thatgamecompany

journey 2012 video game

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

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.

"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

© 2012 Sony Interactive Entertainment LLC. Developed by thatgamecompany. Journey is a trademark of Sony Interactive Entertainment LLC.

journey 2012 video game

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journey 2012 video game

Buy Journey

Buy annapurna interactive classics bundle ().

Includes 5 items: What Remains of Edith Finch , Gorogoa , Florence , Donut County , Journey

Buy Annapurna Interactive Collection BUNDLE (?)

Includes 31 items: Stray , Cocoon , Neon White , What Remains of Edith Finch , Outer Wilds , Journey , Storyteller , Sayonara Wild Hearts , Donut County , Mundaun , Solar Ash , Hohokum , The Pathless , Twelve Minutes , The Artful Escape , Last Stop , Gorogoa , A Memoir Blue , Maquette , Wattam , Ashen , Florence , I Am Dead , The Unfinished Swan , If Found , Telling Lies , Flower , Hindsight , Thirsty Suitors , Open Roads , Lorelei and the Laser Eyes

Buy Journey & Flower Bundle BUNDLE (?)

Includes 2 items: Flower , Journey

“Journey stands as a prime example of the truly remarkable things that can be done via this medium.” 10/10 – Giant Bomb “The mechanics are simple, but they establish a direct connection to the heart.” 10/10 – Gamespot “Journey's visual and sound design sets new standards for interactive entertainment. This alone makes it an extraordinary work, but it's the way that these aesthetic elements come together with beautifully subtle direction and storytelling to create a lasting emotional effect that elevates this to one of the very best games of our time.” 10/10 – The Guardian

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https://store.steampowered.com/app/966330/Flower/

About This Game

System requirements.

  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i3-2120 | AMD FX-4350
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTS 450 | AMD Radeon HD 5750
  • Storage: 4 GB available space

© 2012-2020 Sony Interactive Entertainment LLC. Journey is a trademark of Sony Interactive Entertainment LLC. Developed by thatgamecompany. Conversion development by Inline Assembly Ltd. Published by Annapurna Interactive.

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  • View history

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 [ ]

BB

"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:

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
  • 2 Companions

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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

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  • iOS (iPhone/iPad)
  • ThatGameCompany
  • 3D Platformer

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Bottom Line

  • Beautiful environments.
  • Incredible sense of whimsy and magic.
  • Simple, but effective, control scheme.
  • Remarkably accessible.
  • Some may find Journey too short for the $14.99 asking price.

When video game outlets post their game of the year lists, the selected titles are typically AAA affairs with bloated development budgets, incredible marketing budgets, and lots of visceral action to instantly pull gamers into their digital worlds. Journey, thatgamecompany's third Sony-funded "indie" outing, is worthy of game-of-the-year consideration despite the absence of such elements. Instead, this PSN exclusive title dazzles with subtle storytelling, minimalist art design, and environments that, despite being small, carry grand, almost spiritual weight. Note: This is a completely spoiler-free review.

The Hero's Journey Journey keeps the narrative and control scheme to a bare minimum. The story features a lone, nameless robed character who is on a mission to reach an illuminated, distant mountain. It's only three controls let you glide, climb, and sing. That's it. Journey is the story of a faceless person on a mission.

And it's a lonely trek. I don't want to spoil the experience, but the game dispenses with the traditional ideas of video game enemies and death. You will encounter other beings, but when you do, it's an immensely powerful moment after not seeing another being for long stretches of time. It's like being stranded on a deserted island only to find another person: You want to interact with the person but have to consider whether he's friend or foe.

Journey features one of the most unique co-op modes to appear in a video game. Every now and then you'll encounter another robed figure traversing the land who happens to be the avatar of another gamer. Unlike other games in which you'd grab your guns and mow down everything in front of you in an Expendables-like moment, you simply play. You can climb rocks, glide, or sing together. That's Journey's power. It makes small moments large.

Each level is relatively short, but that's to Journey's—and gamers'—benefit. The game offers you very little direction; exploration completes levels. Sometimes the direction is too subtle and leaves you perplexed, until the moment when the puzzle elements come together in your head. That moment of discovery—it's magic.

The Look and Sound of the Journey The environments through which you guide the main character are simply gorgeous. Deserts, caves, and other locations are arresting in their stylized simplicity; there were several moments when I stopped exploring so that I could just absorb the game's beauty. Developer thatgamecompany has crafted a uniquely stylized world that, much like SEGA's Jet Grind Radio and Jet Set Radio Future, will remain talked about years after its initial release. A powerful soundtrack, ranging from soothing to ominous, backs your play.

Should You Embark On This Journey? In an era of sprawling plots, and developers' boasts of "70 hours worth of gameplay" it's refreshing to experience a game such as Journey that uses its strengths—tight, concise storytelling and magnificent environments—to craft one of the most refreshing titles to come along since Shadow of the Colossus. The $14.99 Journey may be short—it ends in a couple of hours—but it's one of the best gaming experiences to come along in years, making it a PCMag.com Editors' Choice. Journey is a must-buy.

