Critical Play: Walking Simulators

 

 

 

 

 

 

 

“Journey” by Annapurna Interactive, available on various platforms such as PlayStation and ios, is an exceptional example of a walking simulator game that uses walking as its core mechanic to tell a compelling story. The target audience of “Journey” spans from casual gamers seeking a relaxing and immersive experience to dedicated enthusiasts appreciating the innovative approach to storytelling.

“Journey” is a single-player game with an optional multiplayer component, allowing players to interact with anonymous fellow travellers. The gameplay is relatively simple, with players controlling a robed figure traversing a vast desert landscape towards a distant mountain. The game lacks typical combat or puzzle-solving elements; instead, it focuses on exploration, discovery, and the emotional experience of the journey itself.

The critical formal elements of the game include the player’s ability to walk, glide, and interact with the environment by activating cloth-like creatures to progress. The game’s minimalist design, breathtaking visuals, and captivating score evoke a sense of wonder and solitude, leading to a unique and emotionally engaging gameplay experience.

“Journey” offers a distinct kind of fun, straying from the conventional adrenaline-fueled action found in many contemporary games. Instead, the game’s compelling aspects lie in its serene atmosphere, emotional depth, and the sense of camaraderie that arises from interactions with other traveler. The game’s mechanics, visuals, and soundscape contribute to an immersive experience that focuses on the journey itself rather than reaching an end goal. Here, aesthetics of exploration and expression is heavily utilised to create a non-conventional type of fun. The vibrant visuals and using musical notes as the primary source of communication sets the undertone for the mentioned types of aesthetics.

The game works exceptionally well due to its simplicity and the emotional connection it fosters with players. “Journey” could potentially be improved by offering more diverse environments and additional methods of interaction with fellow travelers, but maintaining the simplicity and elegance of the game is crucial for preserving its unique charm.

When compared to other walking simulator games, such as “Dear Esther” and “Gone Home,” “Journey” stands out due to its striking visual style and innovative approach to multiplayer interaction. While “Dear Esther” and “Gone Home” focus on narrative-driven exploration, “Journey” prioritizes the emotional experience and the bond formed between players. This distinction allows “Journey” to appeal to a wider audience and offer a more profound experience that transcends typical game objectives.

In terms of vulnerability, “Journey” requires players to let go of traditional gaming expectations and immerse themselves in the experience. By embracing the game’s serene pace and introspective nature, players can forge a deep connection with the character and the surrounding world.

In conclusion, “Journey” by Annapurna Interactive is an exceptional example of a walking simulator game that effectively utilizes walking as a storytelling device. The game’s minimalist design, emotional depth, and innovative approach to multiplayer interaction set it apart from other games in the genre, offering a unique and compelling experience that emphasizes the beauty of the journey itself. By embracing the game’s core mechanics, players can fully appreciate the profound emotional impact of “Journey.”

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