Freethinking indie developer thatgamecompany's design philosophy is boldly simple. Just look at their catalogue: in flOw you swim in an underwater world, causing microbes to evolve.
In Flower you control the wind, swelling out fresh blossoms as you sweep across fields and cityscapes. And in Journey, you walk. Somewhere. Playing as a nameless cloaked figure, you must reach the light beaming from a distant mountain by crossing a vast, windswept landscape.
It's all very mysterious. You don't know why you're in the desert, who you are or what the light is. There are no maps or markers, no floating arrows telling you what to do. But where else are you going to go but that mountain? It's just you, the sands and the far-off peak. Few games evoke such a beguiling sense of freedom, curiosity and adventure.

The art may be stylised and simple, but don't assume Journey is basic - like a novel or a film, it seeks to replicate only the meaningful things, not an indiscriminate everything. To that end, the developers have spent a great deal of time on drifting, deforming sand and fabric that flaps and trails in the wind.
GRAINS OF TRUTH
The idea is that you form wordless bonds to help each other past the desert's obstacles (it's far from an empty wasteland) or, if you prefer, just ignore the others and forge ahead alone. It's another challenge the devs admit they're working on hard - how to frame Journey so one player, grouped players and previous players don't unbalance or break the tests of the world.
If successful, the result will be a weird and wonderful way to experience PSN; individuals who could be at opposite ends of the globe, combining on a simple human level beyond the reach of culture, gender, age, race or religious differences, to unravel a truth. It's beautiful. But, of course, there's conflict.
There may be no shooting, but you're always battling, whether it's against the rolling desert or the precipices of a snow-blasted mountain. It's no stroll. The haunting style and premise builds on past designs, but its idiosyncratic interaction elevates Journey. It's this kind of creativity that will define the PSN and, if we're lucky, PS3 itself.
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Comments
10 comments so far...
BenThomasFoster on 30 Jul '11 said:
to be fair it's just aesthetics, not an actual game... although art
jim2wheels on 30 Jul '11 said:
You posted a very evocative and intelligent post not to long ago which made me think you wasn't the plonker you often portray yourself as. And then you come out with this statement on a game you haven't even seen in motion. Your opening 3 words are "to be fair". Really?!
laminated0 on 30 Jul '11 said:
This type of game makes me wish these guys were doing this multiplatform on xbox live arcade, it looks absolutely stunning.
Fr33Kye on 31 Jul '11 said:
Amazing. I just wrapped my head around this. A universal journey.....everyone playing has the same goal and is on the same journey. They may get there together, or go it alone....Amazing. One of the defining games of this generation.
BoringName on 31 Jul '11 said:
I've done Duke of Edingburgh hikes where you walk endlessly through bare landscapes to some distant goal. Doesn't sound like fun to most people but you find your self zoned out and taking in the scenery around you, however empty it is. I hope the game really gives a "journey" feeling from your sofa. In the same way the opening parts of Limbo when you have to wander through the forest are superb.
woodins on 31 Jul '11 said:
The whole thing reminds me of when I was unemployed and living on the Isle of Sheppey LOL.
corkscru74 on 1 Aug '11 said:
No, no, Ben's quite right. These images and videos ARE just aesthetics, not an actual game. The actual game, however, will more than likely be an actual game
Looks like another interesting game from thatgamecompany. Loved Flow (played it on my mate's PS3) but didn't get a chance to play Flower. It's always nice seeing a company bucking the trend and still succeeding financially.
wrightandrewjame on 1 Aug '11 said:
I participated in the Beta not too long ago and with the short time I had with it I was very impressed. It's one of those games that really doesn't need to give you instructions. You get the gist of what's going on from the way the camera pans and the beam of lights that spring up from the desert.
It's very peaceful and just wondering around the desert is fun in itself, a lot like Flower was with the wind. I came across a few other players and while on the odd occasion we'd stick together, often we'd "sing out" and be on our seperate ways. I'm not sure of what affect other players have on your game. I noticed one player took advantage of the cloth bridges I made, but whether he also made them in his game and then joined me, I don't know.
My only criticism is that movement can be a little awkward at times. I suppose trudging through sand is hard and slow, but the glide power recharged through the cloth tickets (best way I can describe them) does ease the burden, if temporarily.
Really can't wait for this "game". I think "experience" is a better word here and if it's anything like thatgamecompany's previous work then we're in for a real treat.
voodoo341 on 1 Aug '11 said:
I enjoyed the beta a lot as well. Very addictive. I agree with the awkward movement comment but if you navigate the sand dunes you can 'ski' about and it encourages you to work along with another player to allow you both to fly for longer and further. Looking forward to its release. That sand factory building at the end of the beta looked ominous.
potnoodle1 on 1 Aug '11 said:
Looks like one of those games I can quite happily get lost in for hours on end not really doing much. I'll give it a purchase once it's released.