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journey 2012 video game

Journey (PS4) Review

  • First Released Mar 13, 2012 released

The light by which my spirit's born.

By Kevin VanOrd on July 23, 2015 at 10:41AM PDT

This review contains spoilers. For a spoiler-free review of Journey, you can read our original review here .

It was my eighth playthrough and the tears still streamed, almost inexplicably; Journey is a song without words, reliant on its rapturous presentation and liberating movement to stir your mind and move your heart. With many games, I have wished that I could play them again for the first time--to experience that buzz that inevitably diminishes with each return visit. I will never need to waste this wish on Journey, however: each pilgrimage is as bittersweet as the last. How appropriate, given the game's theme of death and rebirth, that it feels so sorrowful, so joyous, and so true , each and every time.

"Journey would be just as effective as a movie," a friend once told me, but I must contradict her. Not that I can argue against the game's sumptuous environments and its sublime musical score, which earned masterpiece status the moment Journey was initially released on the PlayStation 3 in 2012. Certain landscapes have rightfully gained iconic stature, becoming the very definition of video game beauty. One shot depicts the cloaked figure you control standing atop a sand drift and gazing at the mountain you must reach, which rises above the desert and pierces the clouds. The view is a master class in simplicity and color story; the peach-orange tones of the sand give way to a sea-green sky--hushed hues for a hushed visual revelation. Another seminal sight: you skate across the sand from right to left, illuminated by a godly beam of sunlight while watching the remnants of a lost culture rush past. The screen is awash with shades of amber, and the warm sand glimmers as if mixed with golden crystals. Yes, even as a work of cinema, Journey would instill wonder.

A white-hooded companion joins me, and we continue toward the light.

But Journey is not a film, and its power is not gained by pretty pictures alone, but by your presence in its world. That side-scrolling glide would not choke me up if I couldn't feel the sand beneath my feet, and couldn't hit a ramp in just the right way to propel myself into the air. I wouldn't feel so beat down by the wind if I didn't feel it pushing against me as I trudged forward, and I wouldn't be so euphoric if I didn't personally experience the joy of skimming the ground. You see, you hear, and, vitally, you do . You surf the sand, you ride the wind, you seek shelter from danger, you make a friend. Seeing is believing, but it takes interaction to understand and know.

Describing Journey means describing these moments and these emotions. The mechanical basics are almost secondary, and quickly explainable. As a mysterious robed figure, you cross sand and other terrain en route to a far-off mountain. You make use of only two buttons. By pressing X, you leap into the air and soar, an ability that is limited by the length of the scarf that trails behind you. By pressing circle, you cry out to whatever or whomever might heed your call. Journey is desolate, but you are not alone. You call to flocks of ribbons that hover about like restless robins, and they provide energy to your scarf. You meet cloth creatures that become travel guides and provide magic-carpet rides to higher ground. And presuming you play while connected to the Internet, you may encounter another lone individual in your travels--an individual you can ignore, or one you can accompany, chirping to her when you locate secret hieroglyphs, or when a fearsome ribbon-dragon appears and you don't want to continue alone.

Sliding towards the unknown.

The mechanics are simple, but they establish a direct connection to the heart. Consider that flowing scarf, which trails behind you as you surf and soar, growing larger whenever you locate and touch a glowing flower. On a mundane level, it functions as a power bar that you fill up by making contact with cloth, and deplete by leaping. In context, the scarf is your life force, governing your ability to joyfully drift through the air. Gliding is Journey's most exuberant act, and by limiting its use, the game makes joy itself a currency.

Journey uses this ecstasy-based economy to craft an emotional arc across its entirety, as well as to emphasize individual moments. Your scarf grows longer and longer, but a frightful encounter with that terrible ribbon-monster turns your rippling shawl into a mere stub. You cannot fight--you can only hide. Being discovered is devastating because the scarf is where the cheer and comfort of flight are stored. You were offered a heartwarming gift, only to have it yanked from your hands. Journey also uses this moment to connect you with your wordless cooperative companion. By this stage, you understand the meaning the scarf carries with it. Seeing your sidekick succumb like this forges empathy: you know that the monster has abolished his joy.

No Caption Provided

This give-and-take is how the final levels gain their potency. Your ability to glide is diminished, then revoked. You no longer drift through sand, but brace yourself against an exhaustive wind. Then, the moment comes when all hope seems lost. You hold your breath and assume the worst. And then, the controller rumbles--just once, like a single heartbeat. And all that was taken away is restored, then multiplied, and multiplied again.

This is the source of those tears. It is not the sadness of the loss, but the bliss of being honored for your perseverance. These are tears of elevation, so perfectly described by Roger Ebert in 2009 . I have heard people describe this final climb in terms of an afterlife, and that's a reasonable interpretation of the scene, in which you float higher and higher towards the mountain's zenith. But even in the moment, whether or not you make this conscious religious association, you might feel weepy in spite of yourself. The gift was given, and it was taken away. And then, you were liberally showered with gifts, and so you ascended, higher and higher, towards your next journey.

