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A robed figure in a desolate world undertakes a journey towards a distant, glowing mountain. A robed figure in a desolate world undertakes a journey towards a distant, glowing mountain. A robed figure in a desolate world undertakes a journey towards a distant, glowing mountain.
- Jenova Chen
- 17 User reviews
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- 19 wins & 12 nominations total
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- Trivia The soundtrack has been nominated as the Best Score Soundtrack for Visual Media for the 2013 Grammy Awards, the first video game soundtrack to be nominated for that category.
- Connections Featured in Game on!: Felicia Day also Featuring Draw Something (2012)
User reviews 17
- Oct 12, 2014
- March 13, 2012 (United States)
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10 years later, the best video game about nothing still lives up to the hype
A simple, beautiful adventure brought harmony to PS3 players around the world.
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Seinfeld is famously a show about nothing. Obviously, there’s content on the show, but at the time of its release, every ’90s sitcom had some sort of gimmick. A show about funny people just being friends went against commercial trends. These same trends stifle gaming creators too. Are there any games that broke with conventional wisdom? Did time prove them right? Yes and yes — and one of the most noteworthy instances of this just turned 10.
Journey from thatgamecompany took the world by surprise when it was released on March 13, 2012 because it was, on the surface, about nothing. There’s no dialogue, no clear plot, and no token objectives. Yet the atmosphere and level design are so compelling that the game won the hearts of millions (and its fair share of GOTY awards, too).
Journey broke through during a deeply formulaic era of gaming. A look at the top-selling games of 2012 reveals nothing but 2s, 3s, 4s, and annual franchise staples. You could set your market forecast by Call of Duty , Madden, and others. There was Battlefield 3 , Elder Scrolls V , and Mass Effect 3 .
And then there was Journey .
Indie gaming had been steadily gaming Steam (pun intended) since the late 2000sm and releases like Minecraft and Braid showed the potential for well-developed, innovative titles. Along with Steam, Xbox Live Arcade became an important marketplace for indie developers.
![journey 2012 video game awards journey game sand](https://imgix.bustle.com/uploads/image/2022/3/11/3b506863-3549-4ce7-8a4f-699588ec9512-journey-1.jpeg?w=374&h=210&fit=crop&crop=faces&q=50&dpr=2)
Journey takes place in a series of sandswept ruins.
Sony didn’t have the indie support it does now but knew enough to let talented creators experiment by thinking outside the box. Journey was easy to underestimate. There’s no dialogue, no clever plot twists, no shooting or looting or gold. But it’s a shining example of how pure design can shatter expectations for what games should be to show us what they could be, instead.
The magic of Journey is in its aesthetic. Players begin the game in a sweeping desert landscape littered with ruins. The only objective is from a brief cutscene showing someone, something off in the distance dominated by a huge mountain.
So you move. And this is where Journey begins to hook you immediately. It just feels so good . Something about gliding over the wind-whipped sand dunes and skittering up crumbling staircases feels soft and precise. You float and fly along with one of the greatest original soundtracks of all time.
This was the first video game soundtrack to get nominated for a Grammy, and Austin Wintory’s orchestral genius remains a gold standard to this day. (If you’re a hardcore audiophile gamer, the OST is getting a vinyl re-release from iam8bit to celebrate the occasion). In many ways, Journey affirms the power of music as a narrative device, so don’t play it on shitty headphones.
Journey ’s OST is an all-timer.
Players also found meaning in the engaging, but minimalist, multiplayer. You don’t do matchmaking or lobbies. Instead, you encounter other players at random and travel from discovery to discovery together.
In choosing emotional depth over violence , Journey forged thousands of core memories for gamers who had never experienced anything together besides conflict and competition. Conventional multiplayer pits gamers against each other, Journey puts them together instead.
Journey is available on PC and the PlayStation Store, where it's currently on sale .
- Video Games
- PlayStation
Journey is an adventure game developed by ThatGameCompany and released by Sony Computer Entertainment in 2012 on PlayStation 3, as a Sony Exclusive title.
Due to its ongoing success, it got ported to several platforms:
- See Release dates
Since the very start, the game had a very strong community, people that fell in love with the game and playing it all over again. Over the years, they discovered many interesting things and are still playing it. Journey is a very special game, it's best enjoyed "blind", with no knowledge about it before playing it for the first time.
The Journey effect [ ]
![journey 2012 video game awards BB](https://static.wikia.nocookie.net/journey_gamepedia_en/images/4/44/BB.jpg/revision/latest/scale-to-width-down/250?cb=20181211202648)
"According to Chen (one of the founders of TGC), the company focuses on creating video games that provoke emotional responses from players." [1]
You will be thrown into a scary, yet, wonderful new world, with no idea who you are or what you're doing, besides one singular goal.
Even worse: there is no guidance, no helpful hints to bail you out: you have to find out everything by yourself and make your way through the what seems like an endless desert.
The stunning visuals (best enjoyed on a big screen, played with a controller) and the Grammy nominated soundtrack will do their part to cause a wide variety of emotions.
Beware: Journey is a beautiful game, but it often manages to cause emotions like despair, confusion, fear or sadness too. This is part of the experience.
Journey is all about empathy and respect. Upon meeting a figure like you, you are forced to make decisions. Sometimes, they want to go further or go on an endless exploration. If both are stubborn, they will part ways.
Just like finding a new friend in life, you might walk for a while, lose contact or stay friends until the very end. You will enjoy the time spent together and probably respect each others flaws.
Journey is also a game about sand, cloth, and various creatures you meet on the way.
The more you play Journey you will discover slight differences or see things, that seem new. It may be hard to describe, but here are some expressions from longterm fans of Journey :
- Does this look different now?
- This never happened before.
- It's so scary.
- I have never seen this.
- It is a hard game. (meaning not only gameplay, often the game causes emotions and not all are "nice", just like experiences in life)
- I want to learn more about this.
- Interactive zen video. So relaxing.
- Everytime something new.
- It's so funny.
Journeys success continues through the years, it received over 100 awards. Several "Game of the Year", many BAFTA awards, the soundtrack got nominated for a Grammy (Best Score Soundtrack for Visual Media ) and so on.
Wikipedia link to awards: Journey (2012 video game), Reception .
Game support [ ]
This wiki does not provide technical support for Journey .
If you have any technical support questions or concerns, please contact platform support teams:
- PlayStation versions: Sony Computer Entertainment
- PC and iOS versions: [email protected]
As of mid-2021 it appears that technical support and updates have ceased from SCE and Annapurna Interactive
https://thatgamecompany.com/journey/
Trailer [ ]
Further reading [ ]
For further hints about approximate game length, bug warnings, settings etc. Read this Guide .
ThatGameCompany
- Homepage: https://thatgamecompany.com/journey/
- Wikipedia: https://en.wikipedia.org/wiki/Thatgamecompany
Annapurna Interactive
- Homepage http://annapurna.pictures/interactive/
- Wikipedia: https://en.wikipedia.org/wiki/Annapurna_Interactive
See also [ ]
- System requirements
- Guide: Your first Journey , general hints about setting, length etc, without saying more about the game itself. It will lead you to further guides and provide links to useful articles at the start of your journey through Journey .
- How to play guide for Journey
- Category: Gameplay Basics
References [ ]
- ↑ Wikipedia
- 1 How to play guide for Journey
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- Video Games
- Journey | The pilgrimage of a lifetime
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Big - Little
Fast - Slow
Easy - Hard
Clean - Dirty
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Born as the last title of a contract with Sony Computer Entertainment , the development of Journey required far longer than expected, taking over three years to complete. A troubled project during the making of which the studio Thatgamecompany faced delays, tensions and almost risked bankruptcy.
However, the result was a title that would forever change the idea of what a video game can be. Released for Playstation3 in 2012, Journey set a higher standard for interactive entertainment, and its emotional resonance made it unforgettable to all those who played it.
A beginning shrouded in mystery
Golden dunes shimmer under the blinding rays of dawn, dancing in the heat haze. A shooting star cuts across the sky and over the desert, where a lone figure sits among the sand, shrouded in a red cloak. Journey is the tale of a mysterious protagonist, as it travels to the beacon that is the mountain at the horizon. During this adventure the player will uncover the secrets of a long-lost civilization, as well as meet other travellers on the path toward the glowing peak.
The art of Journey’s game design
Today hyper-realistic graphics and stunning aesthetics have almost become a requisite of modern video games, regardless of genre. From Assassin’s Creed to Cyberpunk 2077 , visuals play a big role in the popularity of a title. And yet, many still struggle in conveying a unique message through it, discarded in favor of the entertainment factor. As a result, often the story serves as a frame to provide context, but is otherwise disconnected from the gameplay. This is where Journey stands out.
While the idea of exploring ancient ruins is far from new, the concept of the title is: a journey through life , expressed in a way that only video games can. Without dialogue nor writing, but through pure game design . A stylistic choice later used by other indie videogames, such as INSIDE and RiME . Paired with phenomenal visuals and incredible use of score , it makes for a gaming experience unlike any other.
In Journey there are no fights to face, and no choices to make. The mechanics themselves are few and immediate: walking, jumping and singing . Despite this seeming simplicity, the story of Journey holds a depth that has to be experienced. It manages to create a complete immersion during its short duration, without any inconsistencies to disrupt the narration flow. A good use of its limited mechanics as well as of the strengths of its medium, without overstretching itself. Instead, its brief but moving story is best enjoyed in one go .
![journey 2012 video game awards Journey](https://hypercritic.org/wp-content/uploads/2022/11/ss_040366eaf8bdf1dfb5a16ba5e503742ce96f2f6d-1024x576.jpg)
Companions on a shared path
As the player moves their first steps in the game, they come to discover the magic of the cloth. By finding magical glyphs, the scarf of the protagonist will grow in length, the power imbued in it allowing to soar for long periods of time. However, another unexpected aid will come to the help of the protagonist.
