Journey Impressions

The minds behind Flower explore the human heart in their next abstract journey for the PlayStation 3.

Game designer Jenova Chen of ThatGameCompany seeks to explore the emotional possibilities that few games have been able to tap. Our final appointment at E3 2010 was with the renowned developer, who talked about his vision for his upcoming game Journey before showing us this beautiful, rapturous game in action. Clearly, Chen wants to make triple-A games, but his "A's" have real meaning: abstract, artistic, and accessible. Using these three pillars, Chen seeks to expand the emotional palette his games have already explored. Chen says that most games explore a very narrow emotional range and that he aims to elicit feelings few games can. And importantly, Journey is the first time ThatGameCompany will be taking its vision to an online space.

Before he showed us Journey in action, Chen outlined his inspirations. He talked about how all of us wield power via modern technology. We use mobile phones, computers, and other technology to exert our will on what is around us. In turn, games focus on giving us further power to wield in their worlds--through guns, superpowers, magic, and more. But Chen felt there was something missing. In a discussion with a NASA astronaut, Chen heard the pilot's stories of how colleagues that walked on the moon returned as changed individuals--more religious, more spiritual. Chen thinks that change is a result of seeing Earth from the moon, which instills a sense of wonder or, as he called it, "a sense of small."

Chen wants to bring that kind of experience to Journey. While most games focus on giving you power, Chen wants you to feel that "sense of small." He wants you to be in awe. And he wants to expand on that emotional gravitas by allowing you to encounter another player within an awe-inspiring, expansive world.

With that, Chen showed us Journey in action. The game begins with a gorgeous cello melody, and we see that we are in a desert. The sand stretches in front of us, and we see a close-up of our own character, an abstract form in a hooded cloak. Chen then briefed us on the controls: you use the Sixaxis tilt-sensing to move the camera, move your character with the left stick, and press one button to jump and another to sing. (More on singing to come.) What is most striking at this point is the sense of loneliness and wonder. Chen echoed this idea by telling us that you will be asking yourself "Who am I? Where am I?" The game is about discovering the answers to these and other metaphysical questions.

The camera zooms in on a mountain in the distance surrounded by clouds. It's immediately clear that reaching this mountain is your goal. And with that goal in mind, Chen lithely runs forward through the sand. He mentioned how important it was for you to feel as if you were moving through sand. You will slide through the sand from the tops of mesas and can even surf on the sand in certain places, where the waves ripple through the sand as if it were an ocean. Soon, Chen encounters a series of stones that light up as he touches them. The glow they produce is beautiful, but Chen remained mum on their purpose.

Soon, Chen finds that the bridge he is traversing has crumbled away, and he must search for a way across. He jumps down, floating as if carried on wings, the cloth of his cloak rippling. We see bits of cloth floating above mesas dotting the sandscape, and Chen heads to one such place. Here he collects the swirling pieces and tells us that these strands are a form of currency that allows you to fly. To show us, he then flies effortlessly through the air before landing once again in the sand. He continues the journey, pointing out a waterfall of sand (a sandfall?) before discovering a stone adorned with hieroglyphs. These and other discoveries will fill you in on the world's history, as well as fill you in on the ongoing narrative, such as it is. Journey features no voice acting or language, so all the storytelling is done with visual cues. However, storytelling might not be the best word used to describe the narrative: Chen refers to it as "story digging."

Chen then discovers a large banner attached to a stone. He is able to leap on it, and it becomes a sort of floating platform from which he can jump and float. He then approaches a spaceship-type structure that opens and releases more bits of cloth, which then float away to create an undulating cloth platform to bridge the gap we had first encountered. We see the character glide across a series of these cloth banners, marveling at the fluidity of the movement and relishing the mysterious music and ambient sound. On the other side, Chen discovers a statue that glows, emitting a flurry of runes and giving us a clue as to the next step of the journey.

Journey is a desolate experience, but you won't be completely alone. You might run into another player--just one at a time--that may join you on your journey. Chen likens this mechanic to hiking: you may come across another, and it is up to you to join each other if you want to. You can't talk with each other by normal means, but you can use the "sing" button to communicate. Chen wants you to develop a relationship with your companion. Perhaps you will ignore this player, or maybe you will join him on his journey. Or perhaps you will see him as an adversary. In any case, while you can finish the game on your own, finding another soul wandering in this forlorn desert is part of Journey's emotional impact.