It is possible that Journey will not move you. In such a case, it is simply a beautiful game with a glorious soundtrack, grounded by a wistful cello melody later threaded through a warm quilt of winds and strings. The chance you might be swept away, however, makes it worth plunging your feet into the warm sand. If you are returning to Journey, a higher resolution and a higher frame rate are your ostensible rewards for returning--a return that doesn't cost you anything if you already own the game on the PlayStation 3. But Journey's real rewards aren't so pedestrian. Journey offers you comfort. It gives you companionship in a lovely but forsaken world. It gives you reason to dream even when facing loss.

  • Leave Blank
  • Sumptuous visuals
  • One of the best game soundtracks written to date
  • Simple mechanics that elicit powerful emotions
  • Instills empathy between cooperative partners
  • Iconic moments that stay with you for years

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journey 2012 video game

Journey™

  • PS Plus required for online play
  • Supports up to 2 online players with PS Plus
  • Online play optional
  • Remote Play supported
  • PS4 Version DUALSHOCK 4 vibration

ESRB Everyone

The critically-acclaimed title makes its debut on the PS4™ system. Explore the ancient, mysterious world of Journey as you soar above ruins and glide across sands to discover its secrets. Play alone or in the company of a fellow traveler and explore its vast world together. Featuring stunning visuals and a Grammy-nominated musical score, Journey delivers a breathtaking experience like no other.

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SPINNER_LOADER

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.

journey game

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 game sand

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 soundtrack cover art

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 .

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journey 2012 video game

Journey (2012 video game)

Adventure game by thatgamecompany / from wikipedia, the free encyclopedia, dear wikiwand ai, let's keep it short by simply answering these key questions:.

Can you list the top facts and stats about Journey (2012 video game)?

Summarize this article for a 10 year old

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.

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.

  • Cast & crew
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Journey (2012)

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
  • 21 Critic reviews
  • 19 wins & 12 nominations total

Journey (2012)

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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)
  • United States
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Journey is a video game for the PlayStation 3 created by thatgamecompany . You play as a nameless robed figure who is crossing the desert to reach a mountain in the distance. As the game progresses, you pass through several unique environments and ruins, uncovering more of the game's story as you go. It's something of an Adventure Game with light Platform Game elements.

Your character has only two real abilities. The first is singing, which radiates a sound wave proportional to how long you hold down the button — this is used to activate or attract various objects. The second is jumping, which allows you to go sailing through the air — this ability uses energy, which can be replenished by touching the floating bits of cloth you encounter throughout the game. The maximum amount of storable energy, indicated by the length of your character's trailing scarf, can be increased by collecting glowing symbols.

One of the game's main selling points is its unique form of multiplayer. During the game, you may encounter another player, whom you may travel with if you wish. However, unlike most multiplayer games, you can't see the other player's name or other information except for a unique icon that appears above their head when they sing, which is the only real way to communicate. There is no text or voice chat in the game, so you must rely entirely on your in-game abilities to work with your partner. However the game does list the handles of all the other players you encountered in the session during the credit, so you have a chance to send them a heartfelt “thank you” after the session.

Decidedly not related to the rock band of the same name , an arcade game based on the band released in 1983, a video game Journey released in 1989 on various home computers or several films named Journey .

Compare and contrast LostWinds , which is practically its WiiWare and iOS equivalent, Star Sky for Wii U and also on iOS , ABZÛ , which was developed by some of the same people who created Journey , and Sky: Children of the Light , the next game from thatgamecompany.

This game provides examples of:

  • 11th-Hour Superpower : After the Ancestors revive you near the end of chapter 7, you regenerate a maxed out scarf/energy meter. You'll also periodically become bathed in golden light and gain the ability to truly fly during the Summit section.
  • Adventure Game : The game is all about how the player chooses to explore while heading towards the distant split peaked mountain.
  • After the End : The robed beings' civilization was destroyed in a civil war.
  • Alas, Poor Villain : The Guardian war machines were very likely engineered out of the big cloth whale creatures you meet in the Temple, programmed to hunt. And some, especially the one that hunts the player character in the snow field, sound positively mournful- probably because, with most of the creatures they hunt being dead, they're actually starving .
  • Alliterative Title : The second area of the game is called the Broken Bridge.
  • All the Worlds Are a Stage : Two levels near the end do this. One is a vertical ascent with each 'floor' making you use the different kinds of cloth creatures you met in each previous level, in the same order. The relevant part of the journey is depicted as a wall glyph on each floor. The entire series of glyphs is then displayed in narrative order as a flashback of your journey during the cutscene. The very final level does this again (adding a section for the previous example itself) and also imitates the environment of each level in succession, but subtly enough that it's not so obvious.
  • Androcles' Lion : Some of the cloth creatures, once you've freed them, will return the favor by helping you reach an otherwise inaccessible area (or an entirely new level).
  • Animate Inanimate Object : Banners and cloth you'll come across largely resemble marine life, with rays, jellyfish, kelp and so on moving like the air was an ocean.
  • Ambiguous Gender : The robed beings really don't have any identifiable sexual characteristics.
  • The first four times you complete the game, a new line of embroidery is added to the embellishments on your cloak .
  • Collecting all the symbols unlocks a white cloak, which starts out with a longer scarf that recharges automatically when you're on the ground .
  • Anti-Frustration Features : All sections of the game are playable regardless of the length of your scarf, since you can miss certain opportunities to grow it, can lose pieces of it in certain encounters, or simply hop to that chapter from the Hub Level .
  • April Fools' Day : thatgamecompany put up a teaser for a "Rocket Death Match" DLC, which of course goes against the entire point of the game.