From the second level on, the game connects randomly with other players, and a second cloaked figure will appear. An unknown ally with whom the player can choose to travel or not. A kind of cooperation whose limitations make the shared bond all the more meaningful. Because if musical notes are the only mean of communication, the flawless game design makes it essential and functional.
With this unique multiplayer function , a stranger soon becomes a companion whose presence enriches the game experience . One wishes to play tunes with them, share discoveries, and stick together through all the ups and downs. And while it is not guaranteed to play with the same person all the way to the end, it still heightens the emotional impact of the title. A journey that is started alone, but whose fulfillment is reached together.
![journey 2012 video game awards Journey](https://hypercritic.org/wp-content/uploads/2022/11/ss_d4c7bfb15df749b78b6957320a4a23d71d531858-1024x576.jpg)
An unforgettable emotional tale
In the end, this video game does represent a journey in itself, one that leaves its meaning open to personal interpretation. It offers something that few titles do: an emotional reward , not unlike Chihiro’s own journey in Spirited Away . The intent of Thatgamecompany to create video games that speak on an emotional level culminated with Journey , which created an in-game world where feelings resonate . And as the scenery evolves from scorching deserts to freezing peaks, so do the emotions evoked.
Even music plays a fundamental part, contributing to the beauty of the experience. The notes sung by the protagonist merge with the score, mirroring the actions in-game. Moreover, the soundtrack becomes more and more orchestral as the story proceeds, and when accompanied by another traveler new instruments join in . A clever use of sound design , also present in Gris .
And as credits roll, the track “I was born for this” plays; the only one featuring lyrics, five literature excerpts sang in five languages. From Beowulf to the Iliad , it is no coincidence for them to be all examples of the hero’s journey. The score thus ends as it started with the soft notes of a cello tune, a hint to the cyclic nature of the videogame . Praised worldwide for its emotional storytelling, Journey won several awards, including “Game of the Year” at the 2012 D.I.C.E. Awards . Inspired by the success and mechanics of this title, Thatgamecompany is working on a new mobile videogame: Sky – Children of the Light , soon available for Playstation as well.
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- Entertainment
'Journey' Wins Big at DICE Video Game Awards
The innovative video game stole the spotlight at the 16th annual D.I.C.E Awards.
Feb 8, 2013— -- The PlayStation 3 title Journey , an innovate game which uniquely does not have guns, violence, or even dialog, stole the spotlight at the 16th annual D.I.C.E Awards on Thursday night in Las Vegas.
The downloadable game created by thatgamecompany won eight awards including Best Art Direction, Innovation in Gaming and Best Game, the top award.
"This shows that a game with soul matters," said Jenova Chen, the creator and director. "A game with true feeling, emotion and love can [beat out] huge budgets."
Journey and its success represent a departure from traditional shooter and platform game genres that have dominated the video game industry for decades.
"This is the top of the top of the industry. These are the people that determine in many ways the future of our industry," said Kellee Santiago, game designer and president of thatgamecompany. "I just really hope that the recognition that Journey got opens up so many doors for other developers to pursue their own dreams and the kind of games they want to make."
On the red carpet, a group of aspiring young Latino designers gathered around and asked for autographs from Santiago, the half-Cuban, Caracas-born Latina game designer, a rarity in an industry dominated by white men.
"I believe Journey deserves all its awards because they innovated in ways that other games haven't," said Jose Figueroa, one of the fans. "They're not afraid of taking the risk of creating something entirely new, knowing it might not succeed."
The game pairs players together online to pursue an epic journey that inspires an emotional – if not spiritual – experience.
Journey 's soundtrack is nominated for a Grammy, the first time a video game is up for the award.
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thatgamecompany
![journey 2012 video game awards journey 2012 video game awards](https://thatgamecompany.com/wp-content/uploads/thatgamecompany-games-logo-journey.png)
life’s companions
Experience the wonder in this anonymous adventure where you travel on a life’s passage, with the chance to connect with companions along the way.
![journey 2012 video game awards journey 2012 video game awards](https://thatgamecompany.com/wp-content/uploads/play-btn.png)
a mysterious world
Alone and surrounded by miles of burning, sprawling desert, you soon discover the looming mountaintop is your goal. The passage will not be easy but this experience of a lifetime will help you discover who you are, what this place is, as you arrive at your purpose.
beautiful art and music
Soar above ruins and glide across sands as you explore the secrets of a forgotten civilization. Featuring stunning visuals, haunting music, and unique online gameplay, Journey delivers an experience like no other.
The release of Journey attracted over 100+ industry awards and media accolades, with some naming the game as their ‘Game of The Year’ in 2012.
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"A glorious, thoughtful, moving masterpiece"
- entertainment weekly, "mysterious and beautiful", "an incredible, emotional game", "one of the most amazing game experiences of my life", - gamesradar.
![journey 2012 video game awards journey 2012 video game awards](https://thatgamecompany.com/wp-content/gallery/journey-logos/thatgamecompany-award-logo-dice-white.png)
© 2012 Sony Interactive Entertainment LLC. Developed by thatgamecompany. Journey is a trademark of Sony Interactive Entertainment LLC.
Why Journey Is Still A Masterpiece Ten Years On
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For many of those outside the industry or who don't count playing games among their hobbies, it can be easy to see video games as vacuous, violent, and repetitive. Of course, this may have been more true a decade or so ago, before the medium became as mainstream as it is today and attitudes began to shift more profoundly. Game stories are making their way to wider audiences and showing skeptics that there can be more to the pastime than shooting and explosions. The upcoming TV adaption of The Last of Us is a classic example of this cross-platform transition, and might bring even more people into the realm of video games after its release.
While narrative-focused games were nothing new ten years ago, Journey 's release made plenty of players and critics sit up and pay attention, and hailed a new era of creativity for the medium. Journey provided an experience for gamers that was purely magical, that transcended aspects that can traditionally divide like identity and geographical space, and that provided a cohesive and beautiful adventure unlike any other. The game was a masterpiece when it was released, and it remains a masterpiece to this day.
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How A Game With No Dialogue Spoke To So Many
Thatgamecompany pulled off something miraculous when it released Journey in 2012 . The developer created an experience that could be shared, that felt emotionally charged, and that was truly impactful in a game that didn't have a single word of dialogue or barely any characters. The story was gleaned purely through environmental factors and an extremely limited number of cutscenes. Despite its elements of cooperative gameplay, players could barely interact with each other except for musical chimes. The other player that gamers would occasionally encounter was completely anonymous, and their gamertag would only be revealed as the credits rolled.
This masterful idea created a sense of closeness despite the anonymity, and the way players could choose to work together in the robed characters' journey towards the mysterious mountain forged a bond that went beyond words. With this mechanic, gamers were unknowingly interacting with other players all over the globe, and it didn't matter what time zone they were in or what languages they spoke. The encounters were completely by chance, and Journey players might just as easily lose their game partner as they would bump into another. No other title has managed to capture this magic in quite the same way.
The design of the game was breathtaking, with the vastness of the environments served to make players immediately aware of their insignificance, while also filling them with wonder. From the arid and orange-tinted desert with its rolling dunes and crumbling structures, to the hostile snow-covered mountainsides with buffeting winds and floating adversaries; Because the game's design was slightly fantastical and vaguely cartoonish in its aesthetic, Journey 's award-winning design has held up well over the past decade. It has a timeless, universally beautiful look that pushed boundaries when it was released, and still feels impressive today despite the releases of new generations of consoles and vast improvements in graphics.
Why Simple Is Sometimes The Best
Journey didn't function like a normal video game. There were no scores, no lives or health bars to keep track of, no experience points to gather to unlock a new ability or weapon. The core mechanics were simplistic and straightforward, with players searching for glowing symbols in order to add length to the robed figure's scarf and enable them to jump and glide for longer.
The musical notes that the character could emit helped to communicate in some fashion with other players, or summon cloth creatures to help scale obstacles. The simplicity of the controls made Journey a game that could appeal to experienced and inexperienced gamers alike and shifted the focus to the environments over things like combat or strategy. Along with the straightforward gameplay, there was only one goal — players needed to make their way towards the distant mountain.
This stripped-back approach lets other elements of Journey shine, proving that games don't need to be packed full of content like Horizon Zero Dawn in order to be entertaining or impactful. Journey is a meditative, atmospheric, and stunning antidote to the fast-paced combat of a shooter, or the overly-complex environments of an open-world action adventure. It has a clear structure, goal, and gameplay system that doesn't crowd the player or demand too much. They let the game speak entirely for itself, and consequently, Journey shines like a particularly peaceful beacon amidst the tumultuous and often aggressive seas of video game content.
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How Soundtracks Can Impact A Game
Just like other visual or interactive mediums, video game soundtracks have an undeniably profound impact on how people experience them. They can elevate a title, encourage emotional responses, and add a layer to the experience that otherwise wouldn't be achievable. Journey became the first video game soundtrack to be nominated for a Grammy in 2013, and the game's music remains one of its most poignant and impressive elements.
The soundtrack is revelatory, and provides emotional heft to some key instances that remain unforgettable; like the moment certain vistas are revealed, or key changes occur in the way that players are experiencing the world. Journey 's music is one of the aspects that transform it from a simple gaming experience into something more — something more akin to a work of art.
After the initial few moments in the game, players might have thought they knew what it was all about. But after playing through Journey in its entirety , they would have been taken on an adventure that there was no way they could have predicted. It's touching, mature, uplifting, at once lonely and companionable, and stunningly visual. It provides something that games didn't before it was released, and arguably haven't in the decade since. It marked a turning point in how games could be seen or created, and the industry was never the same afterward.
Journey is available now on PC, PS3, and PS4.
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- PlayStation Network (PS3)
- PlayStation 3
- PlayStation 4
Journey is thatgamecompany's third release for Sony. Roam the lands discovering the history of an ancient civilization on a trek toward a distant mountain. Go at it alone or explore with strangers online.
