VIDEO-GAMING / LP SERIES PART 2 - art games
& now
I come to our next game. Again I had
heard about it, but I didn’t pursue it until VERY recently – try a week & a
half ago recently. I had been PLANNING
to watch the playlist pewdiepie had complied since he came out with it
[January], but life happened. [You can
view that playlist here:
But it was
WORTH THE WAIT. Let wiki tell you the
rest:
In Journey the player controls a robed figure in
a vast desert, traveling towards a mountain in the distance. Other players on
the same journey can be discovered, one at a time, along the way; two players
that meet can assist each other, but they cannot communicate via speech or text
and cannot see each other's names. The only form of communication between the
two is a wordless shout. This shout also transforms dull, stiff pieces of cloth
found throughout the levels into vibrant red, affecting the game world and
allowing the player to progress through the levels. The robed figure wears a
trailing scarf which, when charged by approaching floating pieces of cloth, briefly
allows the player to float through the air.
The developers sought to evoke in
the player a sense of smallness and wonder, and to forge an emotional
connection between them and the anonymous players they meet along the way. The
music, composed by Austin Wintory,
dynamically responds to the player's actions, building a single theme to
represent the game's emotional arc throughout the story.
Reviewers of the game praised the
visual and auditory art as well as the sense of companionship created by
playing with a stranger, calling it a moving and emotional experience. Journey won several "game of the
year" awards and received several other awards and nominations, including
a Best Score Soundtrack for Visual
Media nomination for
the 2013
Grammy Awards.
Quite
frankly, I believe it is the best game ever made [& a lot of others do,
since the game has won a plethora of awards & accolades.] It is PERFECT in every way a game can be
perfect: graphics & visuals; the cooperative experience; the score &
audio; & the manifest & latent narrative genius.
a. GRAPHICS
This game
is visually stunning. Like LIMBO, it
evokes feelings of wonder when you play it.
But in an entirely different way than LIMBO. LIMBO evokes disgust, fear, apprehension,
& sadness much more than Journey – this is not to fault LIMBO; LIMBO has
another theme / angle it is coming from: horror. Journey, on the other hand, comes from
adventure, wonder, majesty. You feel
overwhelmed from the sheer scope of it all.
You are just a small being, with some other small being, scaling the
world.
Some fault
the graphics for being “too simple” or “too boring,” but I enjoy the simplicity
& the brilliance. In so many of our
games now, we try to pile in so many textures, so many moving elements, that we
get lost in the madness, as opposed to getting lost in the scenery – which happens
in Journey. During my viewing
experience, I had to just pause & cry because what was happening to my eyes
was truly a holy moment. pewdiepie also shed
tears because of the sheer beauty of this game.
It can’t even be brought into words sometimes.
| all from the company's website |
I believe
these tumblr gifs do the game a bit more justice. You can feel the flowing / organic / seamless
nature of the animation – which is an extent of the graphics. There is not an awkward angle or an awkward
jerk of the animation. Everything flows;
everything bleeds into another. There is
little to no difference between the in-game graphics & the narrative cut-scenes
– something that happens so much with mainstream games. When you see the trailers for such games, you
commonly see only the cut-scene animation.
& the cut-scene animation is beautiful [you can see every detail], but
when you go back to the game, things drop drastically down in quality. In order to play the game – REALLY play the
game – that high quality is not unsustainable; it must be cast aside in order
to advance through levels & objectives.
But that’s where the simplicity really does help this game. There is no sacrificing between the two
necessary components; they bleed together.
They are one – like a game should be.
| 18bithero |
The
character design of the characters is beautiful, as well. Their capes & scarves are such
beautifully unique elements that showcase your status, your identity, &
your closeness to the companion next to you.
& these beings are anonymous; they can be anyone. They are also, quite arguably,
genderless. They are not the default openly
cis & hetero male gender protagonist; they can be molded into
anything. & they CAN be anyone –
which is what happens in the cooperative experience.
b. CO-OP
The co-op
mode is not forced; it happens naturally.
After you get the hang of things in the pseudo-tutorial, you are paired
with a random stranger. It could be
anyone. They could, theoretically, be
your neighbor next-door. Or they could
be a person thousands of miles away in another country, in another
continent. You will never know. & that’s the beauty of it.
You don’t
need words to bond with this person. You
don’t need the cluttering of information a profile brings. You are brought together with this being who
will help you [hopefully; there are people who, just like in life, will leave
you behind & selfishly go off on their own]. You might stay with this person the entirety
of the game. Or you might meet different
travelers on the way. Either way, you
will bond with them on some level. pewdiepie,
in his let’s play, had the same person for quite a while. He named the character of the person he was playing
with. & the two of them began to
really understood each other. It was
beautiful to see such camaraderie & sometimes even love between the two
characters, waiting for each other, fretting over each other, communicating
thru a series of clicks & jumps. It’s nothing that’s ever been introduced
before. & other games should pick up
on it. The possibilities of mandatory /
normalized, yet by no means stagnant or forced or mechanic, co-op gameplay are
endless.
c. SCORE / AUDIO
If you
didn’t read correctly, YES this score was nominated for a Grammy. It didn’t win, but it was still
nominated. It’s the first video game
score of its kind.