journey 2012 video game

  • Ascended Glitch : During a phase in which thatgamecompany had trouble getting the ending levels to properly resonate with playtesters, one test ended prematurely when a glitch caused the game to seem like it was over right after you die in the snowstorm . The playtester found this false ending so profoundly moving it brought him to tears; this inspired tgc to put in significant extra effort to turn the actual ending into something equally moving.
  • Ascend to a Higher Plane of Existence : Your character in the ending, and apparently what happened to the robed beings who survived the civil war and made the journey.
  • Beautiful Void : And how. Even the mere sand itself is a thing of beauty.
  • Benevolent Architecture : The levels were designed with this in mind: just head toward the most prominent object in the area and you're probably going in the right direction.
  • Big Door : Most levels end with a huge gate opening, leading to a long straight corridor.
  • Book Ends : The last shot of the credits montage is actually the start-of-game screen, complete with "Press Start to begin a new Journey".
  • Border Patrol : On the open levels, if you try to stray off the map, wind blows you back.
  • Breather Episode : The temple level offers a much needed break between the stressful underground and the harrowing mountain.
  • Broken Bridge : This is the name of the second area of the game, which, appropriately, centers on a long stone bridge which has fallen except for a few remaining sections. Progressing requires freeing scarf creatures, which will repair the bridge using magic fabric. Though there is a trophy for finishing the level without filling in all the bridge sections.
  • Civil War : The cutscene murals reveal that the precursor civilization you're exploring the remnants of, fell due to a massive whitecloak-versus-whitecloak war over scarce resources.
  • Compilation Re-release : The Journey Collector's Edition , released August 28, 2012, includes Journey , flOw , and Flower , as well as three unreleased mini-games, videos, commentaries, and other fun extras.
  • Cultural Chop Suey : The majority of the buildings have Mughal (that is, mixed Hindu/Islamic) designs, while the cloth dragons and the ending level have strong east Asian influences.
  • Crossing the Desert : The beginning chapters consist of a desert landscape—one that simply places the player in the middle of nowhere, pointed toward a distant mountain split by a crevice full of light. Your objective, whole and entire, is to reach the mountain. The player characters are completely swathed in robes and don't seem to need supplies, fortunately.
  • Darkest Hour : At the end of the penultimate chapter, your character is left without a scarf, the mountain is more distant than it was at the start of the chapter, and it slowly fades away from view as the whiteout intensifies.
  • Death Mountain : The seventh chapter sees you climbing the frozen mountain you've been making your way toward. It's by far the most difficult and harrowing level, with new threats like the freezing cold and fierce winds and old ones like the Guardian returning even deadlier.
  • Desert Punk : More magic than Sci-fi, but the ruins you come across make the setting feel like this sometimes, especially after finding working War Machines and learning that the deserted lands you have been traveling across are of the After the End variety.
  • Determinator : The player character, who relentlessly approaches the distant mountain. Taken to an extreme in chapter 7, when you keep on walking toward the summit even though you're slowly freezing to death.
  • Deus ex Machina : The Traveler and any accompanying companion would have frozen to death in the snowstorm, if not for the timely intervention of the six spirits of the Ancestors who give them enough energy to reach the Summit. Before that point, there is no indication that the Ancestors can interact with the Travelers beyond merely showing them images.
  • Developer's Foresight : If you play through the game without a companion and then one joins you later, the mural that you see at the end of chapter six will only show one red-cloaked person until it pans to the level where your friend joined, then two will show from there until the endgame. The reverse is also true—if you lose your partner in the Temple (for instance, they go back down for bonuses and you don't), the mural will show you partnered for the sections where you were together... and facing the winds alone at the end. If one or both players is wearing a White Cloak, the mural will depict them wearing white instead of the default red .
  • Diegetic Interface : While you're never in any danger of dying, your scarf serves as an indicator of your overall energy, determining both how long you're able to glide and your health; It decreases in length when you suffer through the blizzard (which ultimately kills you) and whenever you're mauled by the guardians .
  • For most of the game the peak of the High Mountain looks a bit like an upside down camel toe. The theme of rebirth and walking through the peak at the end of the game reinforce the yonic imagery.
  • On a less sexual note, the ancient civilization's dependency on the red cloth mirroring modern society's dependency on petroleum. Doesn't help that you're in a desert.
  • Dramatic Thunder : This can be heard near the end of the penultimate chapter.
  • Drop-In-Drop-Out Multiplayer : Sometimes you might not even realize that someone else is around until you see your screen glow because of their singing, and it can be easy to leave another player's game by accident. Even if both players exit a level together, that isn't a total guarantee that you'll be with the same person on the other side.
  • Dying Dream : A possible interpretation of the events that occur at the end of the game.
  • Earn Your Happy Ending : While there is no particular fail state to this game, keeping your companion with you to the end is a task worth pursuing.
  • Easter Egg : There's a very special flower hidden in the pink desert in the third stage of the game, and a creature from flOw in the Temple level. Finding them nets you trophies.
