Exploring the World of Journey
Journey is a game created by Jenova Chen at thatgamecompnay. It originally released on PS3 in 2012, but is now available on iOS, PS4, and PC. The game caters to players aged 12+ who want a short atmospheric experience. I’d say it’s extremely beginner friendly even to people who don’t usually play video games.
As Nicole Clark points out, walking simulator critics usually define the genre by what it lacks. There’s no combat, no fail states, and no puzzles to gatekeep the story. Her counterargument is that this framing completely misses the point. Journey is one of the cleanest cases for her position because the game doesn’t just survive the absence of combat and dialoge, it actively uses that absence to make walking carry the story. Every piece of the narrative reaches the player through a movement mechanic, and if you stripped those mechanics out, there’d be no story left. Journey’s storytelling depends on a deliberate inversion of how most games handle progression. In most games, you earn the right to keep playing by surviving combat. In Journey, you earn the story by moving through space, and the world rewards or punishes you with more or less movement. Movement is the variable the story is told in.
Simple, Powerful Mechanics
In the introductory scene, there’s no HUD, no objective marker, no text telling you what to do. The Mechanic is just a left stick and a jump button. The camera pans 360 degrees around the desert, then settles on a mountain in the distance. That’s the entire tutorial. The Dynamic this produces is basically a forced orientation. With nothing else to do, you walk toward the mountain. The resulting aesthetic is discovery. Journey converts the absence of standard formal elements into a stronger sense of agency than a quest log produces. You are choosing to walk toward that mountain.
The scarf is one of Journey’s most elegant mechanics. The scarf grows when you collect glowing fabric and recharges when you stand near other glowing objects or other players. The Dynamic is a continuous cycle of spending and replenishing a movement resource, and the aesthetic is fellowship because cooperative recharging is faster and more reliable than going it alone. In one stretch through the underground temple area, a stranger I’d been parallel-playing with circled back and chimed near me to refill my scarf so I could reach a ledge. We’d never spoken and didn’t have usernames. The Mechanic produced an emotional event entirely through systemic design.
Gliding through the Ruins
My favorite stretch is the long sand-slide through the ruined city as the strings swell. Mechanically, it’s the same walking input as the rest of the game, only the surface tilts and friction drops. You accelerate, thread through arches, and get rewarded with momentum. The architecture you’re surfing through is the dead civilization the game has been hinting at since the opening. The story of collapse is being told underneath your feet while you experience joy and wonder what once lived in this world.
The Snowy Climax
The snow sequence is where my central argument really gets reinforced. For the entire game up to this point, you’ve been gaining movement. You start barely able to jump, then you collect scarf, then you fly, then you sand-surf at speeds that turn the screen into pure motion; but the snow takes that all away. The wind slows your walk to a crawl, and the cold drains your scarf so you can’t fly. Eventually your character collapses face-down in the snow and stops moving entirely. This is a deliberate reversal of every movement gain the game has given you. The Aesthetic is dying, told without a health bar, death screen, or a single line of dialogue. Because the entire game has trained you to read movement as life and freedom, the loss of movement feels like death.
This is also why the rebirth sequence that follows lands so hard. The music swells, you’re flying again, the camera pulls back, and you can soar through the air without touching the scarf meter. The story arc of death and rebirth is told entirely in the variable the game has been controlling all along: movement.
Multiplayer?
The multiplayer aspect of the game has a hard ceiling on relationship depth. You can’t friend the person you played with, message them mid-game, or even play with them again. Although I’m sure these design choices are intentional to keep the focus on movement + cooperation and avoid any kind of distractions or toxicity, the Journey gives you one beautiful interaction and then permanently cuts the connection. To me, there’s a real cost to that. The game gets the low-trust ambient co-op exactly right but gives you no options to let that evolve, even when both players might want it to. A potential improvement could be a post-game opt-in to add your companion as a friend, with no in-game advantage or consequences. This preserves the anonymity during play while letting the relationship continue if both players want.
Violence as a Hazard, not a Mechanic
Many games I’ve played on my own time use violence as one of the primary actions. Combat is how you express intent, advance, and resolve conflicts in RPGs like Red Dead Redemption, shooters like Rainbow Six Siege, or social deduction games like Among Us. Journey contains just one violent agent, the cloth-eating guardians that shred your scarf without killing you. Violence is not a mechanic the player wields, but is instead an environmental hazard the player endures. With retaliation removed, the only options are to flee and hide with another player. This forces the aesthetic toward fellowship rather than competition. Journey showed me that removing violence doesn’t kill the tension. It really just moves tension from the trigger finger habit of other games to the relationship with strangers and movement throughout the world.