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How Long To Beat Journey

2012 video game

2012 video game

Journey
Promotional poster displaying the player character looking towards the distant mountain peak prevalent throughout the game
Programmer(s)
  • Thatgamecompany[a]
  • Santa Monica Studio
Publisher(s)
  • Sony Reckoner Entertainment
  • Annapurna Interactive (PC, iOS)
Director(s) Jenova Chen
Producer(s) Robin Hunicke
Designer(s)
  • Nicholas Clark
  • Bryan Singh
  • Chris Bong
Programmer(due south)
  • John Edwards
  • Martin Middleton
Artist(southward)
  • Matt Nava
  • Aaron Jessie
Composer(s) Austin Wintory
Engine PhyreEngine
Platform(south)
  • PlayStation 3, PlayStation four, Windows, iOS
Release
  • PlayStation 3
    • NA: March 13, 2012
    • Eu: March 14, 2012
  • PlayStation iv
    • NA: July 21, 2015
    • EU: July 21, 2015
  • Windows
    • WW: June 6, 2019
  • iOS
    • WW: Baronial 6, 2019
Genre(southward) Risk, art game
Style(southward) Single-player, multiplayer

Journey is an indie risk game co-adult past Thatgamecompany and Santa Monica Studio, published past Sony Figurer Amusement, and directed past Jenova Chen. Information technology was released for the PlayStation iii via PlayStation Network in March 2012 and ported to PlayStation four in July 2015. It was later ported to Microsoft Windows in June 2019 and iOS in August 2019.

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 tin can exist discovered, and two players tin can meet and assist each other, only they cannot communicate via speech or text and cannot see each other'due south names until after the game's credits. The just form of communication between the 2 is a musical chime, which transforms irksome pieces of cloth institute throughout the levels into vibrant red, affecting the game earth and assuasive 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 connectedness between them and the anonymous players they run across 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 every bit 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 Journeying, Thatgamecompany's ii previous titles, and additional media, was released in August 2012.

Gameplay [edit]

A red-robed figure runs through the sand in front of some stone ruins, accompanies by another figure. The trailing figure's robe and scarf are glowing.

The robed figure running in the desert along with another role player'southward figure. 1 of the figures' scarves is glowing every bit it charges due to proximity to the other player.

In Journeying, the role 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.[ane] The path towards this mountain, the ultimate destination of the game, is subdivided into several sections traveled through linearly. The actor tin can walk in the levels, as well every bit control the camera, which typically follows backside the figure, either with the analog stick or by tilting the move-sensitive controller.[two] The actor can jump with ane push button, or emit a wordless shout or musical note with some other; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the groundwork music.[3] These controls are presented pictorially at the offset of the game; at no betoken outside of the credits and title screen are whatever words shown or spoken.[1]

The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses upward the scarf's magical accuse, represented visually by glowing runes on the scarf. The scarf'due south runes are recharged by existence nigh floating pieces of red cloth, or a multifariousness of other means.[four] Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the role player to remain airborne longer. Larger strips of cloth are present in the levels and tin can be transformed from a stiff, tiresome greyness to vibrant cherry-red by singing virtually them. Doing so may have effects on the world such equally releasing bits of textile, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to attain previously inaccessible areas. The robed effigy does not have visible arms to manipulate the game earth directly.[3] Forth the fashion, the player encounters flight creatures made of fabric, some of which help the player along. In later levels, the player also encounters hostile creatures made of rock, which upon spotting the player rip off parts of the figure's scarf.[2]

In each level, the player may come across 1 other player temporarily connected to their game. When players approach each other they charge ane another's scarves. They cannot communicate with each other across patterns of singing. Players tin aid each other by activating strips of cloth or showing paths, but cannot hinder each other and are non necessary for completing any level.[two] When two players terminate a section at the same time they remain together into the adjacent one; otherwise, they are continued to new players when they move on. While all the figures by and large expect the same, without distinguishing characteristics, individual players tin can exist told autonomously by unique symbols which are shown floating in the air when they sing and are displayed on their robes at all times.[5] The entire game takes about 2 to three hours to complete.[2]

Story [edit]

Journey is a wordless story told through gameplay and visual-merely cutscenes. The histrion's character begins near a modest sand dune in a vast desert. Walking to the top of the dune, the character can see looming in the far altitude a large mysterious mountain with a glowing crack that splits its peak. As the character approaches the mountain, they detect the remnants of a once-thriving culture, 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 histrion journeys into the remains of a once sprawling urban center at the base of the mount, they find they must likewise contend with roaming, aboriginal, and hostile automaton weapons left over from a state of war that ended the civilisation.

