journey Original Soundtrack | |
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Soundtrack album by Austin Wintory | |
Released |
|
Studio | Studio M1, Skopje |
Genre | Video game soundtrack |
Length | 58:34 |
Label | Sony Computer Entertainment |
Producer |
|
The music in Journey was composed and orchestrated by Austin Wintory, who had previously worked with Thatgamecompany on the soundtrack for Flow. Wintory worked closely on the soundtrack with sound designer Steve Johnson, as well as the programming team, so the music would dynamically tie in to both the actions of the player and to sound effects caused by nearby game objects, and feel as if it were "unfolding in real time". Johnson felt having short pieces of music that looped without reacting to the player would be a "missed opportunity", and wanted to create music that changed while still containing a composed emotional arc. Jenova Chen met with Wintory at the start of the game's development to describe his vision for the project, and Wintory left the meeting and created the core of the main theme before he reached his car, and composed and recorded the main cello theme for the soundtrack that night. He continued to work on the soundtrack for the next three years in a collaboration with the development team; he would create a track, which the team would use while creating an area in the game, and Wintory would play the section while revising the music and then send it back. Wintory spent time experimenting and discarding many ideas; while the first track, "Nascence", came easily, the final track, "Apotheosis", went through several widely varied attempts.
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.
The soundtrack was released as an album on April 10 on iTunes and the PlayStation Network. The album is a collection of the soundtrack's "most important" pieces, arranged by Wintory to stand alone without the context of the player's actions. The album comprises 18 tracks and is over 58 minutes long. It features the voice of Lisbeth Scott for the final track, "I Was Born for This". After its release, the soundtrack reached the top 10 of the iTunes Soundtrack charts in more than 20 countries. It also reached No. 116 on the Billboard sales charts, with over 4000 units sold in its first week after release, the second-highest position of any video game music album to date. The soundtrack was released as a physical album by Sumthing Else Music Works on October 9, 2012. In 2012 Wintory released a download-only album of music on Bandcamp titled Journey Bonus Bundle, which includes variations on themes from Journey and Flow. The soundtrack itself was subsequently released on Bandcamp on June 19, 2013. An album of piano arrangements titled Transfiguration was released on May 1, 2014, on Bandcamp as both a digital and a physical album. A two-record vinyl version of the album was released in 2015.
In January 2016, Wintory started a Kickstarter for a Journey Live concert tour, in which the fifteen-piece Fifth House Ensemble from Chicago will perform the music from the game while a player works their way through the game. The ensemble will react to the player's actions, using a specially-scored version of the soundtrack, composed by Patrick O'Malley with Wintory's oversight, that breaks the music into small pieces to enable this reaction. Wintory had wanted to do a performance of the Journey soundtrack in this interactive manner but did not have the time to rework the soundtrack for this purpose. Wintory came to know Dan Visconti, the composer for Fifth House Ensemble, after Visconti published his praise for the Journey soundtrack and had encouraged other members of the ensemble to play the game. The group saw how Journey's soundtrack had been used for various Video Games Live concerts and believed they could pull off Wintory's vision of an interactive concert, doing most of the reworking of the soundtrack under Wintory's direction. Sony provided Wintory with a modified version of the game with the music disabled for the concert performance. The Kickstarter was launched for $9,000 in funding for a four-city tour, but within a few days already surpassed its funding levels, allowing for more cities to be included.
In March 2022, on the game's tenth anniversary, Wintory released a re-arranged version of Journey's soundtrack for a full orchestra performed by the London Symphony Orchestra, the London Voice choir, and cellist Tina Guo. Titled Traveller: A Journey Symphony, Wintory re-imagined elements of the soundtrack to use a larger set of instruments and players and a greater number of vocalists, taking the number of performers from around 30 on the original soundtrack to around 130, while trying to stay true to the original compositions. The album was funded and co-produced by Wintory and Andrea Pessino, co-founder of video game developer Ready at Dawn, for whose games Wintory has composed. It was released as a digital album and on vinyl.
