Journey is as deep or as shallow as you want it to be, and yet it is always its unique self.
Journey is one of the games you get funnyJourney is as deep or as shallow as you want it to be, and yet it is always its unique self.
Journey is one of the games you get funny looks for missing out on, it made that big a splash upon release. I jumped on the bandwagon very late because I refuse to touch anything console related and Journey took the long way round to get to the PC, but now it's here and I made the time. We're only talking 90 minutes per playthrough, after all.
According to a casual survey of The Discourse, Journey is a lot of things to a lot of people: A tale of transcendence, a religious allegory… For me, during the first two thirds of my first play through, Journey was one thing: Flow: The Game.
Do you know that state of mind you can almost only reach during a video game, when you direct the game with almost no mental effort, yet somehow also achieve peak precision and speed? That mix of total relaxation and complete engagement. That, to me, and to a lot of others, is flow.
Usually, that state of mind isn't easy to reach, even if a game is designed to facilitate it, but Journey is a master class in enabling flow. Your modes of interaction are very limited: You can walk, jump, do the animated coat version of flapping your wings, and chirp at things, that's it. Yet these interactions transition into each other so gracefully and without friction that, if the player is just a bit mindful of the timing, the player character just, ahem, flows across the levels. It's beautiful to behold, and while it isn't that hard to master, it feels very rewarding to get right.
This marvelous experience is the reason I played through Journey thrice, back to back.
The level design and art direction support this experience with all their worth: The desert the first half of the game takes places also flows languidly and with aching beauty under a grandiose sky. Every smooth rise and exhilarating fall of the dunes invites you into the joy of moving forward. The occasional music haunts and elevates your steps, and sand hisses it's approval under your feet.
The production values are excellent, is what I'm saying.
Then the game takes a very noticeable turn. The level design changes abruptly, so does mood and environmental design. The game takes being a metaphor for actual journeys seriously, so, like the third act of an actual journey, things get a bit taxing, then a bit more, until every step forward is a hardship. So the feeling of flow was gone, and so was most of the fun I was having, but not, I stress, the engagement. Journey is very good at making me feel that there are actual stakes for this trip, that I am truly moving towards something great, something like transcendence, and you don’t reach that kind of goal without paying a price for it.
So in the second half, the I hesitate to name it plot had successfully drawn me in, despite staying completely vague and allegorical. And while the overall trudge through the third act really was no fun, it wasn’t all horrible: The moment of revelation just before the final test was a beautiful experience of revelation and elation, and great for supplying enough motivation for the final slog.
Then there is a very short but so very sweet moment of triumph.
And then the main menu asks you if you’d like to go on the Journey again. I recommend you do. At least three times.
TLDR: Journey is in the business of creating uncomplicated joy, stirring powerful emotions and then letting you fall into the intellectual rabbit hole of your own interpretation of itself. It’s a short but unique experience, and definitely worth the asking price twice over.… Expand