A vision shows the traveler crumble before reaching their destination, simply the traveler chooses to continue on. Eventually making it safely to the mountain itself, the traveler begins to make their manner upwardly it, struggling as they enter the colder climates and encounter deep snow and high winds. With the fissure however a fair distance away, the traveler falls and collapses in the snow. Half dozen of the white-robed figures appear earlier the character and grant the traveler new energy, allowing the thespian to reach the summit of the mount and walk into the crevice as the screen fills with white. The thespian is so shown the game'south credits, playing over the ending cinematic scene. This scene shows a meteor emanating from the crack 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. Equally the credits end, the player is shown the usernames of the other travelers who shared office of the journey.

Development [edit]

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 betwixt Thatgamecompany and Sony Computer Amusement, the first 2 being Menses and Blossom. Development of the game began in 2009, after the release of Flower. The 18-person development team for Journeying was equanimous mainly of creators of the company's previous games; co-founder Jenova Chen was the creative director and Nick Clark returned as pb designer.[6] 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 past Robin Hunicke.[vii]

When development began, Sony expected the game to be completed in a year, rather than the more than three it finally took.[eight] Thatgamecompany always expected to need an extension; according to Hunicke, they believed finishing the game within a year was "unrealistic".[9] Development concluded up taking even longer than anticipated, as the team had difficulties paring down their ideas for the game and maintaining efficient communication.[9] Over the grade of development the team grew from 7 to eighteen people.[vi] [8] At the end of the 2d yr, when Sony's extension had run out, the game did not spark the emotions in the histrion that the team wanted. Sony agreed to another ane-year extension, just development ultimately exceeded even that.[10]

The stress of the project led to the feeling there was non enough fourth dimension or coin to consummate everything the team wished to, which added to the stress and acquired arguments about the pattern of the game. The developers ended up reducing the overtime they spent on the projection to avoid burning out, though information technology meant further delays and risked the company running out of money equally the game neared completion. In a speech at the 16th annual D.I.C.Due east. Awards in 2013, Chen admitted the visitor had indeed been driven to defalcation in the final months of development and that some of the developers had gone unpaid at the fourth dimension.[ten] 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".[8]

The game is intended to make the actor experience "small-scale" and to requite them a sense of awe about their environs.[xi] The basic idea, every bit designed past Chen, was to create something that moved across the "typical defeat/impale/win mentality" of most video games.[12] The team initially created a image named Dragon that involved players trying to depict away a large monster from other players just eventually discarded it after finding it was too easy for players to ignore each other in favor of their own objectives.[12]

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.[thirteen] This minimalism is intended to brand the game experience intuitive to the actor, 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, besides as to represent the stages of life, so as to heighten the emotional connection of the players as they journey together.[14] [15] [sixteen] In his D.I.C.E. speech, Chen noted that three of their 25 testers had cried upon completing the game.[10]

The game's desert setting is largely based on the Eye East, and incorporates Arabic culture, fine art and architecture. Jenova Chen and art manager Matt Nava did not desire the setting to be likewise Western or Eastern, so they felt the Middle East was an platonic centre ground. In addition, Journeying also incorporates Chinese and Tibetan cultural influences, drawing from Chen'due south childhood in China.[17] [18]

The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing contest.[13] It is intended to allow the players to feel a connexion to other people through exploring with them, rather than talking to them or fighting them.[11] The program was "to create a game where people felt they are continued with each other, to bear witness the positive side of humanity in them".[13] The developers felt the focus on caring near the other actor would be diluted past also many game elements, such equally boosted goals or tasks, equally players would focus on those and "ignore" the other player.[thirteen] They also felt having text or voice communication or showing usernames would permit players' biases and preconceptions to come up betwixt them and the other player.[19]

Journey was released on March 13, 2012, for download on the PlayStation Network.[20] A PlayStation Home Game Space, or themed area, based on Journey was released on March 14, 2012, and is similar in advent to the game.[21] A retail "Collector's Edition" of the game was released on August 28, 2012. In add-on to Journey, the disc-based title includes Flow and Blossom; creator commentaries, art, galleries, and soundtracks for all three games; non-related minigames; and additional content for the PlayStation three.[22] In September 2012, Sony and Thatgamecompany released a hardcover book entitled "The Art of Journeying", by the game'south art managing director Matt Nava, containing pieces of art from the game ranging from concept art to final game graphics.[23]

