Why the upper age limit??
While you find yourself lost in a vast desert at the beginning of the game, if you're online, you'll soon find other passersby with whom you can interact. You'll be able to partner with one of them simply by approaching, at which point you'll be able to share resources and solve puzzles together. If either of the pair decides he or she wants to go it alone, that player can simply move away from the other player at any time. What you won't be able to do is communicate verbally. Chen claims that it was given a trial, but it detrimentally affected the game. That means that you could end up playing the game with an 80-year-old woman or a 16-year-old boy and never know it, but thatgamecompany claims that mystery actually aids the overall experience.
Each player's avatar features different symbols on his or her chest, so that you can differentiate between people as you meet them. The game's resource takes the form of ribbons, which are collected around the world and then displayed on your character's scarf. When you use powers, such as the ability to fly, these ribbons are used up and drift away into the air. If you're playing cooperatively, they can be collected by the other player, effectively allowing you to share resources between each other. You'll also need to work together to solve cooperative puzzles. We saw an instance where both players had to stand on platforms simultaneously to continue.
Journey is a beautiful-looking game, particularly thanks to the sand effects. At one point, the wind caused the ground to ripple like a vast lake. Thankfully, we're also promised environments such as mountains as you progress. Chen also promises some conflict in the game, although he wouldn't draw on the enemies you might come across.
The game opens with the fading of a white-hot sun, the dimming light revealing vast sand dunes. A beacon of light, emitting from a far-off mountain barely visible in the distance instilled in me a sense of urgency. Silently I stood for a while, ignoring my instincts in an attempt to soak it all in. There we were, the sand and I, alone. It was an almost comforting bleakness.
As I took my first steps forward, pushing the sand out in front of me like a sheet with a pocket of air trapped under it, I made it my goal to reach the light. Walking up and down dunes small and large, I eventually stumbled upon what I could only describe as a shrine. Suddenly, my character was surrounded with an aura that highlighted the folds of my clothes and gave me a the tiniest bit of a scarf
My brief play session was one full of emotion -- I marveled at the environments and beauty of it all; I questioned myself, my motives and what it was all for; and, most importantly, I persevered. It was empowering in a way no racing game or shooting game could ever replicate.
I imagined the feelings I had playing Journey are the same Jacques Cousteau might have felt as he explored the seas. There's a certain magic in discovery and figuring things out for ourselves, putting the puzzle together without a hand to hold us. I may have questioned the point of my own journey while I was there, but I can't wait to pick it back up again
To test Journey’s innovative and unusual multiplayer functionality, we are conducting a small, invite-only beta that will run tomorrow, June 28 and will run through July 12. If you were one of the very earliest adopters of Flower, and you are a PS Plus subscriber as well, watch your XMB inbox for your invitation and entry into the beta. Additionally, we’ve been able to free up a limited number of additional spots for the beta. Please check thatgamecompany’s Facebook page, here on the PlayStation Blog, or our media partners and their sites for code give-aways.
However at the end it still had basic video game goals. In order to keep things fresh, every level put some fresh and essentially rather traditional obstacles between you and said goals. There was a clear sense of progression to motivate you ever further. If Journey really is just about wandering from start to finish, with a little singing and dune surfing in between, that bold experiment may very well end up a rather boring one that gets old very fast.
Your little humanoid will soon be bestowed with a scarf. Basically this is an energy meter and you’ll need to collect resources to be able to fly. As these resources are spent they will be released and return to the land. As you progress in the game you’ll discover pieces of hanging cloth that you can harmonise with because you’re also made of cloth. You’ll also happen upon non-playable characters who will give you clues about what might have happened in this place. They will be visual clues, not based on dialogue, memories from the past that will help to create your own storyline of what may have happened.
Players will be able to find another player by singing. You’ll be able to touch to harmonise and even use the resources that the other player has used and discarded to draw strength and fly. You can, however, also choose to play as a single player in the multiplayer. Or you could leave the second player in search of another player who may better suit your play style in a scenario that Chen describes as being reminiscent of speed dating. The gameplay is very co-operative with conventional elements of players being able to discover hidden secrets. These may be paintings that give hints about the story or white pieces of cloth that players can collect to extend the maximum length of their scarf so they can fly further.