Overall, a pleasant experience despite some pacing issues and underutilized mechanics. Jusant basically fits every trope of the Journey-like (a solo pilgrimage from point A to B to C, heavy focus on atmospheric exploration with some environmental puzzles, rediscovering an abandoned/forgotten civilization, etc), but what separates it from most typical copycats is that the main moment-to-moment gameplay is actually pretty engaging this time around! The obvious example here is how the game forces you to tightly grip your controller’s triggers to climb and hang onto ledges for dear life, but most actions in-between such as placing pinons/swinging back and forth with your grapple/jumping across and between ledges keep the interaction flowing smoothly. Interestingly, I would say Jusant’s problem is also opposite to that of most Journey-likes, because it handles its micro well enough, but falters a bit in its execution of the macro. If I were to compare the climbing to say, that of Shadow of the Colossus, then the difference in sense of scale becomes more readily apparent. Shadow of the Colossus takes places in mostly connected and open environments (with a few in vast caverns), but a good chunk of Jusant’s climbing takes place indoors in often cramped spaces that left me wishing there was an FOV slider to compensate for the often uncomfortably close camera getting stuck on walls. I do think it’s a bit of a missed opportunity that Jusant didn’t get any opportunities to showcase its world in its entirety and instead cut off each area into its own isolated level. A part of me was hoping that it would execute this as a sort of mirror to Journey; whereas Journey tries to keep the final shining summit in view at all times outside to remind the player of their final destination, I think Jusant could have combined all the outside areas and given the player the opportunity to look back from increasing heights to remind themselves of just how far they’ve come.

Getting back to macro vs micro, I have a few quibbles and suggestions in regards to improving the overall pacing, as there were some elements that felt like occasional stumbling blocks. The environments are sometimes difficult to read (especially in indoor settings) because climbable rocks/edges often look similarly shaded to their non-interactable surroundings, which resulted in me getting lost a few times. The in-game guide (“Listen” via pressing right on the d-pad) could be improved in this aspect, since it gives you a general direction to move towards but doesn’t solve the issue of figuring out what background object is required to ascend. Speaking of background objects, the environments are often littered with so many differently-colored materials, which contributes to the above problem of figuring out the way forward and also makes the task of searching for collectibles more annoying unless you’re just focusing on the context-sensitive prompts. I sadly also have to agree with others here that the lore dumps via the letters/diary entries didn’t do much for me (resulting in a narrative that I mostly ignored), and I would have preferred emptying the surroundings somewhat to better establish a feeling of presence with a heavier emphasis on environmental storytelling. In addition, removing these excess objects would reduce the amount of 3D polygonal jank present in the game: I often found myself suddenly stagnating and getting stuck on the floor from bumpy geometry, and the same rung true while climbing because I once had to restart from the last checkpoint after getting trapped by some nearby vines.

I’m going to nitpick the climbing as well and concur regarding the lack of tension, as the game never forced me to fully leverage my capabilities: again, this is a key detail that separates this game’s climbing from the heights reached by Shadow of the Colossus. The game could have leaned more into tight timing segments that forced the player to quickly scale ledges before they crumbled; this is briefly explored in Chapter 3 with the sunlight burning off plant roots, but then gets replaced with more calculated climbing for the rest of the game. Similarly, the pinons feel underutilized: I can’t recall any instance where I felt obligated to place down more than one pinon at a time while climbing, and that was often due to needing the ability to swing back and forth rather than using it as a safety net. A possible solution here is reworking the resting mechanic so that it could only be used at a pinon: this would also solve the pacing issue of having to constantly pause to regain stamina, and force the player to more carefully place pinons to make the most out of the stamina gauge's capacity. Finally, I was surprised that I couldn’t alter the amount of slack/tension in the rope while climbing and hanging onto ledges. This ability would allow the player additional control over jumps and climbing capacity without needing to expend a pinon (since I rarely ever reached the full rope length as is), which in turn would give the player more freedom to create shortcuts by letting them go for riskier maneuvers that the restrictive mechanics would prohibit otherwise.

There’s a lot of room for improvement, but I nevertheless appreciate that Jusant doesn’t overstay its welcome. Despite being a bit rough around the edges, the core gameplay is a nice change of pace from its peers, and it further distinguishes itself from its competition with its restrained ending. Instead of going for a bombastic “victory-lap” finale, Jusant has the modesty to bring itself back to earth with a no frills back-to-basics climbing segment devoid of the previous level gimmicks and clutter. That's the game in a nutshell: it might not push the envelope of the medium, but it accomplishes its premise in the time given with solid peaks despite some shaky consistency. In a genre full of misguided and uncompelling carbon copies, I’ll gladly take it.

Reviewed on Nov 15, 2023


2 Comments


5 months ago

Great review! the lack of tension was surprising, as someone terrified of heights, found this never had a strong sense of risk

5 months ago

@casey_: Don't blame you there, Chapter 4 was a bit of a low point due to getting constantly lost in the caves. Still interesting enough for what I played, just needed a bit more polish.

@max_q: Yeah, I don't know if it's even possible to reach a game over screen. Not that Journey-likes need a game over screen, but at least original Journey does have a fail-state that slows you down for a while: I barely even had to put down pinons to prevent falling all the way down, so the few instances where I did felt more annoying than shocking if anything. The game really could have pushed me a bit further with some optional climbing challenges or tougher routes.