Summary short summary describing this game., quick look: journey (ps4), the community spotlight 2023.09.30, galak-z, everybody's gone to the rapture among 2015's playstation play releases, journey coming to playstation 4 july 21st.
Journey last edited by Marino on 06/02/24 06:34AM View full history
Journey is thatgamecompany 's third PlayStation Network game. It was announced at E3 2010 , and was released on March 13, 2012. Much like their previous two titles, it aims to be more of an unusual, experimental experience rather than a traditional game and is meant to evoke strong emotions from the player. It is the final game in a three-game deal that thatgamecompany signed with Sony, and was part of the Spring Fever promotion on PSN. On March 29, 2012, Jenova Chen announced, on his blog , that Journey had become the fastest selling game ever released in the SCEA region on the PlayStation Network. On July 21, 2015, Journey was re-released on the Playstation 4 and was cross-buy with the Playstation 3 digital version.
Journey has an ambiguous story that takes place in a ravaged landscape dotted with ruins. When the player begins a new journey, their character is sitting in a desert, with no backstory, name, or apparent purpose besides reaching the glowing mountain in the distance.
During Journey, the player will come upon two direct forms of storytelling. The first form they will encounter is glyphs, mosaic stonework that reveals some of the history of the area. The second form comes in between level visions. In these cutscenes a large white-robed figure shares, in pictographic vignettes, the past, present, and future of the player. The following is a literal interpretation, although many figurative interpretations are no less valid.
The world of Journey wasn't always in ruins. A white-robed culture once thrived here, at first living with nature and soon, with the help of the same power that allows the player's character to fly, overwhelming nature with structures, building higher and higher.
When this power dwindled, the culture split into warring tribes, building mechanical insectoid war machines rather than buildings. The war killed many, explaining the graves littering the landscape as the player progresses.
In its wake, the war left the ruined cities the player sees and the still functioning machines that impede their path.
Not all of this white-robed culture died, though. A final glyph reveals that the remaining few went back to the mountain from whence they came.
The player, meanwhile, is part of an endless cycles of many players journeying to and flying back from the mountain, a progression that makes some players act as newcomers, slowly finding their way, while others become mentors and guides having already found it.
![journey 2012 video game awards Looks like we're in for a long trip.](https://www.giantbomb.com/a/uploads/scale_medium/0/3068/1405918-mountain_2.jpg)
Journey is a third-person adventure game where players play as a mysterious robed being who embarks on a journey to a mountain that emanates light from its peak.
The player has three distinct modes of interaction. First, they can chirp or shout. By pressing or pressing and holding the circle button, the player creates a bubble of influence and a tone specific to that journeyer. This tone allows the player to communicate with another journeyer. If one journeyer shouts near another, the shout will replenish the other player's jumping ability. Also, shouts can refresh old cloth and scarves throughout the game, giving life to the sentient cloth.
Second, they can fly. In Journey, players can jump and glide through the air, but only as long as their scarf will let them, as it designates how long one can stay airborne. When the player's scarf is lit and its symbols are showing, the player can press or hold the cross button to fly. The scarf can be lengthened, and thus strengthened, by collecting glowing symbols hidden throughout the environments. Besides interaction with other players, the scarf can be replenished through refreshed cloth, that which is also glowing and showing its symbols, and, later, through a mystic, water-like aura. This fact allows players to climb vertically indefinitely until the cloth or aura ends.
Third, they can run or slide. Basic movement on the left analog stick makes the character run. Desert sand can slow the player on an uphill, or quicken them on the downhill. Certain sections of the game revolve around continuous sliding downhill, while feels like a snowboarding game.
Journey tasks the player with solving puzzles to move on to the the next area. Environments are open, but strong winds keep players on the right track. Most puzzles involve freeing old cloth so that it opens up the path for the player. Players are also tasked with avoiding enemies with visible spotlights, as being caught in the light will fling the player and damage their scarf.
Multiplayer
![journey 2012 video game awards Work together... or don't.](https://www.giantbomb.com/a/uploads/scale_medium/0/30/1800963-screenshot0030.jpg)
Journey is considered unique when it comes to multiplayer, as it doesn't ask players if they want to play with others. It forces co-op onto the player by making them meet with other players at random. The game sees what level the player is on and inserts another player who's on the same level into their game. When another player enters, a white light will appear on the sides of the screen to lead the player to that other person if they want to join them. The only way not to play with others is to log off PSN while playing.
Players can work together by giving each other boosts of power, huddle together for warmth, or simply guide one another across the vast landscape. There is no way to hinder other players.
Players can only encounter others after the first area of the game, which becomes a level select hub after completion. Players can stay with each other throughout the entire journey if they wish. Doing so requires entering between level loads with that partner.
During the journey, the player will usually be unaware of who they are playing with. It is possible to play with friends if both enter the same area at the same time, but this involves out-of-game communication. Within the game, players only learn the PSN IDs of their companions after the credits, when the PSN IDs appear in chronological order. Players can only communicate by using the circle button to emit sounds. The longer the button is held down, the louder the note will be.
References to Past thatgamecompany Games
One of the cellular lifeforms from flOw can be found hidden in the temple in the sixth level. Finding the life form unlocks the trophy Ancestors .
A flower can be found in between two sand dunes in the third level. Finding the flower unlocks the trophy Mirage .
When the player completes their first journey, more embroidery appears on their robe. The more journeys the player takes, the more covered their robe becomes.
The first area becomes a chapter select and bonus tracking hub. The player can go to any of the 7 levels by entering the shrines for each. In each shrine are the glyphs or empty frames where they would be, depending on whether the player has found them. Also in the hub is an open-air ruin that records all the scarf-lengthening symbols the player has found.
Additionally, while the player's scarf does not retain its length between playthroughs, if the player collects every symbol, they unlock a circle of white, vertical scarves behind the area that records symbol collection. If the player enters this circle, their robe goes from red to white. White-robed players' scarves refill with power whenever they are on the ground, making their flying ability essentially unlimited. Players can reenter the circle to return to the red robe.
Journey has achieved both commercial and critical success. It currently holds the record as the fastest selling game ever released on PlayStation store . Journey has received universal acclaim, with a score of 92/100 on Metacritic .
Journey was nominated for 11 D.I.C.E. Awards , and won in the following eight categories:
- Game of the Year
- Outstanding Achievement in Game Direction ( Jenova Chen )
- Outstanding Achievement in Art Direction
- Outstanding Achievement in Online Gameplay
- Outstanding Innovation in Gaming
- Casual Game of the Year
- Outstanding Achievement in Sound Design
- Outstanding Achievement in Original Music Composition
Journey Soundtrack
The music was composed by Austin Wintory , He also did the soundtrack for another thatgamecompany game called flOw
- 1. Nascence - 1:45
- 2. The Call - 3:39
- 3. First Confluence - 1:45
- 4. Second Confluence - 2:20
- 5. Threshold - 6:05
- 6. Third Confluence - 1:45
- 7. The Road of Trials - 4:16
- 8. Fourth Confluence - 1:07
- 9. Temptations - 4:13
- 10. Descent - 2:40
- 11. Fifth Confluence - 1:23
- 12. Atonement - 6:11
- 13. Final Confluence - 2:06
- 14. The Crossing - 1:58
- 15. Reclamation - 2:16
- 16. Nadir - 3:37
- 17. Apotheosis - 7:07
- 18. I Was Born for This - 4:41
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Summary Enter the world of Journey, the third game from indie developers thatgamecompany (creators of "flOw" and "Flower"). Journey is an interactive parable, an anonymous online adventure to experience a person’s life passage and their intersections with other’s. You wake alone and surrounded by miles of burning, sprawling desert, and soon disc ... Read More
![journey 2012 video game awards journey 2012 video game awards](https://www.metacritic.com/a/neutron/images/logos/esrb/ESRB_2013_E_Rating.png)
- PlayStation 3
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Journey (2012 video game)
Journey is an indie adventure game developed by Thatgamecompany , published by Sony Computer Entertainment , and directed by Jenova Chen . It was released for the PlayStation 3 via PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later ported to Windows in June 2019 and iOS in August 2019.
Development
External links.
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 can be discovered, and two players can meet and assist each other, but they cannot communicate via speech or text and cannot see each other's names until after the game's credits. The only form of communication between the two is a musical chime, which transforms dull pieces of cloth found throughout the levels into vibrant red, affecting the game world and allowing 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 connection between them and the anonymous players they meet 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 as 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 Journey , Thatgamecompany's two previous titles, and additional media, was released in August 2012.
![journey 2012 video game awards The robed figure running in the desert along with another player's figure. One of the figures' scarves is glowing as it charges due to proximity to the other player. Journey-PS3-Screenshot.jpg](https://upload.wikimedia.org/wikipedia/en/thumb/f/f5/Journey-PS3-Screenshot.jpg/220px-Journey-PS3-Screenshot.jpg)
In Journey , the 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. [1] The path towards this mountain, the ultimate destination of the game, is subdivided into several sections traveled through linearly. The player can walk in the levels, as well as control the camera, which typically follows behind the figure, either with the analog stick or by tilting the motion-sensitive controller . [2] The player can jump with one button, or emit a wordless shout or musical note with another; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the background music. [3] These controls are presented pictorially at the beginning of the game; at no point outside of the credits and title screen are any words shown or spoken. [1]
The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf. The scarf's runes are recharged by being near floating pieces of red cloth, or a variety of other means. [4] Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of magic cloth, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. The robed figure does not have visible arms to manipulate the game world directly. [3] Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf. [2]
In each level, the player may come across one other player temporarily connected to their game. When players approach each other they charge one another's scarves. They cannot communicate with each other beyond patterns of singing. Players can help each other by activating strips of cloth or showing paths, but cannot hinder each other and are not necessary for completing any level. [2] When two players finish a section at the same time they remain together into the next one; otherwise, they are connected to new players when they move on. While all the figures generally look the same, individual players can be told apart by unique symbols which are shown floating in the air when they sing and are displayed on their robes at all times. [5] Players may also gain decorative patterns on their robe with successive playthroughs which can be distinguishing. [6] The entire game takes two to three hours to complete. [2]
Journey is a wordless story told through gameplay and visual-only cutscenes. The player's character begins near a small sand dune in a vast desert. Walking to the top of the dune, the character can see looming in the far distance a large mysterious mountain with a glowing crevice that splits its peak. As the character approaches the mountain, they find the remnants of a once-thriving civilization, 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 player journeys into the remains of a once sprawling city at the base of the mountain, they find they must also contend with roaming, ancient, and hostile automaton weapons referred to as machines, left over from a war that ended the civilization, over the greed of more cloth for the once ancient and thriving tribe.