  • Extremely Short Timespan : The entire journey seems to take place over about 24 hours. It's morning when you start walking toward the mountain, by the time you reach the slopes the moon is up, and when you finally reach the summit after dying and being resurrected , the sun has risen again. Or it could be considered as two days, counting the return trip of the "spirit" seen during the credits, which also takes a day and a night; so that when you're ready for the next journey, it's morning again.
  • Eye Lights Out : Your character's Glowing Eyes fade as they freeze to death.
  • Fade to Black : Happens at the end of the fourth and fifth chapters, as you're walking through whatever gate has just opened up before you.
  • Fade to White : Happens at the end of every chapter except the fourth and fifth ones.
  • Fatal Forced March : The penultimate level sends the protagonist on a desperate attempt to climb the mountain seen throughout the game: it's a long, brutal slog disrupted by strong gusts of wind and patrolled by hostile Magitek , and it's made all the more arduous by the fact that your usual gliding powers are disabled by the cold. Worse still, the final leg of the journey takes you through a blizzard, and with the storm surrounding you, your only choice is to continue walking. It ends with you freezing to death ... only to be brought back to life and allowed to continue the journey with your powers enhanced.
  • Five-Second Foreshadowing : Looking to the right as you enter the second part of the Underground Passage, you can see a huge, moving machine through a latticework. Something is still working down here. There are also some kind of steam vents working up above, adding to the sinister atmosphere. Then you come across a still-flickering War Machine head. A few hundred feet later, a Guardian jumps out of the sand at a ribbon creature.
  • You know those comets you can see periodically throughout the game? Those are other travelers who have reached the end of the game. All of the ones you see are scripted, but you see them at the same points where it shows a "player" during the end credits.
  • Similarly, the Ancestors that appear to you in the game's cutscenes are just telling you a story with pictures, until you get to the penultimate level. The cutscene is you looking at a panorama of all the places you've been so far—then the camera holds for a long, lingering shot of what looks like you (and your travel companion, if you have one) attempting to scale the mountain you've been walking towards... and failing. Oh, and speaking of things you see throughout the game, all those stone markers are probably graves .
  • Game-Breaking Bug : It's possible for the game to simply crash at certain points, and given the short nature of the game, you'll likely have to simply start over.
  • Glowing Eyes : Your character has these, as do the Ancestors, though yours are white and the white figures' are blue.
  • Go into the Light : The game ends with the player character(s) walking into a bright light, possibly to be reincarnated or join the afterlife.
  • Green Aesop : According to the historical murals you are shown, the precursor civilization exploited the natural resource available to them (the cloth), replacing some kind of bushes with cityscapes, until there was so little remaining that it caused a civil war which toppled their society, and the land turned to desert.
  • Gusty Glade : Much of the mountain area is crisscrossed with strong winds that will blow your character either back or to the side, depending on the level.
  • Hell is That Noise : A Guardian on the hunt for you sounds like some mechanical hybrid of an attack sub, a 747, and an angry whale. The absolute worst thing is that you often can't see it, because you're busy hiding.
  • Here We Go Again! : Implied in the ending, when the ascended player character returns to the desert where the game began. Also Book Ends .
  • Heroic Mime : The characters are speechless , apart from their various chirps.
  • Highly Visible Landmark : Exaggerated. In the game's opening, you awaken in an endless desert landscape with nothing but a solitary mountain in the distance, which becomes your unstated goal to reach.
  • Hub Level : In the tutorial level, the six alcoves contain teleporters to the six chapters which will unlock once you've beaten the game once.
  • Interfaith Smoothie : The game utilises several religious symbols, some specific, such as a niqab or a Shinto shrine, some pantheistic, such as a holy mountain, to gently strum our Western religious sensibilities without tying them to a religion we would necessarily know anything about.
  • Invisible Wall : While later stages take place in confined areas, the beginning areas seem like a never-ending desert. Players are kept inside the boundaries by wind picking up the closer to the edge they get, first slowing them down, then blowing them back across the invisible boundary.
  • It's the Journey That Counts : Perhaps a main theme of the game, appropriate considering its title and implicit in the ending .
  • Jump Scare : Each of the two War Machines awakened in the Underground Passage suddenly roars to life when you get close. It's especially unexpected the first time, when its appearance shatters the subterranean calm of the preceding section. (For bonus points, the first one jumps out right in front of a frozen Guardian whose eyes are ominously flickering, which the player is probably expecting to move or attack them.)
  • Light Is Good : The mountain you're heading toward has a glowing peak, and the energy you use to fly sends off light .
  • Light Is Not Good : On the other hand, in the underground level it becomes essential to stay out of the War Machines' searchlights to keep them from spotting you.
  • Look on My Works, Ye Mighty, and Despair : The ruins and trapped cloth creatures you find throughout the game are the result of the fall of the advanced ancient White Cloak civilization after they wiped themselves out during a war over the red cloth they grew dependent on .
  • Lost Superweapon : The Guardians which destroyed the civilization. Some are still active.
  • Lost Technology : The harnessing of energy through the cloth creatures, which the precursors had mastered and which your character rediscovers throughout the game.
  • Minimalism : Part of what makes this game so beautiful and helps make finding anything (like easter eggs, cloth creatures, or another player to journey with) feel so rewarding.
