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Journey


HundredProofSam
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+1...and it makes easy to traverse the world too...

 

It wasn't all that easy for me..... :P I had finished it once on my own already..... And, I'm guessing, my partner was playing for the first time.... I had to guide him/her mostly..... :P But it was awesome..... My companion was waiting if I was left behind by any chance and I was doing the same..... The feeling is awesome in the game....

 

they should've allowed to play with multiple companions..would've been more fun..

 

I beg to disagree.... I think only two people in the entire game world is enough.....

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The feeling in the penultimate level is incredible if you're playing with a companion and are behind him. My heart sunk as we took those steps together. :majesty:

 

THIS.....!!!! THIS...!!!! THIS FRIGGIN THIS.....!!!!!!

 

I was on the "Snow" level, where we need to go ahead by hiding in one of those boxes so that the snake-robot-kinda thingy doesn't find us in it's light.... I had already played that in my first play-through but on my second play-through, my companion, probably, wasn't aware of that.... And he/she kept going ahead... And there I was, tapping the buttons like crazy because I thought, he/she will hear it and come back.... :majesty: That feeling was awesome..... I don't think any other game has ever been able to achieve that kind of a feeling where you care/worry about a team/companion/partner so much.... :majesty: And above all, it's a total "Stranger" in this case.... :majesty:

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Co-founder Kellee Santiago leaves Journey dev Thatgamecompany

 

"I felt like I have done everything I needed to do there."

 

Kellee Santiago has left the talented studio she co-founded six years ago - Journey, Flower and Flow developer Thatgamecompany.

 

"So much of my work at Thatgamecompany was really supporting Jenova [Chen's] visions for the types of games he wanted to make," explained Santiago to Gamasutra.

 

"And I felt like I have done everything I needed to do there, and that he's in a great place now to go on and continue with some of the other people at Thatgamecompany to take that to a whole new height."

 

She noted that the parting was done "amicably".

 

Santiago partnered with Jenova Chen at Southern California university before pair founded Thatgamecompany in 2006. Flow captured attention in 2007, and Flower turned heads in 2009. But it wasn't until 2012, and the release of co-operative adventure Journey, that Thatgamecompany really hit the big time.

 

Said Thatgamecompany in a statement: "After the hard struggle behind Flow, Flower and Journey, we've finally reached our goal. Awaiting at the mountaintop are new enlightenments and new sets of milestones for our life.

 

"While we want to continue the path of Thatgamecompany, Kellee has found a new direction in her career. Though our path in the future may be different, as TGC begins our next project, we wish Kellee a good journey and that our paths may cross again."

 

Santiago's not ready to talk about what she's doing next, but it sounds as though she'll stay within the video games industry.

 

"My hope is that I can take what I've learned and use it to support more teams, more projects, and really, hopefully, help in accelerating the growth of video games as a medium," she said.

 

 

 

 

:(

 

 

 

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Journey is PSN’s Fastest-Selling Game, Soundtrack Coming Soon

 

 

 

Hello, PlayStation.Blog readers. It has been an exciting two weeks for us since we launched Journey on PlayStation Store. We see the personal connection between our work and the players, which is the most real and priceless reward for us. For that, we thank you so much for your support, for spending time and money to play our game and for spreading the word about Journey to your dear friends and family. Thanks to you, Journey has officially broken PlayStation Network and PlayStation Store sales records, surpassing all first and third-party games to become the fastest-selling game ever released in the SCEA region on the PlayStation Network.

 

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After we released Flower in 2009, players sent hundreds of emails about their experience with the game. They varied from a nine-year-old girl to a 65-year-old man, from a marine serving duty overseas, to a soldier returning from Iraq. There were even stories about a mother’s memory of her two children in the wheat fields, a surreal butterfly fantasy from someone’s grandmother who passed away, and a young man who spoke about his brother who has Down syndrome. Those kinds of letters are what drive us at TGC to keep working.

 

And now, the reaction to Journey has been even more overwhelming. We have received more letters from fans in the two weeks since Journey’s launch than we did for Flower over the past three years!

 

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We owe a lot to our fans. In fact, idea of forming the thatgamecompany team to create games with Sony Santa Monica originated from several dozen emails that players sent in after playing our first student game, Cloud, from our time at USC. It was the players who told us how moving the game was and how it is important that we keep making these types of games so that more people in the world will realize what video games can be, and can grow to love games through our work. To me, that was a life-changing moment. I knew making games was my life calling.

 

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This art piece expresses our gratitude.

 

Lastly, a lot of you have seemed to really enjoy the music in the game, which was composed by Austin Wintory. And we’ve received a lot of requests to release the soundtrack of the game. Well, I’m happy to announce that the soundtrack will be hitting the PS Store and iTunes on April 10, and there will be a limited CD release in the near future as well.

 

Thanks, again, for all your support. We’ll see you online!

 

 

:wOOtjumpy: :wOOtjumpy: :wOOtjumpy:

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