Critical Play: Walking Simulators – Journey

Journey is an indie adventure game developed by Thatgamecompany. It is available on many platforms such as Playstation, Microsoft, and Windows, however I played on iOS, specifically on the iPad. On iOS it is rated for ages 4+, meaning it’s essentially for all ages. The target audience of this game is for people who are looking for an adventure that they have to uncover for themselves, considering there are no instructions or maps provided in the game. The fact that the game has no dialogue, means that it is accessible for people of all language backgrounds. 

The game is different from other walking simulators because there is no dialogue or sound to help tell the story, it is strictly visual (and very beautiful I might add). In terms of getting a handle on the game, it’s very easy to get started in the sense the designers had a very simple UI for the controllers. There is a button in the bottom left corner that operates as a joystick and allows you to move your character forward, there’s a button on the right side that allows you to control direction, and there’s a smaller button also on the right that gives you a special ability. 

Unlike other games, Journey conveys its narrative through the different environments, interactions, and movements of you as you are walking. For instance, when you start the game you find yourself in a dune-like arena. Because you have no map or instructions, you must just start walking in this seemingly endless virtual world. Eventually you will stumble across these flags and glimmer, and you must figure out on your own how to progress forward. This is where Journey slightly becomes a game of challenge, because you are forced to find out everything on your own. You have no guidance, no understanding of the world or your abilities, and no way to ask for assistance. However, because you are exploring uncharted territory, this is also a huge game of discovery as you don’t know what comes next and have to experience everything for yourself. Similarly, this is also a game of submission, as it’s very relaxing, low stress, and takes minimal brain power, it is the perfect game to enjoy in your pastime. 

Walking throughout the game is the story. The more you walk, the more you discover and learn about your character. You eventually run into magic carpets who assist you in your journey, but you must figure out how to utilize them. You learn how to utilize your ability to fly and long glide. You also get to visually experience different environments which are displayed through different color schemes (see images). 

For improvement, I would recommend adding sound. At least on my device there was no sound, but if there was it definitely would have deepened my immersion. Especially when it comes to using the special ability, seeing your character start gliding in the air is already visually so aesthetic, but accompanying sound effects could amplify the experience tenfold. Furthermore, while I did enjoy the aspect of having to explore everything on my own, it left me with a sense of incompleteness. Even after progressing to the next area, I was always unsure whether I had thoroughly explored the previous one. To address this, I propose that the designers introduce a simple map outlining the area’s boundaries. This map wouldn’t need to reveal detailed features that would give away the game’s mystique, but it would help players confirm whether they have fully experienced each section before advancing.

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