A vision shows the traveler crumble before reaching their destination, but the traveler chooses to continue on. Eventually making it safely to the mountain itself, the traveler begins to make their way up it, struggling as they enter the colder climates and encounter deep snow and high winds. With the crevice still a fair distance away, the traveler falls and collapses in the snow. Six of the white-robed figures appear before the character and grant the traveler new energy, allowing the player to reach the summit of the mountain and walk into the crevice as the screen fills with white. The player is then shown the game's credits, playing over the ending cinematic scene. This scene shows a shooting star emanating from the crevice 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. As the credits end, the player is shown the usernames of the other travelers who were with the player during the journey.
![journey 2012 video game awards Jenova Chen, the director of Journey, in 2007 Jenova Chen - 2007.jpg](https://upload.wikimedia.org/wikipedia/commons/thumb/9/9c/Jenova_Chen_-_2007.jpg/170px-Jenova_Chen_-_2007.jpg)
Journey was the last game made under a three-game contract between Thatgamecompany and Sony Computer Entertainment , the first two being Flow and Flower . Development of the game began in 2009, after the release of Flower . The 18-person development team for Journey was composed mainly of creators of the company's previous games; co-founder Jenova Chen was the creative director and Nick Clark returned as lead designer. [7] 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 by Robin Hunicke . [8]
When development began, Sony expected the game to be completed in a year, rather than the more than three it finally took. [9] Thatgamecompany always expected to need an extension; according to Hunicke, they believed finishing the game within a year was "unrealistic". [10] Development ended up taking even longer than anticipated, as the team had difficulties paring down their ideas for the game and maintaining efficient communication. [10] Over the course of development the team grew from seven to eighteen people. [7] [9] At the end of the second year, when Sony's extension had run out, the game did not spark the emotions in the player that the team wanted. Sony agreed to another one-year extension, but development ultimately exceeded even that. [11]
The stress of the project led to the feeling there was not enough time or money to complete everything the team wished to, which added to the stress and caused arguments about the design of the game. The developers ended up reducing the overtime they spent on the project to avoid burning out, though it meant further delays and risked the company running out of money as the game neared completion. In a speech at the 16th Annual D.I.C.E. Awards in 2013 , Chen admitted the company had indeed been driven to bankruptcy in the final months of development and that some of the developers had gone unpaid at the time. [11] 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". [9]
The game is intended to make the player feel "small" and to give them a sense of awe about their surroundings. [12] The basic idea, as designed by Chen, was to create something that moved beyond the "typical defeat/kill/win mentality" of most video games. [13] The team initially created a prototype named Dragon that involved players trying to draw away a large monster from other players but eventually discarded it after finding it was too easy for players to ignore each other in favor of their own objectives. [13]
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. [14] This minimalism is intended to make the game feel intuitive to the player, 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, as well as to represent the stages of life, so as to enhance the emotional connection of the players as they journey together. [15] [16] [17] In his D.I.C.E. speech, Chen noted that 3 of their 25 testers had cried upon completing the game. [11]
The game's desert setting is largely based on the Middle East , and incorporates Arabic culture , art and architecture . Jenova Chen and art director Matt Nava did not want the setting to be too Western or Eastern, so they felt the Middle East was an ideal middle ground. In addition, Journey also incorporates Chinese and Tibetan cultural influences, drawing from Chen's childhood in China. [18] [19]
The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition. [14] It is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them. [12] The plan was "to create a game where people felt they are connected with each other, to show the positive side of humanity in them". [14] The developers felt the focus on caring about the other player would be diluted by too many game elements, such as additional goals or tasks, as players would focus on those and "ignore" the other player. [14] They also felt having text or voice communication or showing usernames would allow players' biases and preconceptions to come between them and the other player. [20]
Journey was released on March 13, 2012, for download on the PlayStation Network . [21] A PlayStation Home Game Space, or themed area, based on Journey was released on March 14, 2012, and is similar in appearance to the game. [22] A retail "Collector's Edition" of the game was released on August 28, 2012. In addition to Journey , the disc-based title includes Flow and Flower ; creator commentaries, art, galleries, and soundtracks for all three games; non-related minigames; and additional content for the PlayStation 3. [23] In September 2012, Sony and Thatgamecompany released a hardcover book entitled "The Art of Journey", by the game's art director Matt Nava, containing pieces of art from the game ranging from concept art to final game graphics. [24]
On July 21, 2015, Journey was released on the PlayStation Network for the PlayStation 4 , ported by United Kingdom studio Tricky Pixels; [25] owners of the digital PlayStation 3 version of the game were able to download the new version for free. [26] The PlayStation 4 version of the game features improved graphics over the original, with a higher resolution and frame rate and improved texture quality. [27] [28] According to Tricky Pixels, the original PlayStation 3 game was "a masterpiece of PlayStation 3 programming" and porting the game to the PlayStation 4 was "an immense technical challenge". [27] Annapurna Interactive published ports of Journey for Windows and iOS in 2019, developed by Inline Assembly. [29]
- Journey Original Soundtrack Soundtrack album by Austin Wintory Released April 10, 2012 (digital)
The music in Journey was composed and orchestrated by 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 team, so the music would dynamically tie in to both the actions of the player and to sound effects caused by nearby game objects, and feel as if it were "unfolding in real time". [30] Johnson felt having short pieces of music that looped without reacting to the player would be 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 core of the main theme before he reached his car, and composed and recorded the main cello theme for the soundtrack that night. He continued to work on the soundtrack for the next three years in a collaboration with the development team; he would create a track, which the team would use while creating an area in the game, and Wintory would play the section while revising the music and then send it back. Wintory spent time experimenting and discarding many ideas; while the first track, "Nascence", came easily, the final track, "Apotheosis", went through several widely varied attempts. [31] [32]
Unlike many games, where different songs have different themes for each character or area, Wintory chose to base 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 as "like a big cello concerto where you are the soloist and all the rest of the instruments represent the world around you", though he describes it as not necessarily orchestral due to the inclusion of electronic aspects. [30] [33] The cello begins the game as "immersed in a sea of electronic sound", before first emerging on its own and then merging into a full orchestra, mirroring the player's journey to the mountain. [34] Whenever the player meets another person, harps and viola are dynamically incorporated into the music. [32] While the game's art style 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". [30] Tina Guo features as the cellist for the soundtrack. She is a close friend of Wintory and has performed "Woven Variations" with him, an eight-minute live orchestral variation on the Journey soundtrack. [33] All the non-electronic instruments in the soundtrack were recorded with the Macedonia Radio Symphonic Orchestra in Skopje , North Macedonia . [35] [31] 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 team was unsure how to end the player's journey at the top of the mountain. While they were planning a large, dramatic conclusion to both, in the concert Wintory had the orchestra fall away at the end of the piece to showcase Guo's cello performance. Inspired, Wintory and the team ended "Apotheosis" and the game the same way, with the game world fading away to leave only the player. [32]
The soundtrack was released as an album on April 10 on iTunes and the PlayStation Network. [36] The album is a collection of the soundtrack's "most important" pieces, arranged by Wintory to stand alone without the context of the player's actions. [30] The album comprises 18 tracks and is over 58 minutes long. It features the voice of Lisbeth Scott for the final track, "I Was Born for This". After its release, the soundtrack reached the top 10 of the iTunes Soundtrack charts in more than 20 countries. [34] It also reached No. 116 on the Billboard sales charts , with over 4000 units sold in its first week after release, the second-highest position of any video game music album to date. [37] The soundtrack was released as a physical album by Sumthing Else Music Works on October 9, 2012. [38] In 2012 Wintory released a download-only album of music on Bandcamp titled Journey Bonus Bundle , which includes variations on themes from Journey and Flow . [39] The soundtrack itself was subsequently released on Bandcamp on June 19, 2013. [40] An album of piano arrangements titled Transfiguration was released on May 1, 2014, on Bandcamp as both a digital and a physical album. [41] A two-record vinyl version of the album was released in 2015. [42]
In January 2016, Wintory started a Kickstarter for a Journey Live concert tour, in which the fifteen-piece Fifth House Ensemble from Chicago will perform the music from the game while a player works their way through the game. The ensemble will react to the player's actions, using a specially-scored version of the soundtrack, composed 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 Journey soundtrack in this interactive manner but did not have the time to rework the soundtrack for this purpose. Wintory came to know Dan Visconti , the composer for Fifth House Ensemble , after Visconti published his praise for the Journey soundtrack and had encouraged other members of the ensemble to play the game. The group 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's direction. [25] Sony provided Wintory with a modified version of the game with the music disabled for the concert performance. [25] The Kickstarter was launched for $9,000 in funding for a four-city tour, but within a few days already surpassed its funding levels, allowing for more cities to be included. [43]
In March 2022, on the game's tenth anniversary, Wintory released a re-arranged version of Journey's soundtrack for a full 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 set 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 composed. It was released as a digital album and on vinyl. [44]
Journey 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. [54] At E3 2011 , prior to release, the game won awards for best downloadable game from 1UP.com , GameSpy , and GameTrailers . [55] After publication, the game was heavily honored at end of the year awards. Journey was selected as the best game of the year by IGN and GameSpot , among others. [56] [57] Journey was an Interactive Narrative and Game + Play 2021 Peabody Award Winner.