  • Moment of Silence : The end of the penultimate chapter slowly turns silent as your own life fades away.
  • Mood Motif : Certain musical instruments heard in the game are associated with various events, with the cello mainly representing the player character. For an example, bass flute is for the white figure seen at the end of most chapters. Certain instruments play only when you are with a companion.
  • Mr. Exposition : When you activate the shrine at the end of each level, an Ancestor will show you a visual representation of historical events.
  • New Game Plus : Starting a new game with the White Robe .
  • No Antagonist : The only enemies you can find are the Guardians, and even they can't really qualify as antagonists.
  • Not Quite Flight : The character's scarf power (when charged) allows them to flap upward several times, after which they can glide.
  • Off-into-the-Distance Ending : The game ends with the player character (and any companions) walking slowly away from you until they disappear into a bright, blinding light .
  • One-Woman Wail : The credits music, provided by Lisbeth Scott.
  • One-Word Title : In keeping with the game's general minimalism .
  • Oppose What You Suffered : The various cloth creatures you encounter used to be used to power the machinery and engines of war of the Ancients. When you free some of these creatures from the machinery they are trapped in, they will insist on leading you to other entrapped cloth creatures so you can free them as well.
  • The Phoenix : A possible interpretation of the characters is that they are a reference to the mythical bird, considering the cycle of rebirth they seem to undergo every time you beat the game , not to mention that their clothes are red or white with yellow designs. This may be reinforced by the fact that red is the "coldest" color of natural fire while white is the "hottest", which fits with how White Robes have more energy than red robes.
  • Pilgrimage : The game has robed figures traveling toward a mountain in the distance which is implied to be some sort of holy site. Along the way, they stop at shrines where they are given further knowledge by the spirits of their ancient ancestors.
  • Platform Game : Has some elements of this. Gameplay often involves using your fleeting scarf powers and the fabric around you to progress steadily higher.
  • Player Data Sharing : Subverted. The glowing symbols that can be seen floating above the environments look like previous players' souls/symbols returning to the beginning from the top of the mountain, as happens to your own at the end of the game , especially since other players can actually accompany you if you play online, but careful observation reveals that those symbols are always the same and are essentially static features of the respective levels.
  • Power Glows : The energy used to fly seems to be made of light, as is the liquid version you fill the temple up with (which later reappears in pools and "waterfalls" at the summit) .
  • Precursors : The White Robes are implied to be this to the Red Robes, which according to the murals were created after the fall of the White Robes. They're named "Ancestors" by the art book.
  • Pride Before a Fall : The murals show the white robed ancestors mastering their scarf-based technology and rising to the top of the natural order... before the tragic fall of their civilization.
  • Progressive Instrumentation : The Temple level is a tower, which you ascend by activating light emitters at its core, one floor at a time. Each time you light up a floor, additional instruments join the background music, starting from complete silence at the start of the level and going to the full orchestra by the time you reach the top.
  • Ragnarök Proofing : Mostly averted. The vast majority of the buildings encountered in the game are in a visible state of disrepair. The still-active Guardians are the exception to this rule.
  • Recurring Riff : A certain motif is played throughout the game.
  • Red Eyes, Take Warning : How you can tell you're about to be viciously savaged by a Guardian. Their searchlight beams turn red (and inescapable) when they spot you .
  • Reincarnation : Implied. After you finish the game and fly back over all the areas you've explored while the credits roll, your star alights on the first hill you climbed, and you're given the option to start the game again. This could just be another wayfarer making their way to the mountain, but the extra line of embroidery adorning your cloak the second, third, and fourth times through suggests that you're still the same being.
  • Rewatch Bonus : When going from the First Confluence to the Bridge area, sharp-eyed players will spot the figure of another traveler in the tunnel, far ahead of them. The figure is always there, not an actual player but a hint of the possibility you will meet others on the road ahead.
  • Sand Is Water : Played around with. Sometimes, the sand acts like sand. At other times, you can surf across it like water as it glistens and ripples, and in the second and third levels it streams over cliffs exactly like waterfalls. The use of marine animal styles—schools of fish, dolphins, jellyfish, and whales—for the cloth creatures reinforces this, with the "dolphins" frequently jumping in and out of the sand like ocean waves. All this is particularly evident in the underground level, where greenish-blue lighting filters in from above, and dust motes float through the light like tiny bubbles. Your character's flight abilities look more like swimming in this environment.
  • Scare Chord : When you encounter the first Guardian that comes to life .
  • Scarf of Asskicking : No violence so not asskicking , but it can grow to roughly four times the length of the character and it lets you glide for massive amounts of space. This also depends on if you chose to begin your journey with a White Robe . At a certain point (just after you are revived by the Ancestors) , you are given the power to fly , and turn into pure light .
  • Scenery Porn : Massive desert with gorgeous ruins and realistic cloth, sand and lighting effects? Yes please. The cutscenes and pathways are carefully arranged to make sure you're treated to a variety of vistas.
