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Adorned in Gold

It’s been 10 years since the release of Journey on the Playstation 3 and it is still highly regarded as a pioneering title in game design. Using simple controls, sophisticated color schemes and lighting, Journey delivers an experience that is rare in the medium and is one of the best arguments for games as art.


Journey runs on the principle of “less is more.” The wide open spaces can feel like broad brushstrokes of color and light. The player character stands out not just in color contrast, but in stature. There is a sense of vastness to the desert and mountains of the game and enormous scale with some of the structures and other inhabitants of the world. Every stage of the game has a tightly controlled color scheme that lends itself to the themes explored. The desserts are rich in light and orange/yellow hues that highlight the texture of the sand. In particular, the sunset is something to behold as you race towards the mountain and the sun itself. When underground in the caves, the use of darkness, blues and grays give a sense of depth and trepidation into the unknown. The windward side of the mountain is bleak with wind, slate hued stones and white out conditions that make the last part of this adventure, particularly ominous.

Without a single word, visuals carry the entirety of the narrative. The stylization of the character and the glyphs on the structures reference early human history and antiquity. If one pays careful attention, the use of foreshadowing is everywhere as one might find in an epic poem. Using all these design elements and choices, the game is describing a human experience, a struggle against the elements, an ascension to a higher plane through danger and perseverance.


The game begins with an incredibly low bar to entry. The control scheme is simple, even with its awkward 6-axis camera control (which can thankfully be ignored). The player is guided by objects of interest in a barren land of dunes. Character movement is also simple and fitting for the landscape. Speed isn’t a concern as the terrain will dictate that, not the player. All of the controls are introduced within the first steps of the game and there is nothing else to learn. Skill is not at play, but simple concepts are. Meeting the other entities in the desert will refresh your ability to jump and float on when you “speak” to them, giving words and symbols talismanic powers. The ideas in this setting feel ancient, and using just this language to communicate with the player would be enough on its own, but this game really shines in its multiplayer functionality.


There is no indication or message telling you another player has joined your game, but you may find part of your puzzle being solved or a figure in the distance walking around. There is no functional difference when another player has entered the game and the only way to communicate is through use of your “word” or symbol. Still, it adds so much to the world. The landscape won’t feel as empty and having someone to follow or lead puts the adventure into a new context. The other player may be an experienced one wearing a robe adorned in gold to signify they have played, or be new to the adventure as well. But just as quietly as they enter, they may leave. There are no names over the player (although you can find out who you played with at the end credits) but turning around to expect someone and be alone can be jarring in this kind of environment. This also plays into the theme of a lost civilization and the ones you meet along the way.


When you put all these elements together, what the player gets is a masterclass in design wrapped up in a 2 hour (at most) experience. There is no fat on this game; no filler. Journey is a game with clear direction and a subtle take on grand themes. It’s a must play title that elevates the medium into the realm of high art.


 


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