On July 21, 2015, Journey was released on the PlayStation Network for the PlayStation 4, ported by United kingdom of great britain and northern ireland studio Tricky Pixels;[24] owners of the digital PlayStation three version of the game were able to download the new version for costless.[25] The PlayStation four version of the game features improved graphics over the original, with a higher resolution and frame charge per unit and improved texture quality.[26] [27] According to Tricky Pixels, the original PlayStation three game was "a masterpiece of PlayStation three programming" and porting the game to the PlayStation 4 was "an immense technical claiming".[26] Annapurna Interactive published ports of Journeying for Microsoft Windows and iOS in 2019, developed by Inline Assembly.[28]

Music [edit]

Journey Original Soundtrack
Soundtrack album by

Austin Wintory

Released
  • Apr 10, 2012 (digital)
  • October 9, 2012 (physical)
Studio Studio M1, Skopje
Genre Video game soundtrack
Length 58:34
Characterization Sony Calculator Entertainment
Producer
  • Austin Wintory
  • Keith Leary
  • Monty Mudd

The music in Journey was equanimous and orchestrated past 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 squad, so the music would dynamically tie in to both the actions of the role player and to sound effects caused by nearby game objects, and feel as if it were "unfolding in real time".[29] Johnson felt having brusque pieces of music that looped without reacting to the histrion would exist 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 cadre of the main theme before he reached his car, and equanimous and recorded the principal cello theme for the soundtrack that night. He continued to work on the soundtrack for the next iii years in a collaboration with the development team; he would create a track, which the squad would apply while creating an area in the game, and Wintory would play the section while revising the music and so ship it back. Wintory spent time experimenting and discarding many ideas; while the first rails, "Nascence", came easily, the final track, "Embodiment", went through several widely varied attempts.[30] [31]

Unlike many games, where different songs take different themes for each character or area, Wintory chose to base of operations 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 equally "like a large cello concerto where you are the soloist and all the residuum of the instruments represent the globe around you", though he describes it as not necessarily orchestral due to the inclusion of electronic aspects.[29] [32] The cello begins the game equally "immersed in a sea of electronic sound", before first emerging on its own and and so merging into a total orchestra, mirroring the histrion's journey to the mountain.[33] Whenever the player meets some other person, harps and viola are dynamically incorporated into the music.[31] While the game'southward art fashion 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".[29] Tina Guo features equally the cellist for the soundtrack. She is a shut friend of Wintory and has performed "Woven Variations" with him, an eight-minute live orchestral variation on the Journeying soundtrack.[32] All the non-electronic instruments in the soundtrack were recorded with the Macedonia Radio Symphonic Orchestra in Skopje, North Macedonia.[34] [30] 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 squad was unsure how to end the histrion's journeying at the top of the mountain. While they were planning a big, dramatic conclusion to both, in the concert Wintory had the orchestra fall away at the end of the piece to showcase Guo'due south cello performance. Inspired, Wintory and the squad ended "Embodiment" and the game the same style, with the game world fading away to leave only the player.[31]

The soundtrack was released as an album on April ten on iTunes and the PlayStation Network.[35] The album is a collection of the soundtrack's "most important" pieces, bundled by Wintory to stand alone without the context of the player's deportment.[29] The album comprises 18 tracks and is over 58 minutes long. Information technology features the voice of Lisbeth Scott for the final rails, "I Was Born for This". After its release, the soundtrack reached the top 10 of the iTunes Soundtrack charts in more than xx countries.[33] It also reached No. 116 on the Billboard sales charts, with over 4000 units sold in its first calendar week after release, the second-highest position of any video game music album to date.[36] The soundtrack was released as a concrete album by Sumthing Else Music Works on October ix, 2012.[37] In 2012 Wintory released a download-only anthology of music on Bandcamp titled Journey Bonus Package, which includes variations on themes from Journeying and Catamenia.[38] The soundtrack itself was afterward released on Bandcamp on June 19, 2013.[39] An album of pianoforte arrangements titled Transfiguration was released on May 1, 2014, on Bandcamp every bit both a digital and a physical album.[40] A 2-record vinyl version of the album was released in 2015.[41]

In Jan 2016, Wintory started a Kickstarter for a Journey Live concert tour, in which the fifteen-piece Fifth House Ensemble from Chicago volition perform the music from the game while a player works their mode through the game. The ensemble will react to the histrion's actions, using a especially-scored version of the soundtrack, equanimous 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 Journeying soundtrack in this interactive manner but did not have the fourth dimension to rework the soundtrack for this purpose. Wintory came to know Dan Visconti, the composer for Fifth Firm Ensemble, after Visconti published his praise for the Journeying soundtrack and had encouraged other members of the ensemble to play the game. The grouping 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'due south direction.[24] Sony provided Wintory with a modified version of the game with the music disabled for the concert performance.[24] The Kickstarter was launched for $nine,000 in funding for a iv-urban center tour, but within a few days already surpassed its funding levels, allowing for more cities to be included.[42]