  • Science Fantasy : Besides the beautiful sand that submerged the world, glyphs, magical cloth, and the impaired buildings, technology is uncommon at most. You glide using the energy bundled in your scarf, and singing near large pieces of cloth can release "cloth creatures" from the machines'/ Guardians' remnants. Glyphs and confluences teach you the history of a civilization started by your ancestors. The reason the game takes place after the apocalypse is the machines powered by energy from red cloth were used in a massive civil war .
  • Screw Destiny : If you haven't found a partner or lost them before the end of the 5th level the cutscene will show you braving the blizzard alone (again) , but you can still find a new partner in the next level.
  • Sentient Phlebotinum : The cloth creatures you use to progress through the game behave like animals.
  • If you have enough cloth power, there are a few sections you can bypass without dealing with the puzzles. Of particular note is the broken bridge early in the game, which normally requires releasing enough cloth creatures to form a bridge between the sections. If you have the white cape, you can simply fly between the sections. This gets you an achievement.
  • If you know the trick, it's actually possible to ascend out of the ceiling of the underground passage and walk along the top of the level. That's right, it has a roof. You can drop back through the roof at another point at the end of the level, without once encountering a single War Machine. The same is true of level seven, where you can climb over the top of the mountain range and bypass the level (and the Guardians) almost all the way to the beginning of the death march to the Mountain itself.
  • Shifting Sand Land : The first four levels all take place in a variation on this setting, albeit less generic than most examples, since it's the main setting for the game: a hot, vast desert full of dunes and ancient ruins.
  • Shadowed Face, Glowing Eyes : The main character wears red robes and has glowing white eyes underneath them.
  • Silence Is Golden : No spoken dialogue ever occurs. It just isn't needed. The only written words in the entire game are the options menu, the title screen, and the ending credits, while the only spoken words are part of the ending song "I Was Born for This", which is in multiple languages and hard to decipher or understand without knowing the lyrics and sources.
  • Slide Level : "The Descent" level sees you dropped onto a mountain slope to sand-surf to the bottom at high speed (with a short break in the middle). If you manage to find a flat surface, you'll discover that said speed is actually artificially boosted, as the devs surreptitiously apply constant forward force to your character's physics model so you keep sliding forward and downward.
  • Socialization Bonus : It is possible to complete the game on your own but the entire game is obviously designed to be played with an anonymous Companion over the net. Sticking together makes many stages easier, since you can endlessly replenish each other's energy , especially the final trek up the mountain, where your scarf gradually loses power in the cold without a companion to cuddle with.
  • Temple of Doom : Averted. The Temple level is a totally safe Breather Level between the dangerous Underground Passage and Mountain.
  • Terminally Dependent Society : The scarcity of red banners, which were used as an energy source, started the civilization-ending war.
  • Theme-and-Variations Soundtrack : The most of the songs in Journey have just one central motif.
  • The Tower : One of the murals shows an Ancestor atop a tall tower, representing the hubris of the white-robe civilization before their decline .
  • Unexpected Gameplay Change : Part of chapter 5 consists of a Stealth-Based Mission in which you have to sneak through a tunnel being patrolled by Guardians. You'll repeat this exercise in chapter 7, this time hiding in the husks of dead Guardians as live ones pass overhead. If one sees you, it'll grab and toss you a long ways and tear off part of your scarf, reducing your energy meter.
  • Unwanted Assistance : An interesting example, in that it's not only perpetrated by other players but is almost certainly done without malice: the second chapter features a bridge which, if crossed without repairing it completely, will reward a trophy. Unfortunately some nice person will often see you 'struggling' and take pity on you by fixing the bridge section you obviously didn't see, undermining the whole endeavour.
  • Variable Mix : A few musical instruments are added to some of the songs when playing with another player.
  • You can fill your partner's energy gauge by singing or by walking very close to them. In chapter 7, when the extreme cold constantly drains your energy, you can still replenish it by the latter method, like you're huddling together for warmth. How sweet!
  • At the end of the game, the usernames of your companions are listed, and it's become common for players to send messages of thanks to their companions after playing the game. Players on Steam even started a thread on the game's forums to do just that.
  • Some clever gamers have devised another method of communication besides singing. It involves tracing in the bit of snow just before the end of the journey . The most common symbol? A heart.
  • As in many MMOs, even without chat, players commonly jump up and down, run in circles and have their characters vocalize to indicate the presence of collectible items for others who may still be searching for them. It's also par to show off tricks used to get certain ultra-rare achievements.
  • War Is Hell : Played with . After a long and quite literal descent you're informed of your ancestors' apocalyptic conflict by the gloomy and oppressive subterranean level, which also contains the first appearance of the guardians , the game's only source of the scary.
  • World of Symbolism : Yes, you're allowed to interpret the story. Unfortunately, many interpretations are bleak, leading most gamers to think that the primary symbols allude to our own real-life Crapsack World, and our dependence on natural resources .
  • The World Is Just Awesome : Many areas in the game appear to exist solely to make you sit back in your chair with your mouth hanging open.

