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Read more about it in the blog post. Excluding Off-topic Review Activity. Loading reviews There are no more reviews that match the filters set above. Review Filters. It has you surfing down sand dunes in the fading light, scaling towers, flying on the wind and cowering in underground ruins as you slowly uncover what could have happened to the civilisation that must have once lived there. It's steeped in vague religious imagery; shrines, billowing robes, a solitary desert setting that can't help but evoke the Old Testament from time to time.
Gentle puzzles and hidden scraps of material that extend your fluttering scarf and let you stay airborne for longer provide the only traditional gameplay elements to be found in this adventure. Instead, the enjoyment comes from inhabiting and admiring its world. You will rarely play a game that makes you feel so much like you're actually there as Journey does.
There is not the slightest inconsistency in its art direction, and this, together with extremely clever sound design and natural signposting, absorbs you in the game's world entirely. High dunes act as boundaries, and your eye is always instinctively drawn towards where you're supposed to be headed next, whether through lighting, camera direction or.
At no point was I pulled out of Journey's world through clumsy design or a single frame of unnatural animation. It helps that Journey doesn't overstretch itself; it's about 90 minutes long, which is enough time to get you absorbed in its premise but not enough time for you to start questioning the substance behind its beauty. A lack of nuanced gameplay mechanics is hardly a problem for a game of this length. But the thing that really energises Journey, the thing that makes you want to play it through over and over again, is that you don't play it alone.
He can walk with the left stick, pan the camera with the six-axis tilt, jump, and let out a keening song with another button. These are the only controls. Climbing to the peak of a nearby dune, the player can see a distant mountain that exudes a pillar of light into the sky. With nowhere else to go, the strange mountain becomes the definitive destination for the game that follows. As the red-cloaked hero runs along the dunes, the ground responds like real sand, tumbling down around his footfalls, and letting him slide down steep surfaces.
The sand has an almost magical quality; it rolls and rises like sea waves that break against the dunes. The hero can catch these waves, and surf along them as if they were water. He passes strange waist-high rocks that chime as he passes, but there's no immediate explanation for their behavior.
Later, he reaches a cliff and leaps off, and glides down hundreds of feet along the wind. In the stone-strewn sandy plain beyond, he finds scraps of cloth that look just like his cloak. By singing, the cloth is gathered to him. Then, by expending the scraps, he is able to fly for brief stretches. Strange mysteries abound in the vast desert, like waterfall-like sand rivers that hide dark caves behind them.
Elsewhere, huge billowing pieces of cloth can be mounted to use as a sort of platform to reach high areas, somehow magically supporting the character's weight. As the hero continues to explore and uncover elements of the desert, some of the cloth he finds begins to form a bridge between massive pillars of rock.
Crossing the bridge, he encounters a strange stone monolith that comes to life and bestows a ring of symbols upon the hero's cloak. There are no words spoken, and the meaning of the symbols is unclear. Turning away, the hero heads back into more deep desert. Then, as the demo is about to close, another figure is seen in the distance, runniing across a dune.
It is another player, just like the hero. With this reveal, the demo fades to black. Journey will attempt to blend the single player quest to reach the mountain with an intriguing multiplayer concept.
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