This is the first "art game" I've played, and while I don't enjoy it as much as others on here, I can see the appeal. Journey felt good as an "experience" rather than as a game. The breathtaking visuals paired with the ambient music is just nice. I also do really like the companion system; it's a very novel concept, and I admit it was fun following a stranger through the game, communicating through simple notes. But the other gameplay elements don't work well, especially at the beggining. A good part of the game is just spent walking. And it sucks because the game has some great flying and sliding physics, but they are held back until certain sections of the game. I get that the game is creating hardship for you and a companion to overcome, and it did work well in the end of the story, but it just felt bad to me most of the time. There are also issues that come with Journey revolving around "silent storytelling". I felt discontent with the story (and still kind of do) because, up until the end, it seemed very minimal. Another issue was that the game sometimes barely communicated on where to go, which lead to me aimlessly walking around to look for a scarf or tickets. (I assume that's what they are?) But I can partially overlook these issues for being purposeful; to encourage experienced players to guide others through the game, and to give players more context through their replay(s).

All in all, I completely respect what the game was going for. Though I don't personally feel the need to replay, the short playtime and the moral duty one may feel to help the unexperienced could be more than enough to get players to replay, in turn getting more players to get to the end, and creating a cycle of positivity and encouragement to those playing. And a message like that is delightful.

Reviewed on Aug 09, 2022


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