Reception
ReceptionAggregator | Score |
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Metacritic | PS3: 92/100 PS4: 92/100 |
Publication | Score |
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Edge | 8/10 |
Eurogamer | 9/10 |
Game Informer | 9.0/10 |
GameSpot | PS3: 9.0/10 PS4: 10/10 |
IGN | PS3: 9.0/10 PS4: 9.0/10 |
PlayStation Official Magazine – UK | 10/10 |
TouchArcade | iOS: |
Wired | 9/10 |
Publication | Award |
---|---|
PlayStation Official Magazine - UK | 5th best PS3 game of all time |
Push Square | #1 soundtrack of the decade (2010-2019) |
Journey received critical and commercial success worldwide. After its release, it became the fastest-selling game to date on PlayStation Store in both North America and Europe. At E3 2011, prior to release, the game won awards for best downloadable game from 1UP.com, GameSpy, and GameTrailers. After publication, the game was heavily honored at end of the year awards. Journey was selected as the best game of the year by IGN and GameSpot, among others. Journey was an Interactive Narrative and Game + Play 2021 Peabody Award Winner.
The soundtrack was nominated for the Best Score Soundtrack for Visual Media at the 2013 Grammy Awards, the first video game soundtrack to be nominated for that category, though it did not win. Additionally, the game won the award for best music and was nominated for the best graphics award from IGN, and was selected as the best PlayStation Network game by GameSpot. At the Spike Video Game Awards, Journey won awards as the best PlayStation 3 game, the best indie game, and the game with the best music, and was additionally nominated for game of the year, best downloadable game, best graphics, and best song in a game for "I Was Born For This". It received the 2013 Annie Award for video game animation. It won five awards at the 2013 British Academy of Film and Television Arts awards: Artistic Achievement, Audio Achievement, Game Design, Online Multiplayer, and Original Music, and was nominated for Best Game, Game Innovation and Story. In March 2013, it won six awards at the annual Game Developers Choice Awards: Best Audio, Best Game Design, Best Visual Arts, Best Downloadable Game, the Innovation Award, and Game of the Year. At the 16th Annual D.I.C.E. Awards, Journey won eight awards, the most honors received at the ceremony, which included "Game of the Year", "Outstanding Innovation in Gaming", "Casual Game of the Year", and outstanding achievement in "Game Direction", "Art Direction", "Online Gameplay", "Original Music Composition", and "Sound Design"; it was additionally nominated for "Downloadable Game of the Year", and outstanding achievement in "Gameplay Engineering" and "Story".
Journey received high acclaim from critics who praised the visual and auditory art direction as well as the emotional response playing with a stranger created. It received the IGN Best Overall Game Award for 2012 and Ryan Clements of IGN described the game as "the most beautiful game of its time", saying, "each moment is like a painting, expertly framed and lit". Jane Douglas of GameSpot concurred, calling it "relentlessly beautiful" and lauding the visual diversity of the world and the depiction of the rippling sand; Matt Miller of Game Informer added praise for the animation of the sand and creatures, saying the game was visually stunning. The music was also complimented, with Miller describing it as a "breathtaking musical score" and Douglas calling it "moving, dynamic music".
Reviewers were especially pleased with the emotional experience of playing the game, particularly with other players. Christian Donlan of Eurogamer described it as a "non-denominational religious experience" that, with the addition of another player, moves beyond metaphors and becomes a "pilgrimage" to the player. A reviewer writing for Edge magazine said the emotional arc of the game hits with "occasionally startling power", while Patrick Shaw from Wired said the game made him feel a "wide range of emotions ... wonder, fear, even sadness". Miller said all three times he played the game, "each time, without fail, individual moments... managed to give me goosebumps, and those moments have remained on my mind for weeks afterward". Joel Gregory of PlayStation Official Magazine praised the game's story for being open to the player's interpretation, leaving an ambiguity that drew him in. The addition of an unnamed second player was described by Donlan as brilliant and as a "master stroke", and Edge said it made for "a more absorbing, more atmospheric experience". In 2019, Journey was ranked 48th on The Guardian newspaper's The 50 Best Video Games of the 21st Century list.