In March 2022, on the game'due south 10th anniversary, Wintory released a re-arranged version of Journeying's soundtrack for a total 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 fix 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 equanimous. Information technology was released equally a digital album and on vinyl.[43]

Reception [edit]

Journeying 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.[53] At E3 2011, prior to release, the game won awards for best downloadable game from 1UP.com, GameSpy, and GameTrailers.[54] After publication, the game was heavily honored at end of the year awards. At the 16th Annual D.I.C.East. Awards, formerly known as the Interactive Achievement Awards, Journey won eight awards, the most honors received of the night, which includes "Game of the Year", "Outstanding Innovation in Gaming", "Coincidental Game of the Year", "Outstanding Achievement in Game Direction", "Outstanding Achievement in Art Direction", "Outstanding Accomplishment in Online Gameplay", "Outstanding Achievement in Original Music Limerick", and "Outstanding Achievement in Sound Design"; it was additionally nominated for "Downloadable Game of the Year", "Outstanding Accomplishment in Gameplay Engineering science", and "Outstanding Accomplishment in Story".[55] [56] Journey was selected every bit the all-time game of the year past IGN and GameSpot, amidst others.[57] [58]

The soundtrack was nominated for the All-time Score Soundtrack for Visual Media at the 2013 Grammy Awards, the start video game soundtrack to be nominated for that category, though it did not win.[59] Additionally, the game won the award for best music and was nominated for the best graphics award from IGN, and was selected as the all-time PlayStation Network game by GameSpot.[60] [61] [62] At the Spike Video Game Awards, Journey won awards equally the all-time PlayStation 3 game,[63] the best indie game,[64] and the game with the best music,[65] and was additionally nominated for game of the year,[66] best downloadable game,[67] best graphics,[68] and all-time song in a game for "I Was Born For This".[69] It received the 2013 Annie Award for video game animation.[70] It won five awards at the 2013 British Academy of Film and Television Arts awards: Creative Achievement, Audio Achievement, Game Design, Online Multiplayer, and Original Music, and was nominated for Best Game, Game Innovation and Story.[71] [72] In March 2013, it won half dozen awards at the annual Game Developers Choice Awards: All-time Audio, Best Game Design, All-time Visual Arts, All-time Downloadable Game, the Innovation Award, and Game of the Year.[73]

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 Honor for 2012 and Ryan Clements of IGN described the game as "the most cute game of its time", saying, "each moment is similar a painting, expertly framed and lit".[three] Jane Douglas of GameSpot concurred, calling it "relentlessly beautiful" and lauding the visual diverseness of the earth and the depiction of the rippling sand; Matt Miller of Game Informer added praise for the blitheness of the sand and creatures, saying the game was visually stunning.[i] [2] The music was besides complimented, with Miller describing information technology as a "scenic musical score" and Douglas calling it "moving, dynamic music".[1] [2]

Reviewers were especially pleased with the emotional feel of playing the game, specially with other players. Christian Donlan of Eurogamer described it every bit a "non-denominational religious experience" that, with the addition of another actor, moves beyond metaphors and becomes a "pilgrimage" to the player.[four] 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 fabricated him feel a "broad range of emotions ... wonder, fearfulness, fifty-fifty sadness". Miller said all 3 times he played the game, "each fourth dimension, without fail, private moments... managed to give me goosebumps, and those moments have remained on my mind for weeks afterward".[5] [l] Joel Gregory of PlayStation Official Mag praised the game's story for being open to the role player'due south interpretation, leaving an ambiguity that drew him in.[48] The addition of an unnamed 2d player was described past Donlan equally brilliant and as a "primary stroke", and Edge said it fabricated for "a more absorbing, more than atmospheric feel".[4] [five] In 2019, Journey was ranked 48th on The Guardian newspaper'southward The 50 All-time Video Games of the 21st Century list.[74]

The few criticisms for the game centered on its length and pacing. Clements noted that not all players would capeesh a game with a "deliberate, melancholic pace" and brusk elapsing, comments echoed by the Edge review.[3] [5] 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.[i] [ii] [l] Miller concluded the game could exist compared to "a musical concert, a well-directed film, or a long-awaited book", while Clements concluded, "completing Journeying will create memories that last for years".[1] [50]

Notes [edit]

  1. ^ Ported to PlayStation 4 by Tricky Pixels, and to Windows and iOS by Inline Assembly Ltd.

References [edit]

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How Long To Beat Journey,

Source: https://en.wikipedia.org/wiki/Journey_%282012_video_game%29

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