The soundtrack was nominated for the Best Score Soundtrack for Visual Media at the 2013 Grammy Awards , the first video game soundtrack to be nominated for that category, though it did not win. [58] Additionally, the game won the award for best music and was nominated for the best graphics award from IGN, and was selected as the best PlayStation Network game by GameSpot. [59] [60] [61] At the Spike Video Game Awards , Journey won awards as the best PlayStation 3 game, [62] the best indie game, [63] and the game with the best music, [64] and was additionally nominated for game of the year, [65] best downloadable game, [66] best graphics, [67] and best song in a game for "I Was Born For This". [68] It received the 2013 Annie Award for video game animation. [69] It won five awards at the 2013 British Academy of Film and Television Arts awards: Artistic Achievement, Audio Achievement, Game Design, Online Multiplayer, and Original Music, and was nominated for Best Game, Game Innovation and Story. [70] [71] In March 2013, it won six awards at the annual Game Developers Choice Awards : Best Audio, Best Game Design, Best Visual Arts, Best Downloadable Game, the Innovation Award, and Game of the Year. [72] At the 16th Annual D.I.C.E. Awards , Journey won eight awards, the most honors received at the ceremony, which included " Game of the Year ", "Outstanding Innovation in Gaming", " Casual Game of the Year ", and outstanding achievement in " Game Direction ", " Art Direction ", " Online Gameplay ", " Original Music Composition ", and " Sound Design "; it was additionally nominated for " Downloadable Game of the Year ", and outstanding achievement in " Gameplay Engineering " and " Story ". [73] [74]
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 Award for 2012 and Ryan Clements of IGN described the game as "the most beautiful game of its time", saying, "each moment is like a painting, expertly framed and lit". [3] Jane Douglas of GameSpot concurred, calling it "relentlessly beautiful" and lauding the visual diversity of the world and the depiction of the rippling sand; Matt Miller of Game Informer added praise for the animation of the sand and creatures, saying the game was visually stunning. [1] [2] The music was also complimented, with Miller describing it as a "breathtaking musical score" and Douglas calling it "moving, dynamic music". [1] [2]
Reviewers were especially pleased with the emotional experience of playing the game, particularly with other players. Christian Donlan of Eurogamer described it as a "non-denominational religious experience" that, with the addition of another player, moves beyond metaphors and becomes a "pilgrimage" to the player. [4] 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 made him feel a "wide range of emotions ... wonder, fear, even sadness". Miller said all three times he played the game, "each time, without fail, individual moments... managed to give me goosebumps, and those moments have remained on my mind for weeks afterward". [5] [51] Joel Gregory of PlayStation Official Magazine praised the game's story for being open to the player's interpretation, leaving an ambiguity that drew him in. [49] The addition of an unnamed second player was described by Donlan as brilliant and as a "master stroke", and Edge said it made for "a more absorbing, more atmospheric experience". [4] [5] In 2019, Journey was ranked 48th on The Guardian newspaper's The 50 Best Video Games of the 21st Century list. [75]
The few criticisms for the game centered on its length and pacing. Clements noted that not all players would appreciate a game with a "deliberate, melancholic pace" and short duration, 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. [1] [2] [51] Miller concluded the game could be compared to "a musical concert, a well-directed film, or a long-awaited book", while Clements concluded, "completing Journey will create memories that last for years". [1] [51]
- ↑ Additional work and assistance by Santa Monica Studio . Ported to PlayStation 4 by Tricky Pixels, and to Windows and iOS by Inline Assembly Ltd.
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Ico is a 2001 action-adventure game developed by Japan Studio and Team Ico and published by Sony Computer Entertainment for the PlayStation 2. It was designed and directed by Fumito Ueda, who wanted to create a minimalist game around a "boy meets girl" concept. Originally planned for the PlayStation, Ico took approximately four years to develop. The team employed a "subtracting design" approach to reduce elements of gameplay that interfered with the game's setting and story in order to create a high level of immersion.
![journey 2012 video game awards <i>God of War</i> (2005 video game) Action-adventure game](https://upload.wikimedia.org/wikipedia/en/b/b5/God_of_War_%282005%29_cover.jpg)
God of War is an action-adventure hack and slash video game developed by Santa Monica Studio and published by Sony Computer Entertainment (SCE). First released for the PlayStation 2 on March 22, 2005, the game is the first installment in the God of War series and the third chronologically. Loosely based on Greek mythology, it is set in ancient Greece with vengeance as its central motif. The player controls the protagonist Kratos, a Spartan warrior who serves the Olympian gods. The goddess Athena tasks Kratos with killing Ares, the God of War and Kratos' former mentor who tricked Kratos into killing his wife and daughter. As Ares besieges Athens out of hatred for Athena, Kratos embarks on a quest to find the one object capable of stopping the god once and for all: Pandora's Box.
The University of Southern California's School of Cinematic Arts's Interactive Media & Games Division first accepted M.F.A. students in 2002. The division currently offers both undergraduate (B.F.A.) and graduate programs in interactive media and game design, as well as B.F.A. programs in game art and themed entertainment and an M.A. in media, games and health. The programs include courses in game design, game development, production, audio, animation, and user research as well as experimental work in gestural and immersive interfaces, transmedia design, and interactive cinema.
![journey 2012 video game awards <i>Cloud</i> (video game) 2005 video game](https://upload.wikimedia.org/wikipedia/en/thumb/8/89/Cloudbox.jpg/320px-Cloudbox.jpg)
Cloud is a 2005 puzzle video game developed by a team of students in the University of Southern California's (USC) Interactive Media Program. The team began development of the game for Microsoft Windows in January 2005 with a US$20,000 grant from the USC Game Innovation Lab; the game was released as a free download that October. By July 2006, the hosting website had received 6 million visits, and the game had been downloaded 600,000 times.
![journey 2012 video game awards <span class="mw-page-title-main">Jenova Chen</span> Chinese video game designer](https://upload.wikimedia.org/wikipedia/commons/thumb/9/9c/Jenova_Chen_-_2007.jpg/320px-Jenova_Chen_-_2007.jpg)
Xinghan Chen , known professionally as Jenova Chen , is a Chinese video game designer. He is the designer of the award-winning games Cloud , Flow , Flower , and Journey , co-founder of Thatgamecompany as well as an advisor for Annapurna Interactive.
![journey 2012 video game awards <i>Flow</i> (video game) 2006 indie video game](https://upload.wikimedia.org/wikipedia/en/thumb/c/cf/Flow_logo.jpg/320px-Flow_logo.jpg)
Flow is an independent video game created by Jenova Chen and Nicholas Clark. Originally released as a free Flash game in 2006 to accompany Chen's master's thesis, it was reworked into a 2007 PlayStation 3 game by his development studio, Thatgamecompany, with assistance from Santa Monica Studio. SuperVillain Studios developed a PlayStation Portable version of the game in 2008, and PlayStation 4 and PlayStation Vita versions in 2013. In Flow , the player navigates a series of two-dimensional (2D) planes with an aquatic microorganism that evolves by consuming other microorganisms. The game's design is based on Chen's research into dynamic difficulty adjustment at the University of Southern California's Interactive Media Division, and on psychologist Mihaly Csikszentmihalyi's theoretical concept of mental immersion or flow.
![journey 2012 video game awards <span class="mw-page-title-main">Thatgamecompany</span> American video game developer](https://upload.wikimedia.org/wikipedia/en/3/3b/ThatGameCompany_Logo.png)
Thatgamecompany, Inc. is an American independent video game development company founded by University of Southern California students Jenova Chen and Kellee Santiago in 2006. The company was a developer for Sony Computer Entertainment, contracted to create three downloadable games for the PlayStation 3's PlayStation Network service, and has since secured independent funding. The first of their games is a remake of Chen's award-winning Flash title Flow , with enhanced visuals and sound, added multiplayer modes and compatibility with the PlayStation 3's motion-sensitive controller. The title was released on the PlayStation Store in 2007. The company's second PlayStation 3 game, Flower , was released on the PlayStation Store in 2009, and their third game, Journey , was released in March 2012 on the PlayStation Store. Their fourth game, Sky: Children of the Light , was released in July 2019 on iOS and in April 2020 on Android. Later, it released on the Nintendo Switch in June 2021 and on PlayStation 4 in December 2022.
![journey 2012 video game awards <i>God of War: Chains of Olympus</i> 2008 video game](https://upload.wikimedia.org/wikipedia/en/3/3a/God_of_War_Chains_of_Olympus_NA_version_front_cover.jpg)
God of War: Chains of Olympus is an action-adventure hack and slash video game developed by Ready at Dawn, and published by Sony Computer Entertainment (SCE). It was first released for the PlayStation Portable (PSP) handheld console on March 4, 2008. The game is the fourth installment in the God of War series , the second chronologically, and a prequel to the original God of War . It is loosely based on Greek mythology and set in ancient Greece, with vengeance as its central motif. The player controls Kratos, a Spartan warrior who serves the Olympian gods. Kratos is guided by the goddess Athena, who instructs him to find the Sun God Helios, as the Dream God Morpheus has caused many of the gods to slumber in Helios' absence. With the power of the Sun and the aid of the Titan Atlas, Morpheus and the Queen of the Underworld Persephone intend to destroy the Pillar of the World and in turn Olympus.