The few criticisms for the game centered on its length and pacing. Clements noted that not all players would appreciate a game with a "deliberate, melancholic pace" and short duration, comments echoed by the Edge review. Miller noted the lack of complex gameplay elements in Journey, and Shaw was disappointed that the game was only a few hours long, though Douglas said the length was perfect. Miller concluded the game could be compared to "a musical concert, a well-directed film, or a long-awaited book", while Clements concluded, "completing Journey will create memories that last for years".
Notes
- Additional work and assistance by Santa Monica Studio. Ported to PlayStation 4 by Tricky Pixels, and to Windows and iOS by Inline Assembly Ltd.
References
- ^ Miller, Matt (March 13, 2012). "Journey Review: Beauty Trumps Complexity". Game Informer. GameStop. Archived from the original on June 4, 2012. Retrieved June 27, 2012.
- ^ Douglas, Jane (March 2, 2012). "Journey Review". GameSpot. CBS Interactive. Archived from the original on October 28, 2013. Retrieved June 27, 2012.
- ^ Clements, Ryan (March 1, 2012). "Journey Review". IGN. Ziff Davis. Archived from the original on June 20, 2012. Retrieved June 27, 2012.
- ^ Donlan, Christian (March 1, 2012). "Journey Review". Eurogamer. Gamer Network. Archived from the original on October 16, 2012. Retrieved June 27, 2012.
- ^ "Journey Review". Edge. Future. March 1, 2012. Archived from the original on June 27, 2012. Retrieved June 27, 2012.
- Nava, Matthew (2012). The Art of Journey. Bluecanvas. p. 188. ISBN 978-0-9859022-1-6.
- ^ "Journey: Development Team". Thatgamecompany. Archived from the original on January 16, 2013. Retrieved July 20, 2012.
- Sheffield, Brandon (July 1, 2009). "Interview: Kellee Santiago Talks Thatgamecompany's Road Ahead". Gamasutra. UBM. Archived from the original on May 9, 2010. Retrieved February 1, 2011.
- ^ Dyer, Mitch (August 14, 2012). "How thatgamecompany Struggled to Save Journey". IGN. Ziff Davis. Archived from the original on February 6, 2013. Retrieved August 16, 2012.
- ^ Khaw, Cassandra (August 15, 2012). "What went wrong during the making of Journey". Gamasutra. UBM. Archived from the original on November 9, 2012. Retrieved August 16, 2012.
- ^ North, Dale (February 7, 2013). "Journey took thatgamecompany into bankruptcy". Destructoid. Archived from the original on February 10, 2013. Retrieved February 9, 2013.
- ^ VanOrd, Kevin (June 17, 2010). "Journey Impressions". GameSpot. CBS Interactive. Archived from the original on February 5, 2013. Retrieved May 23, 2011.
- ^ Gera, Emily (February 11, 2011). "Journey Hands-on Preview". VideoGamer.com. Archived from the original on October 3, 2012. Retrieved May 23, 2011.
- ^ Smith, Ed (May 18, 2012). "A Personal Journey: Jenova Chen's Goals for Games". Gamasutra. UBM. Archived from the original on November 9, 2012. Retrieved July 20, 2011.
- Alexander, Leigh (March 1, 2012). "In-Depth: Journey's rare and magical success". Gamasutra. UBM. Archived from the original on January 12, 2013. Retrieved July 20, 2011.
- "Journey Game Creator Jenova Chen "Theories Behind Journey" - Full Keynote Speech (at 26:18)". Variety. Penske Media Corporation. February 8, 2013. Archived from the original on April 5, 2017. Retrieved February 8, 2013 – via YouTube.
- Ohannessian, Kevin (December 3, 2012). "Game Designer Jenova Chen On The Art Behind His "Journey"". Fast Company. Mansueto Ventures. Archived from the original on March 29, 2012. Retrieved December 2, 2012.
- Ohannessian, Kevin (March 12, 2012). "Game Designer Jenova Chen On The Art Behind His "Journey"". Fast Company. Archived from the original on June 18, 2022. Retrieved May 1, 2020.
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- 2012 video games
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