Thatgamecompany’s latest title is an unadulterated work of art.
Storytelling is much more traditional and on-the-nose than it was in Flower, but this is still a very non-literal narrative and impressions will likely vary from player to player. We recommend you play the game yourself, and skip reading this section. Don't read anything we write on this page. Don't do it. Just skip to the next one.
Still here huh? There is no spoken narrative. The story is symbolic and seems to follow the rise and fall of a civilization, that is, the civilization of your cloaked and hooded brethren. The mountain, the one you're heading toward the entire game, is depicted as a source of energy or possibly genesis for your people. The cloaked people apparently tried to harness this energy, and were successful for some time, however things eventually took a turn for the worse.
Your titular journey takes place alongside the exposition of this tale, and also takes you physically through the relevant locales. In this way, we experience both ancient history through cutscenes, and the long-term ramifications through context, at the same time.
Unlike Flower, which used context-driven storytelling exclusively, or flOw, which had no story to tell, Journey does take advantage of cinematic cutscenes for the first time in thatgamecompany's body of work. We definitely think contextual storytelling is more appropriate for this type of game, and although the cutscenes fit in visually, we felt like the game design wasn't as smooth with their inclusion. And it's not like these videos are conveying complex ideas, we could've easily picked up adequate history and plot from creative context clues.
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