![journey 2012 video game awards <i>God of War III</i> 2010 video game](https://upload.wikimedia.org/wikipedia/en/8/8b/God_of_War_III_cover_art.jpg)
God of War III is an action-adventure hack and slash video game developed by Santa Monica Studio and published by Sony Computer Entertainment. First released for the PlayStation 3 on March 16, 2010, it is the fifth installment in the God of War series , the seventh chronologically, and the sequel to 2007's God of War II . Loosely based on Greek mythology, the game is set in ancient Greece with vengeance as its central motif. The player controls the protagonist Kratos, the former God of War, after his betrayal at the hands of Zeus, King of the Olympian gods, whom he learned was his father. Reigniting the Great War, Kratos ascends Mount Olympus until he is abandoned by the Titan Gaia. Guided by Athena's spirit, Kratos battles monsters, gods, and Titans in a search for Pandora, without whom he cannot open Pandora's Box, defeat Zeus, and end the reign of the Olympian gods to have his revenge.
![journey 2012 video game awards <i>Flower</i> (video game) 2009 video game](https://upload.wikimedia.org/wikipedia/en/c/ce/Flower_cover.png)
Flower is a video game developed by Thatgamecompany and published by Sony Computer Entertainment. It was designed by Jenova Chen and Nicholas Clark and was released in February 2009 on the PlayStation 3, via the PlayStation Network. PlayStation 4 and PlayStation Vita versions of the game were ported by Bluepoint Games and released in November 2013. An iOS version was released in September 2017, and a Windows version was released in February 2019, both published by Annapurna Interactive. The game was intended as a "spiritual successor" to Flow , a previous title by Chen and Thatgamecompany. In Flower , the player controls the wind, blowing a flower petal through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary wind turbines. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.
God of War is an action-adventure game franchise created by David Jaffe and developed by Sony's Santa Monica Studio. It began in 2005 on the PlayStation 2 (PS2) video game console and has become a flagship series for PlayStation, consisting of nine installments across multiple platforms. Based on ancient mythologies, the series' plot follows Kratos, a Spartan warrior who becomes the God of War and comes into conflict with various mythological pantheons. The earlier games in the series are based on Greek mythology and see Kratos follow a path of vengeance against the Olympian gods; the later games are based on Norse mythology and see Kratos go on a path of redemption while also introducing his son Atreus as a secondary protagonist.
![journey 2012 video game awards <span class="mw-page-title-main">Kellee Santiago</span> Venezuelan American video game designer and producer](https://upload.wikimedia.org/wikipedia/commons/thumb/b/b4/Kellee_Santiago_-_Game_Developers_Conference_2010_-_Day_1.jpg/320px-Kellee_Santiago_-_Game_Developers_Conference_2010_-_Day_1.jpg)
Kellee Santiago is a Venezuelan American video game designer and producer. She is the co-founder and former president of thatgamecompany. Santiago was born in Caracas, Venezuela, and raised in Richmond, Virginia, where Santiago played video games from a young age and was encouraged by her software engineer father to experiment with computers. While attending New York University's Tisch School of the Arts, she became active in experimental theater, planning to pursue it after earning a master's degree in the Interactive Media Program of the School of Cinematic Arts at the University of Southern California. However, Santiago became involved in video game design and produced Cloud , a game developed by Jenova Chen and a student team. Its success sparked her and Chen to found thatgamecompany upon graduating, and she became the president.
![journey 2012 video game awards <i>God of War: Ghost of Sparta</i> 2010 video game](https://upload.wikimedia.org/wikipedia/en/2/26/GOW_Ghost_of_Sparta_boxart.jpg)
God of War: Ghost of Sparta is an action-adventure hack and slash video game developed by Ready at Dawn and published by Sony Computer Entertainment (SCE). It was first released for the PlayStation Portable (PSP) handheld console on November 2, 2010. The game is the sixth installment in the God of War series and the fourth chronologically. Loosely based on Greek mythology, Ghost of Sparta is set in ancient Greece with vengeance as its central motif. The player controls the protagonist Kratos, the God of War. Kratos is still haunted by the visions of his mortal past and decides to explore his origins. In Atlantis, he finds his mother Callisto, who claims that his brother Deimos is still alive. Kratos journeys to the Domain of Death to rescue his brother. After initial resentment from Deimos, the brothers team up to battle the God of Death, Thanatos, Deimos' captor.
![journey 2012 video game awards <i>Sound Shapes</i> 2012 video game](https://upload.wikimedia.org/wikipedia/en/thumb/a/a2/SoundShapesLogo.jpg/320px-SoundShapesLogo.jpg)
Sound Shapes is a 2012 music platform video game developed by Queasy Games and published by Sony Computer Entertainment for the PlayStation 3 and PlayStation Vita. It was originally released in 2012 and a port for the PlayStation 4 was released in 2013. The game, designed by Jessica Mak and Shaw-Han Liem, is a side-scrolling platform game with a musical focus. The game also features the ability to create levels and share levels with other users. The Vita version of the game features use of the touch screen and back touch pad to place sounds of different musical instruments during creation of levels. Sound Shapes was shown at industry conference E3 in 2011 and picked up nominations for best of show award from media sites including IGN, 1UP, and Electric Playground. It also received 2 Game Critics Awards, and received three nominations at the 16th Annual D.I.C.E. Awards.
![journey 2012 video game awards <i>The Last of Us</i> 2013 video game](https://upload.wikimedia.org/wikipedia/en/4/46/Video_Game_Cover_-_The_Last_of_Us.jpg)
The Last of Us is a 2013 action-adventure game developed by Naughty Dog and published by Sony Computer Entertainment. Players control Joel, a smuggler tasked with escorting a teenage girl, Ellie, across a post-apocalyptic United States. The Last of Us is played from a third-person perspective. Players use firearms and improvised weapons and can use stealth to defend against hostile humans and cannibalistic creatures infected by a mutated fungus. In the online multiplayer mode, up to eight players engage in cooperative and competitive gameplay.
![journey 2012 video game awards <span class="mw-page-title-main">Austin Wintory</span> American film and video games composer (born 1984)](https://upload.wikimedia.org/wikipedia/commons/thumb/e/e6/Austin_Wintory%2C_GDC_2024_%28D3_KT2_3297%29_%28cropped%29.jpg/320px-Austin_Wintory%2C_GDC_2024_%28D3_KT2_3297%29_%28cropped%29.jpg)
Austin Wintory is an American composer for film and video games. He is known for scoring the video games Flow and Journey , the latter of which made history as the only video game soundtrack to be nominated for the Grammy Award for Best Score Soundtrack for Visual Media.
![journey 2012 video game awards <span class="mw-page-title-main">Andy Schatz</span> Video game developer](https://upload.wikimedia.org/wikipedia/commons/thumb/d/d3/Andy_Schatz_Two_Awards_Independent_Games_Festival_2010.jpg/320px-Andy_Schatz_Two_Awards_Independent_Games_Festival_2010.jpg)
Andy Schatz is a video game designer based in San Diego. He began developing video games at a young age and graduated from Amherst College. After graduation, he worked for various video game development companies, including TKO Software, before founding his own independent video game development studio Pocketwatch Games in 2004. Attempting to expand his company, Schatz tried enrolling into business school; all applications were rejected. As a result, he began working on games he was passionate about. Schatz has released four video games under Pocketwatch Games: Wildlife Tycoon: Venture Africa , Venture Arctic , Monaco: What's Yours Is Mine , and Tooth and Tail . Monaco 2 is currently in development. His design philosophy revolves around taking inspiration from already existing media, such as films, and transforming it into a video game.
![journey 2012 video game awards <i>Abzû</i> 2016 video game](https://upload.wikimedia.org/wikipedia/en/7/73/Abzu.jpg)
Abzû is an adventure video game developed by Giant Squid and published by 505 Games for PlayStation 4, Windows, Xbox One, Nintendo Switch, and Amazon Luna. Initially released as a digital title in August 2016, a retail version for consoles was released in January 2017. Following the journey of a diver exploring the ocean and restoring life using sonar calls, the gameplay allows the player to freely navigate underwater environments ranging from open water and natural caverns to ancient ruins.
The music for the 2013 action-adventure survival horror video game The Last of Us , developed by Naughty Dog and published by Sony Computer Entertainment, was composed by musician Gustavo Santaolalla. Supplementary music for the game's downloadable content The Last of Us: Left Behind was composed by Santaolalla, Andrew Buresh, Anthony Caruso and Jonathan Mayer. Both soundtracks were produced by Santaolalla, Mayer, and Aníbal Kerpel, with separate segments recorded in both Los Angeles and Nashville. Santaolalla, known for his minimalist approach to composing, was excited to work on the soundtrack due to the game's focus on the characters and story. He began composing the music early in the game's development, with few instructions from the development team on the tone that they intended. In collaboration with each other, the team and Santaolalla aimed to make the soundtrack emotional, as opposed to scary. Santaolalla used various instruments to compose the score, including some that were unfamiliar to him.
![journey 2012 video game awards <i>Monaco: Whats Yours Is Mine</i> 2013 stealth video game](https://upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Monaco_What%27s_Yours_Is_Mine_poster.png/320px-Monaco_What%27s_Yours_Is_Mine_poster.png)
Monaco: What's Yours Is Mine is a 2013 stealth video game developed by Pocketwatch Games in which players, alone or cooperatively, perform heists and robberies. Players choose from eight characters, each of whom has a unique and beneficial skill, such as the ability to change appearance or tunnel through walls. Monaco ' s single-player story is told in four acts from perspectives of different characters. The cooperative mode lets up to four players play together in different locations.
- 1 2 3 4 5 6 7 8 Douglas, Jane (March 2, 2012). "Journey Review" . GameSpot . CBS Interactive . Archived from the original on October 28, 2013 . Retrieved June 27, 2012 .
- 1 2 3 4 5 Clements, Ryan (March 1, 2012). "Journey Review" . IGN . Ziff Davis . Archived from the original on June 20, 2012 . Retrieved June 27, 2012 .
- 1 2 3 4 Donlan, Christian (March 1, 2012). "Journey Review" . Eurogamer . Gamer Network. Archived from the original on October 16, 2012 . Retrieved June 27, 2012 .