& it
rightly deserves it. Because the visuals
& the score are in perfect harmony.
They complement each other. They
share a VITAL bond, much like you & your anonymous companion. They cannot exist without the other. They go through the journey together &
never leave the other’s side.
Here’s
some more wiki knowledge:
The music in Journey was composed by Austin Wintory [in a
way] so the music would dynamically tie in to both the actions of the player
and sound effects caused by nearby game objects, and feel as if it were
"unfolding in real time".[20] [They] felt
having short pieces of music that looped without reacting to the player would
be a "missed opportunity", and wanted to create music that changed
while still containing a composed emotional arc.
Unlike many games, where
different songs have different themes for each character or area, Wintory chose
to base all of the pieces on one theme which stood for the player and their
journey, with cello solos especially representing the player. Wintory describes
the music as "like a big cello concerto where you are the soloist and all
the rest of the instruments represent the world around you" … [20][22] The cello begins the game as
"immersed in a sea of electronic sound", before first emerging on its
own and then merging into a full orchestra, mirroring the player's journey to
the mountain.[23] While the game's art style is based on
several different cultures, Wintory tried to remove any overt cultural
influences from the music to make it "as universal and culture-less as
possible."[20]
Above is
the orchestral suite for the game, allowing you to hear the varying stages /
emotions you will experience while playing the game. Because you will most
definitely experience EMOTION. The cello
in the beginning really builds to the awe.
& then @ the end… the finale piece [Apotheosis]… it will be a
cathartic, magnificent experience. You
will shed tears. Or will be close to
shedding tears. Everything reaches a
climax, an apex of gaming experience, a holy & heavenly moment that will
leave you breathless & agape &… The final “stage” of Journey is
something that I will never regret watching & something that I will never
forget. & I don’t want to rob you of
that privilege.
But it
continues. Just when you think the game
has ended, you get the closing credits.
& the closing credits are usually something just thrown together
just to show names. But in Journey, the closing
credits & the story that unfolds from the credits is the most important
part of the game. You see the narrative
truly unfold. You see yourself &
your journey. & the start of a new journey. The song chosen for these credits… it’s one
of the best songs ever constructed for a video game. Pure brilliance. Please give it a listen:
d. NARRATIVE
I barely
grazed the narrative above. But it truly
is a journey. & a repeatable one;
the game gives you the option of multiple replays in order to “upgrade” your
coat from red with sparse trimmings, decorations, & scarf, to one very
heavily ornate [but still red], to possibly even a white coat – the pinnacle of
this creature’s existence.
Since
there are no words that are exchanged thru the story, you rely on visuals. You rely on the “meditations” you receive
from the white figure. You receive the
background story of your people. It both
serves as a warning of the past & the foreshadowing of the future. You visit sites quite similar to the visions
you receive [which have an entirely different visual style, like mosaics & “ancient”
art] & they can be… meh I won’t spoil it.
The best
analysis of this game comes from a tumblr user.
I must post it because I won’t be able to do a better job myself:
[WARNINGS FOR SPOILERS]
s0tc: The best thing about Journey is being able to interpret things in
your own way. The game is moving and unforgettable and you can experience a
wide sense of emotion from the story-telling itself, the music, and the
gameplay. I always paid close attention to watching the way the white-robbed
figure portrayed itself each time you saw it. The first time it is mysterious
and you are filled with a sense of curiosity of who they are and it shows you
how the mountain brought the land prosperity and life. The second time, it
reveals itself to you and tells the rest of its story on a more personal level
where it became sort of a dawn of a new age for its people. The third time when
you walk up to it, with its back turned, you can already feel the sense of loss
even before it showed you the fall of the civilization with chaos and
destruction. The fourth time, you watch as they stand together, side by side,
and the white-robbed figure shows how the destruction ended their civilization
and over time, sands covered the land and finally, you were born. And lastly,
when you see the white-robbed figure for the final time you can feel how
important this figure is. So important that this figure shows you the journey you have been
struggling through, knows your destiny, shows you your purpose. And when you
watch the credits and how this little star in the sky trails all the way back
to the beginning where you were ‘born,’ you realize that this mountain, the
mountain that once brought life to the land, gave you a new life. A new journey.
Another
interpretation is the “light” inspires others to live – others to start their
own journeys, but they are quite similar.
It is a
short game, yes, but every level is needed.
There are no “filler” levels made of unnecessary content to stall you,
to keep you busy until you get to the grand finale. Every step, every task has a purpose. Everything is necessary. & the end may come too soon , but you are
right to feel this way.
You’ve
been on a journey with someone & you don’t want to see them go. You want to stay searching with them
forever. You don’t want it all to
end. You don’t want this beautiful experience
to end.
But it’s
okay. You can repeat your journey. You can repeat it as many times as you desire. The journey truly does NOT end. & that’s a positive adjective I can’t
even come up with.
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