A sedate but lovely ‘Journey”

Published 5:00 am Friday, March 30, 2012

One of the chief creative voices at thatgamecompany, Jenova Chen, once described his earlier game, “Flower,” in an intriguing way. He said it was to big disc-based games what poems are to novels. I can find no better description to apply to his follow-up, except to say that if “Flower” was an abstract haiku about the fragility of nature, “Journey” is a narrative ballad defined by discrete images and places. “Journey” offers players a brief but memorable glimpse into another world, and through the confluence of music, images and play, a meditation on solitude and the interconnection of people.

As you might expect, a lot of what makes a game called “Journey” so engaging is the slow unraveling of mystery as you learn more about where you are and what you’re doing. To that end, I’d be spoiling things to describe too much. It’s enough to say that you play an unnamed red-cloaked figure who finds him- or herself in a vast desert as the game begins. The only landmark in sight is a distant glowing mountain peak that serves as your destination.

Along the way, you’ll uncover secrets and slowly increase your ability to navigate freely through semi-permanent pick-ups in the world. Simplistic puzzles bar forward progress, mostly built around learning the properties of the world and the creatures that live within it. Most of the time, you’ll be pushing forward across the sands, or flitting over it like a leaf in flight as your character grows more agile.

As the journey unfolds, a cryptic tale reveals both a backstory to the world and its many ruins, and some semblance of who you are and why you’re traveling to the mountain. Without words or text, this narrative remains up for interpretation, through its conclusion and is likely to frustrate those looking for more concrete answers. The real story is about the places you visit as you travel and the sense of isolation the game evokes as you go.

“Journey’s” most innovative feature is the way it lifts that sense of loneliness through cooperative play. If you play online as you travel and come to a spot where another player is also exploring, you can interact with them.

Join them as they continue, or split off and leave them behind. Take them to hidden secrets you have found, or solve a puzzle together. There’s even a simple form of communication, a sort of chirping call that can be used to “speak” back and forth.

When playing together, you’ll quickly notice the way you can help to recharge each other’s energy, and by working together, you’ll have an easier time moving through the world and its challenges. It’s not a subtle metaphor, but it is a powerful one.

I recommend playing the game both ways. That is, consider unplugging your online connection and playing by yourself at some point, and then plug in and find someone in the game world to join. It’s surprising how different the game feels based on your choice.

“Journey” is a visual stunner thanks to some remarkable sand movement technology and excellent animation work, both on the main character and the strange creatures encountered along the way. For a game all about dry, harsh deserts, the way things move in the world make everything feel much more like a vast ocean. The graphical beauty is accompanied by an equally breathtaking musical score, which responds to character actions and changes in location with ease.

The artistic and technical excellence of “Journey” makes it worth your time, but no one should have illusions about uncovering a complex gameplay experience.

I find no fault with simple, accessible design, but the lack of any real challenge over the course of the game lessens the impact of the journey’s conclusion. How am I meant to feel like I’ve just come through an arduous quest if nothing ever made me really think or work hard?

In the pursuit of highly scripted moments of beauty, the game loses a sense of player agency and choice. At the end of the day, it’s a trade-off I’m OK with, but less linear pathing through the events might have increased my involvement in the experience.

If you judge a game solely by its complex battle systems, intricate puzzles or branching upgrade systems, “Journey” is likely a disappointment. If you’re open to that often nebulous realm of how a game might elicit emotion and the artistic potential of interactive narrative, “Journey” is an absolute must-play.

‘JOURNEY’

9 (out of 10)

PlayStation 3

Sony Computer Entertainment thatgamecompany

ESRB rating: E for Everyone

TOP 10

WII GAMES

The editors of Game Informer Magazine rank the top Wii games for March:

1. “Xenoblade Chronicles” (Nintendo)

2. “Skylanders: Spyro’s Adventure” (Activision)

3. “Rhythm Heaven Fever” (Nintendo)

4. “The Legend of Zelda: Skyward Sword” (Nintendo)

5. “Rayman Origins” (Ubisoft)

6. “Tiger Woods: PGA Tour 13” (EA Sports)

7. “Kirby’s Return To Dream Land” (Nintendo)

8. “Fortune Street” (Nintendo)

9. “Bit.Trip Complete” (Aksys Games)

10. “LEGO Harry Potter: Years 5-7” (Warner Bros.)

— McClatchy-Tribune News Service

Weekly download

‘MOTORSTORM RC’

For: PlayStation 3 and Vita

From: Evolution Studios/Sony

ESRB Rating: E for Everyone

Price: $10 on PS3, free on Vita for a limited time

If you ever imagined how amusing it might be to see “Motorstorm’s” hulking off-road vehicles shrunk down to RC car form, just wait until you see one of them flip over and land haplessly on its plastic back. “Motorstorm RC” takes the gimmick and runs wild with it. The tracks are miniaturized, toy-car replicas of courses from all four previous “Motorstorm” games.

“RC’s” default controls mimic those of a remote control, with one stick (or R2 trigger on the PS3) handling the gas and brake while the other handles steering. You can customize these settings to use buttons if you wish. But if you want to beat your friends’ ghost times and get gold medal scores across all 48 events — a mix of races, time trials, overtake challenges and drift competitions — you’re advised to master the analog acceleration in order to tame the vehicles’ stubborn handling.

— Billy O’Keefe,

McClatchy-Tribune News Service

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