- 1 2 3 4 5 "Journey Review" . Edge . Future . March 1, 2012. Archived from the original on June 27, 2012 . Retrieved June 27, 2012 .
- ↑ Nava, Matthew (2012). The Art of Journey . Bluecanvas. p. 188. ISBN 978-0-9859022-1-6 .
- 1 2 "Journey: Development Team" . Thatgamecompany . Archived from the original on January 16, 2013 . Retrieved July 20, 2012 .
- ↑ Sheffield, Brandon (July 1, 2009). "Interview: Kellee Santiago Talks Thatgamecompany's Road Ahead" . Gamasutra . UBM . Archived from the original on May 9, 2010 . Retrieved February 1, 2011 .
- 1 2 3 Dyer, Mitch (August 14, 2012). "How thatgamecompany Struggled to Save Journey" . IGN . Ziff Davis . Archived from the original on February 6, 2013 . Retrieved August 16, 2012 .
- 1 2 Khaw, Cassandra (August 15, 2012). "What went wrong during the making of Journey" . Gamasutra . UBM . Archived from the original on November 9, 2012 . Retrieved August 16, 2012 .
- 1 2 3 North, Dale (February 7, 2013). "Journey took thatgamecompany into bankruptcy" . Destructoid . Archived from the original on February 10, 2013 . Retrieved February 9, 2013 .
- 1 2 VanOrd, Kevin (June 17, 2010). "Journey Impressions" . GameSpot . CBS Interactive . Archived from the original on February 5, 2013 . Retrieved May 23, 2011 .
- 1 2 Gera, Emily (February 11, 2011). "Journey Hands-on Preview" . VideoGamer.com . Archived from the original on October 3, 2012 . Retrieved May 23, 2011 .
- 1 2 3 4 Smith, Ed (May 18, 2012). "A Personal Journey: Jenova Chen's Goals for Games" . Gamasutra . UBM . Archived from the original on November 9, 2012 . Retrieved July 20, 2011 .
- ↑ Alexander, Leigh (March 1, 2012). "In-Depth: Journey's rare and magical success" . Gamasutra . UBM . Archived from the original on January 12, 2013 . Retrieved July 20, 2011 .
- ↑ "Journey Game Creator Jenova Chen "Theories Behind Journey" - Full Keynote Speech (at 26:18)" . Variety . Penske Media Corporation . February 8, 2013. Archived from the original on April 5, 2017 . Retrieved February 8, 2013 – via YouTube .
- ↑ Ohannessian, Kevin (December 3, 2012). "Game Designer Jenova Chen On The Art Behind His "Journey" " . Fast Company . Mansueto Ventures. Archived from the original on March 29, 2012 . Retrieved December 2, 2012 .
- ↑ Ohannessian, Kevin (March 12, 2012). "Game Designer Jenova Chen On The Art Behind His "Journey" " . Fast Company . Archived from the original on June 18, 2022 . Retrieved May 1, 2020 .
- ↑ Malkowski, Jennifer; Russworm, TreaAndrea M. (2017). Gaming Representation: Race, Gender, and Sexuality in Video Games . Indiana University Press . p. 12. ISBN 978-0-253-02660-6 .
- ↑ Sheffield, Brandon (March 6, 2012). "GDC 2012: How Journey was designed to facilitate friendship" . Gamasutra . UBM . Archived from the original on January 12, 2013 . Retrieved July 20, 2011 .
- ↑ Chen, Jenova (September 27, 2011). "Your Journey Begins Spring 2012" . PlayStation Blog . Sony . Archived from the original on April 10, 2012 . Retrieved October 1, 2011 .
- ↑ Gallagher, James (March 13, 2012). "PlayStation Home: Every Journey Starts From Home" . PlayStation Blog . Sony . Archived from the original on October 11, 2012 . Retrieved April 3, 2012 .
- ↑ Yin-Poole, Wesley (June 25, 2012). "Journey Collector's Edition innards confirmed" . Eurogamer . Gamer Network. Archived from the original on October 16, 2012 . Retrieved June 25, 2012 .
- ↑ Chen, Jenova (August 27, 2012). "The Art of Journey Releases in September" . PlayStation Blog . Sony . Archived from the original on October 16, 2012 . Retrieved August 27, 2012 .
- 1 2 3 Sarkar, Samit (February 16, 2016). "How Austin Wintory Brought 'Journey Live' to Life" . Polygon . Vox Media . Archived from the original on April 12, 2016 . Retrieved February 16, 2016 .
- ↑ Kaufman, Aaron (July 21, 2015). "Experience Journey, Out Today on PlayStation 4" . PlayStation Blog . Sony . Archived from the original on August 10, 2015 . Retrieved July 21, 2015 .
- 1 2 Linneman, John (July 25, 2015). "Face-Off: Journey on PS4" . Eurogamer . Gamer Network. Archived from the original on August 8, 2015 . Retrieved February 24, 2017 .
- ↑ Higton, Ian (July 21, 2015). "Video: Journey - PS3 vs. PS4 gameplay and graphics comparison" . Eurogamer . Gamer Network. Archived from the original on July 23, 2015 . Retrieved February 24, 2017 .
- ↑ Glagowski, Peter (May 28, 2019). "Journey lands on the Epic Games Store next week" . Destructoid . Archived from the original on June 5, 2019 . Retrieved May 28, 2019 .
- 1 2 3 4 C., Alex (March 15, 2012). "Interview: Composer Austin Wintory On Journey" . TheSixthAxis . Archived from the original on September 22, 2012 . Retrieved June 28, 2012 .
- 1 2 Kuchera, Ben (March 2, 2012). "Musical DNA: How Austin Wintory wrote the song that helped create Journey" . Penny Arcade Report . Archived from the original on April 18, 2012 . Retrieved June 28, 2012 .
- 1 2 3 Ashley, Clayton (November 18, 2019). "Why Journey's ending was so hard to score" . Polygon . Vox Media . Archived from the original on November 19, 2019 . Retrieved November 22, 2019 .
- 1 2 Jeriaska (February 28, 2012). "Q&A: Sound in Thatgamecompany's Journey" . IndieGames . Archived from the original on September 2, 2012 . Retrieved June 28, 2012 .
- 1 2 Stuart, Keith (May 28, 2012). "Are video game soundtracks the new concept albums?" . The Guardian . Archived from the original on June 23, 2012 . Retrieved June 28, 2012 .
- ↑ Wintory, Austin (2012). Journey (Media notes). Macedonia Radio Symphonic Orchestra. Sumthing Else Music.
- ↑ Grommesh, Aaron (April 11, 2012). "Journey Soundtrack Now Available" . Thatgamecompany . Archived from the original on October 11, 2012 . Retrieved June 27, 2012 .
- ↑ Caulfield, Keith (April 19, 2012). "Chart Moves: 'Newsies' Cast Album Debuts, 'MTV Unplugged' Returns, and a Video Game Soundtrack Sizzles" . Billboard . Archived from the original on June 25, 2012 . Retrieved June 28, 2012 .
- ↑ "Sumthing Else Music Works Releases Journey Official Game Soundtrack" . Gamasutra . UBM . October 10, 2012. Archived from the original on December 4, 2012 . Retrieved June 27, 2012 .
- ↑ Wintory, Austin (July 5, 2012). "Journey Bonus Bundle" . Austin Wintory. Archived from the original on October 23, 2012 . Retrieved November 2, 2012 – via Bandcamp .
- ↑ Wintory, Austin (July 19, 2013). "Journey" . Austin Wintory. Archived from the original on July 22, 2013 . Retrieved July 19, 2013 – via Bandcamp .
- ↑ Huynh, Christopher (October 12, 2014). "Transfiguration" . Video Game Music Online . Archived from the original on October 20, 2014 . Retrieved November 15, 2014 .
- ↑ Hilliard, Kyle (April 22, 2015). "Journey's Soundtrack Getting A Fancy Vinyl Release" . Game Informer . GameStop . Archived from the original on May 26, 2015 . Retrieved April 22, 2015 .
- ↑ Sarkar, Samit (January 20, 2016). "Journey's stirring score to be played live alongside game in 'interactive performance' " . Polygon . Vox Media . Archived from the original on August 31, 2016 . Retrieved January 20, 2016 .
- ↑ Hester, Blake (March 14, 2022). "Why Austin Wintory Re-recorded Journey's Soundtrack 10 Years Later" . Game Informer . GameStop . Archived from the original on April 12, 2022 . Retrieved April 11, 2022 .
- ↑ "Journey for PlayStation 3 Reviews" . Metacritic . CBS Interactive . Archived from the original on January 13, 2013 . Retrieved June 27, 2012 .
- ↑ "Journey for PlayStation 4 Reviews" . Metacritic . CBS Interactive . Archived from the original on July 26, 2015 . Retrieved July 22, 2015 .
- ↑ VanOrd, Kevin (July 23, 2015). "Journey (PS4) Review" . GameSpot . CBS Interactive . Archived from the original on December 6, 2015 . Retrieved July 25, 2015 .
- ↑ Sliva, Marty (July 23, 2015). "Journey PS4 Review" . IGN . Archived from the original on April 12, 2020 . Retrieved April 12, 2020 .
- 1 2 Gregory, Joel (March 1, 2012). "Journey PS3 review" . PlayStation Official Magazine . Archived from the original on June 4, 2012 . Retrieved December 20, 2012 .
- ↑ Madnani, Mikhail (August 9, 2019). " 'Journey' Review – Still Stunning and Finally Portable" . TouchArcade . Archived from the original on August 9, 2019 . Retrieved August 10, 2019 .
- 1 2 3 4 Shaw, Patrick (March 1, 2012). "Review: Mesmerizing Journey Weaves a Wordless Game Story" . Wired . Condé Nast Publications . Archived from the original on June 20, 2012 . Retrieved June 27, 2012 .
