Patreon button  Steam curated reviews  Discord button  Facebook button  Twitter button 
3DS | AND | IOS | PC | PS4 | SWITCH | VITA | XB1 | All

Journey (PlayStation 3) artwork

Journey (PlayStation 3) review

"Perhaps games like these are starting to come off as obnoxious."

Perhaps games like these are starting to come off as obnoxious. Far reaching and empty landscapes, silent characters, and lonely ambience to the sound of rustling wind. Throw in some symbolism, give it a minimalistic interface and controls, and apparently itís a masterpiece of game design. Thatís pretty much what Journey does, and it is a masterpiece. Annoying, isnít it? Maybe thatís the attitude of some people, and maybe thatís how they'll approach Journey, with a furrowed brow and soured expectations -- but let them. It will be worth seeing their faces afterward.

Indeed, the silent protagonist is there, a curiously gender neutral figure, garbed in wispy robes to brave the desert environment where Journey begins. The travelerís pointy legs are exceptional tools for skiing down the first sand dune, lending witness to the gameís stunning rendition of rolling, windswept sand. Itís all very pleasant, but after the breeze ceases to flap the figureís robes upon reaching the bottom of the dune, what lies ahead can seem very intimidating.

With a painfully slow walk speed and a wide expanse of desert at every turn, Journey immediately lets on the anxiety of getting lost, the fear of tedium, the expectation of boredom Ė all conditioned responses gamers have thanks to the usual habits of game design. But this beginning portion is where the game earns a lasting trust, because no one can get lost in Journey, and no one will feel the road ahead is ever insurmountable. Somehow, without any sort of on screen interface, everything falls into place perfectly. The game throws anxiety to the wind; all that it asks is that you move. So pick a direction and trudge up another dune, because just beyond it, the next objective will come into view Ė an unspoken promise.

But theyíre not really objectives Ė more like guide posts. Tattered lengths of cloth Ė the wind always flapping them towards the sky -- attached to all sorts of ruins and rubble that indicate the designated path, and this where a bit of the gameís magic happens. See, the silent figure isnít actually so silent, as holding and releasing the ĎOí button has the timid being produce a sound Ė a musical note, really. The sound breathes life into the torn flags, which in turn, lend energy to the trailing scarf on the back of your cloak. Spend this energy to leap into the air and fly for a short period of time, and suddenly thereís motivation to keep pushing forward.

The design here is very conscious of itself, carefully paced between a series of highs and drop offs. Whenever the game recedes back to the slower hardships of gradual routine, it comes with the assumption that it will be worth it. Engage in an uphill battle against bitter winds, and then revel in a thrilling sensation of speed and freedom. Sift through a barren wasteland, and then surf gently downhill aside the golden glint of sunlight, dancing between the encompassing shadow of a sunset desert. These moments of ecstasy and immaculate imagery will be most memorable, but Journey still begs reflection on those seemingly routine segments, and does so with the careful placement of cutcenes. These put everything into a meaningful perspective -- the past, the accomplishments therein, and the people met along the way.

Those other travelers, identical to yourself, seem to appear and disappear throughout the expedition, and in eerily unnoticeable ways. During one segment there will be a companion, and at the next, perhaps loneliness will resettle. Some figures will stay close and look for guidance, and maybe others will lead the way to secrets they already know of from past journeys, such as the magical glyphs that increase the length of your scarf. But whether the other players go about their own business, or whether they are interactive with you Ė their effect on the experience manages to remain consistent.

Itís a profound solidarity, a very human one, and itís apparent at every point in the game. The idea that others have traveled the path before you, the existence of the ruined ancient cities that youíll pass through, the common goal of reaching the mountain in the distance Ė somehow itís all comforting. And itís important to be comforted, because the gameís latter segments paint a very desperate, dark, and frightening picture for its travelers.

At that final stretch, noticing no one is around is suddenly quite terrifying, and so the bonds are that much stronger when happening upon a friend. There are dangers in the final moments of Journey, and the thought of someone being left behind almost becomes more discomforting than the perilous environments themselves. These travelers are indeed a real online community of players, and so sweeping generalizations of their behavior does tread on dangerous ground, but Journey does nothing but insist that its players act upon this human solidarity. It doesnít give anyone the opportunity to think otherwise. Everyone somehow knows whatís up, itís innate.

And itís all to get to that mountain in the distance, the climax that will have people wondering if their Dualshock was coated with LSD. Itís a finale that begins with a discomforting chill, the unwelcome yet surreal sensation of the heart stopping, followed by utter weightlessness. Itís played to a riveting orchestra revolved around its violin Ė perhaps the one instrument that so perfectly combines the emotions of joy and sadness into one sound. And when it fades, it suddenly becomes a necessity that other people experience this freedom as well. Everyone has to make it up that mountain.

Journey is only 2 hours long because you arenít supposed to get up while playing it. And when you have completed your journey, go on another. Do it to appreciate the subtleties of symbolism you missed the first time through, to weave the longest scarf in the desert, and most rewarding Ė to act as a guide. Let the other wide eyed and curious travelers know that it will all be worthwhile in the end.


bbbmoney's avatar
Featured community review by bbbmoney (April 25, 2012)

A bio for this contributor is currently unavailable, but check back soon to see if that changes. If you are the author of this review, you can update your bio from the Settings page.

More Reviews by bbbmoney [+]
Rise of the Tomb Raider (Xbox One) artwork
Rise of the Tomb Raider (Xbox One)

Enjoy it before it starts looking old.
Final Fantasy: Anniversary Edition (PSP) artwork
Final Fantasy: Anniversary Edition (PSP)

Much like complimenting a kindergartner for coloring within the lines, Final Fantasyís structure can be called sensible.
Call of Duty: Ghosts (Xbox 360) artwork
Call of Duty: Ghosts (Xbox 360)

High octane hilarium.


If you enjoyed this Journey review, you're encouraged to discuss it with the author and with other members of the site's community. If you don't already have an HonestGamers account, you can sign up for one in a snap. Thank you for reading!

board icon
zippdementia posted April 25, 2012:

Yeah, this is a good review, Holdthephone. You took a more straightforward approach to the review than I did and you keep it interesting with a good use of varied descriptors and, like the journey you describe, promise that the next paragraph is going to tell us about something really cool. As a fellow journeyman, I sense that you have taken the journey many times. Your familiarity with the feel of the game and the reasons to continue playing seems to belie this.
board icon
bbbmoney posted April 25, 2012:

Thanks for the quick feedback, zipp. I actually had read your review beforehand, and having enjoyed it, I found it hard to keep it from influencing my own -- glad it came out so different.

But yeah, totally bought this game on impulse and wrote this review in its entirety the very next night. I suppose that kind of motivation just proves how awesome the game is.

You must be signed into an HonestGamers user account to leave feedback on this review.

User Help | Contact | Ethics | Sponsor Guide | Links

eXTReMe Tracker
© 1998-2019 HonestGamers
None of the material contained within this site may be reproduced in any conceivable fashion without permission from the author(s) of said material. This site is not sponsored or endorsed by Nintendo, Sega, Sony, Microsoft, or any other such party. Journey is a registered trademark of its copyright holder. This site makes no claim to Journey, its characters, screenshots, artwork, music, or any intellectual property contained within. Opinions expressed on this site do not necessarily represent the opinion of site staff or sponsors. Staff and freelance reviews are typically written based on time spent with a retail review copy or review key for the game that is provided by its publisher.