Journey makes quite an impression. The visuals and sound combine to create a beautiful tapestry of music and color, and it seems clear even at this stage that the game will have a unique voice in an industry crowded with games that seek to offer you immediate power. Jenova Chen is approaching Journey from a different angle, and if what we saw is any indication, this will be one expedition worth embarking on. This PlayStation Network title won't be available until at least next year, but if you appreciate games that can move and inspire you, this is one you should keep a close eye on.

95 Comments

  • Enrico_Roberto

    Posted Dec 9, 2011 10:34 am GMT

    This kind of games show us how gaming should be considered an art someday. First you have paintings, then you add realism. You have fotographs. You add movement, movies. You add interaction, games. Games are also a kind of art. They can be, sui generis, a way of showing your thoughts and feelings - and make people feel whatever you want with an intensity that is exclusive to this kind of artistic expression. I hope we can someday consider games as a means of expression, and not only as a way of blowing things up and killing peasants on the pavement (although, I must admit, these things are pretty fun as well.)
    (p.s.: sorry for my poor english, I'm brazilian and sometimes it's hard to express yourself meaningfully in another language...)

  • CruiserCaptain

    Posted Apr 13, 2011 10:44 pm GMT

    I love games like this. Looking forward to it. I enjoy blowing things up, shooting all sorts of virtual guns, and all the general mayhem of most games, but I strongly feel we need more games like this. I look forward to an experience, not just getting "xp".

  • clyde-frog

    Posted Jan 15, 2011 12:08 am GMT

    spinergy69 his name is Jenova Chen

  • woddy_goes_nuts

    Posted Dec 22, 2010 2:10 am GMT

    There's a video at http://thatgamecompany.com/journey/journey-trailer-and-more/

  • spinergy69

    Posted Dec 20, 2010 7:02 am GMT

    What was the game designer's surname? I don't think it gets mentioned anywhere. game looks interesting though.

  • gobrock

    Posted Dec 19, 2010 4:12 am GMT

    I think this game is no game (like heavy rain), but more an expirience, a movie you can decide what happens, and that's great! Although this isn't my style of games, i'm still very interested! But i hope this game isn't going to be that onesided... Because then it will get boring after a while. Can't wait for the release! =D

  • shooters125

    Posted Dec 18, 2010 1:38 pm GMT

    The setting is probably where the small town girl got off the midnight train going anywhere.

  • roll450

    Posted Sep 14, 2010 7:34 pm GMT

    I would really love to see some concept art, and some videos for it.

  • kain1202

    Posted Aug 16, 2010 7:46 am GMT

    more proof games are art.

  • Backlash24

    Posted Aug 10, 2010 12:21 am GMT

    Sounds beautiful.

  • TimeBandit002

    Posted Aug 2, 2010 9:15 pm GMT

    nice

  • bowlingotter

    Posted Jul 20, 2010 1:05 pm GMT

    I definitely like the impression that ThatGameCompany seems to be thinking bigger and bigger. I'm in.

  • XsAirJordans

    Posted Jul 19, 2010 5:24 pm GMT

    Real interesting

  • LubiBaby

    Posted Jul 15, 2010 8:14 am GMT

    looks sweet!

  • CoolDuckGamers

    Posted Jul 11, 2010 6:23 pm GMT

    We need this on other systems.

  • juhtmepundar posted Jul 7, 2010 11:47 am GMT (does not meet display criteria. sign in to show)

    juhtmepundar

    Posted Jul 7, 2010 11:47 am GMT (hide)

    looks like Shadow of Golossus ...cool

  • Deepflow2

    Posted Jul 7, 2010 3:16 am GMT

    looks amazing.

  • 13BEAST666

    Posted Jul 6, 2010 4:55 pm GMT

    A piece of art....

  • SnakeRayden

    Posted Jul 5, 2010 8:11 pm GMT

    looks like a mystic game!..........

  • Keiner

    Posted Jul 5, 2010 6:36 pm GMT

    Living in a sandy wo-orld