- ↑ Hall of Fame listing, PlayStation Official Magazine issue 107, Future Publishing , March 2015
- ↑ "Soundtrack of the Decade: #1 - Journey Represents the Crowning Achievement in Game Music" . Push Square . January 31, 2020. Archived from the original on May 10, 2020 . Retrieved May 21, 2020 .
- ↑ Chen, Jenova (March 29, 2012). "Journey Breaks PSN Sales Records" . PlayStation Blog . Sony . Archived from the original on June 29, 2012 . Retrieved June 27, 2012 .
- ↑ "Journey: Awards & Recognition" . Thatgamecompany . Archived from the original on January 16, 2013 . Retrieved June 27, 2012 .
- ↑ "Best Overall Game" . IGN . Ziff Davis . December 21, 2012. Archived from the original on December 25, 2012 . Retrieved December 27, 2012 .
- ↑ "Overall Game of the Year" . GameSpot . CBS Interactive . December 25, 2012. Archived from the original on December 16, 2012 . Retrieved December 27, 2012 .
- ↑ Rigney, Ryan (December 10, 2012). "Historic Grammy Nomination Is a Big Win for Videogame Music" . Wired . Condé Nast Publications . Archived from the original on December 30, 2012 . Retrieved December 27, 2012 .
- ↑ "Best Overall Music" . IGN . Ziff Davis . December 21, 2012. Archived from the original on December 24, 2012 . Retrieved December 27, 2012 .
- ↑ "Best Overall Graphics" . IGN . Ziff Davis . December 21, 2012. Archived from the original on December 25, 2012 . Retrieved December 27, 2012 .
- ↑ "PSN Game of the Year" . GameSpot . CBS Interactive . December 17, 2012. Archived from the original on January 1, 2013 . Retrieved December 27, 2012 .
- ↑ "Best PS3 Game" . Spike Video Game Awards . Spike . December 7, 2012. Archived from the original on January 3, 2013 . Retrieved December 27, 2012 .
- ↑ "Best Independent Game" . Spike Video Game Awards . Spike . December 7, 2012. Archived from the original on January 3, 2013 . Retrieved December 27, 2012 .
- ↑ "Best Original Score" . Spike Video Game Awards . Spike . December 7, 2012. Archived from the original on January 3, 2013 . Retrieved December 27, 2012 .
- ↑ "Game of the Year" . Spike Video Game Awards . Spike . December 7, 2012. Archived from the original on December 30, 2012 . Retrieved December 27, 2012 .
- ↑ "Best Downloadable Game" . Spike Video Game Awards . Spike . December 7, 2012. Archived from the original on January 3, 2013 . Retrieved December 27, 2012 .
- ↑ "Best Graphics" . Spike Video Game Awards . Spike . December 7, 2012. Archived from the original on January 3, 2013 . Retrieved December 27, 2012 .
- ↑ "Best Song in a Game" . Spike Video Game Awards . Spike . December 7, 2012. Archived from the original on December 26, 2012 . Retrieved December 27, 2012 .
- ↑ Webb, Charles (February 8, 2013). " 'Journey' Nabs The Annie Award For Video Game Animation" . MTV . Archived from the original on April 30, 2014 . Retrieved February 10, 2013 .
- ↑ Rose, Mike (February 12, 2013). "Journey, The Walking Dead lead 2013 BAFTA Awards nominations" . Gamasutra . UBM . Archived from the original on February 15, 2013 . Retrieved February 12, 2013 .
- ↑ "Journey Ends With Five Video Game Baftas" . Sky News . Archived from the original on April 30, 2014 . Retrieved March 6, 2013 .
- ↑ Morris, Chris (2013). "GDC Awards 'Journey' Game of the Year" . Variety . Penske Media Corporation . Archived from the original on March 29, 2013 . Retrieved March 6, 2013 .
- ↑ "16th Annual D.I.C.E. Finalists" (PDF) . Academy of Interactive Arts & Sciences . Archived (PDF) from the original on February 5, 2013 . Retrieved January 16, 2013 .
- ↑ "16th Annual D.I.C.E. Awards" (PDF) . Academy of Interactive Arts & Sciences . July 13, 2013. Archived from the original (PDF) on April 22, 2013 . Retrieved February 8, 2013 .
- ↑ "The 50 best video games of the 21st century" . The Guardian . September 19, 2019. Archived from the original on September 22, 2019 . Retrieved September 23, 2019 .
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Journey (Video Game 2012) - Awards, nominations, and wins. Menu. Movies. Release Calendar Top 250 Movies Most Popular Movies Browse Movies by Genre Top Box Office Showtimes & Tickets Movie News India Movie Spotlight. TV Shows.
Journey. (2012 video game) Journey is an indie adventure game developed by Thatgamecompany, published by Sony Computer Entertainment, and directed by Jenova Chen. It was released for the PlayStation 3 via PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later ported to Windows in June 2019 and iOS in August 2019.
Posted: Mar 5, 2013 3:02 pm. It was a big night for thatgamecompany at the BAFTA Video Game Awards in Central London today as Journey picked up five awards for Original Music, Artistic Achievement ...
Journey: Directed by Jenova Chen. A robed figure in a desolate world undertakes a journey towards a distant, glowing mountain.
Journey broke through during a deeply formulaic era of gaming. A look at the top-selling games of 2012 reveals nothing but 2s, 3s, 4s, and annual franchise staples. You could set your market ...
Awards []. Journeys success continues through the years, it received over 100 awards. Several "Game of the Year", many BAFTA awards, the soundtrack got nominated for a Grammy (Best Score Soundtrack for Visual Media ) and so on.. Wikipedia link to awards: Journey (2012 video game), Reception. Game support []. This wiki does not provide technical support for Journey.
The winners of the 2012 Video Game Awards have been announced. As revealed on the show and on Spike's official site, the following games were crowned winners: ... Best Independent Game: Journey;
Journey celebrates the poignancy of nature, it startles you with the unexpected, and empowers you in an exhilarating, unforgettable conclusion. The hours spent completing Journey will create ...
Boston, MA (March 24, 2013) / NAVGTR CORP. — The National Academy of Video Game Trade Reviewers, a non-profit corporation, has announced the winners for the year's best work in video games. GAME OF THE YEAR Borderlands 2 Far Cry 3 Journey - WINNER Spec Ops: The Line Torchlight II The Walking Dead ANIMATION Alan […]
In the end, this video game does represent a journey in itself, one that leaves its meaning open to personal interpretation. ... Journey won several awards, including "Game of the Year" at the 2012 D.I.C.E. Awards. Inspired by the success and mechanics of this title, Thatgamecompany is working on a new mobile videogame: Sky ...
(AP)—The artsy downloadable game "Journey" leads the pack of nominees for this year's Spike Video Game Awards.
Feb 8, 2013 -- The PlayStation 3 title Journey, an innovate game which uniquely does not have guns, violence, or even dialog, stole the spotlight at the 16th annual D.I.C.E Awards on Thursday ...
Videogames were made eligible for the Grammy awards back in April. Composed by Austin Wintory, who has scored the soundtracks for all three games from producer thatgamecompany ( flOw, Flower, and ...
Journey is an indie adventure game developed by Thatgamecompany, published by Sony Computer Entertainment, and directed by Jenova Chen. It was released for the PlayStation 3 via PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later ported to Windows in June 2019 and iOS in August 2019.
Title 'Journey' leads Spike Video Game Awards nominees Subject 'Journey' leads Spike Video Game Awards nominees Created Date: 8/19/2024 5:26:46 AM
beautiful art and music. Soar above ruins and glide across sands as you explore the secrets of a forgotten civilization. Featuring stunning visuals, haunting music, and unique online gameplay, Journey delivers an experience like no other. The release of Journey attracted over 100+ industry awards and media accolades, with some naming the game ...
Journey is a wordless story told through gameplay and visual-only cutscenes. The player's character begins near a small sand dune in a vast desert. Walking to the top of the dune, the character can see looming in the far distance a large mysterious mountain with a glowing crevice that splits its peak. As the character approaches the mountain, they find the remnants of a once-thriving ...
Journey became the first video game soundtrack to be nominated for a Grammy in 2013, and the game's music remains one of its most poignant and impressive elements.
Journey is thatgamecompany 's third PlayStation Network game. It was announced at E3 2010, and was released on March 13, 2012. Much like their previous two titles, it aims to be more of an unusual, experimental experience rather than a traditional game and is meant to evoke strong emotions from the player. It is the final game in a three-game ...
Enter the world of Journey, the third game from indie developers thatgamecompany (creators of "flOw" and "Flower"). Journey is an interactive parable, an anonymous online adventure to experience a person's life passage and their intersections with other's. You wake alone and surrounded by miles of burning, sprawling desert, and soon discover the looming mountaintop which is your goal ...
Single-player, multiplayer. Journey is an indie adventure game developed by Thatgamecompany, published by Sony Computer Entertainment, and directed by Jenova Chen. It was released for the PlayStation 3 via PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later ported to Windows in June 2019 and iOS in August 2019.
The game is published by Sony Computer Entertainment. It was released for the PlayStation 3 in March 2012. Journey was the first video game to be nominated for a Grammy Award. [1] In Journey the player controls a figure in the mantle in a large desert, traveling towards a mountain. Reviewers of the game said visual art and sounds of Journey and ...
Journey is an indie adventure game developed by Thatgamecompany, published by Sony Computer Entertainment, and directed by Jenova Chen. It was released for the PlayStation 3 via PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later ported to Microsoft Windows in June 2019 and iOS in August 2019.
Numerous video games were released in 2012. Many awards went to games such as Madden NFL 13, NBA 2K13, WWE '13, Borderlands 2, Far Cry 3, Journey, Mass Effect 3, Dishonored, The Walking Dead and XCOM: Enemy Unknown.The year began with the worldwide release of Sony's handheld game console, the PlayStation Vita, originally launched in Japan in December 2011.