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  5. Beloved PlayStation Game Journey Coming To Steam On 11 June

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VIDEO

  1. Journey: The Intro Gameplay

  2. Journey (2012) NO COMMENTARY playthrough on PC

  3. Journey [Arcade Longplay] (1983) Bally Midway

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COMMENTS

  1. Official site

    Journey (2012 video game)

  2. 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.. In Journey, the player controls a robed figure in a vast desert, traveling ...

  3. Journey

    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 ...

  4. Journey on Steam

    About This Game. Explore the ancient, mysterious world of Journey as you soar above ruins and glide across sands to discover its secrets. Play alone or in the company of a fellow traveler and explore its vast world together. Featuring stunning visuals and a Grammy-nominated musical score, Journey delivers a breathtaking experience like no other.

  5. Journey Review

    One of the most beautiful games of its time. Read IGN's full review of Journey, complete with a video review.

  6. Journey™ Launch Trailer

    Enter the world of Journey™, the third game from acclaimed indie developers thatgamecompany and presented by SCEA Santa Monica Studio. Featuring stunning vis...

  7. Journey

    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 ...

  8. Journey

    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.

  9. Journey

    IGN Editor Ryan Clements reviews one of the most beautiful games of its time, Journey. This downloadable PlayStation 3 exclusive is definitely one of the mos...

  10. Journey

    Journey. 4.8. Explore the ancient, mysterious world of Journey as you soar above ruins and glide across sands to discover its secrets. Play alone or in the company of a fellow traveler and explore its vast world together. Genres. Adventure. Indie. Features.

  11. Journey

    Journey is a masterpiece of minimalist storytelling, powered by incredibly moving art design, accessible stress-free gameplay, and a beautiful soundtrack. It easily ranks as one of the year's best ...

  12. Journey (PS4) Review

    Journey. $11.89 at Fanatical. GameSpot may get a commission from retail offers. This review contains spoilers. For a spoiler-free review of Journey, you can read our original review here. It was ...

  13. Journey™

    The critically-acclaimed title makes its debut on the PS4™ system. Explore the ancient, mysterious world of Journey as you soar above ruins and glide across sands to discover its secrets. Play alone or in the company of a fellow traveler and explore its vast world together. Featuring stunning visuals and a Grammy-nominated musical score, Journey delivers a breathtaking experience like no other.

  14. JOURNEY Gameplay Walkthrough FULL GAME [4K ULTRA HD]

    Journey is an indie adventure game co-developed by Thatgamecompany and Santa Monica Studio, published by Sony Computer Entertainment, and directed by Jenova ...

  15. 10 years later, the best video game about nothing still lives ...

    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. ... This was the first video ...

  16. Journey Guide

    Journey is the third PS3 game from acclaimed indie developer thatgamecompany. The ambitious project exudes atmosphere and emotion in a way that few games have ... 2012 March 13 PlayStation Network ...

  17. 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.

  18. Journey (2012)

    Journey‍ ' s story is told wordlessly through in-game and pre-rendered cutscenes. The player's character begins on a sand dune in a seemingly endless desert. In the far distance looms a large, foreboding mountain with a glowing crevice that splits its peak. As the character approaches the mountain, they find remnants of a once-thriving ...

  19. Journey (Video Game 2012)

    Journey: Directed by Jenova Chen. A robed figure in a desolate world undertakes a journey towards a distant, glowing mountain.

  20. Journey

    Journey is an aptly named game as the short time that it takes to complete the game is a wonderful sensory journey. The sound design, visual effects, character movement and multiplayer ...

  21. Journey (2012) (Video Game)

    Video Game /. Journey (2012) That identical figure to the left will probably be your new best friend by the end of the game. Journey is a video game for the PlayStation 3 created by thatgamecompany. You play as a nameless robed figure who is crossing the desert to reach a mountain in the distance. As the game progresses, you pass through ...

  22. Journey (FULL GAME)

    Nostalgia week continues strong with the entire game of Journey. This was a very special game to me when I played it and I want to redo my series on it. Nost...

  23. Walkthrough

    By Marty Sliva , sng-ign , JSN111 , +4.1k more. updated Jul 22, 2015. advertisement. This page contains the Walkthrough for Journey. The game itself is very simple, with no possibility to die or ...

  24. Journey (2012 video game)

    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 ...

  25. Video Game News, Reviews, Release Dates, and More

    News, reviews, and discussions about everything relating to gaming. The perfect source for gaming professionals and novices looking to learn more about the games they love.