Taking advantage of the great work of Jenova Chen (Creative Director & Founder) of Thatgamecompany, Journey creators; minimalist indie game created with low resources and today positioned among the best indie games. It is now among plus games PS4 month. Therefore I wanted to make an analysis experience (No spoilers) to which I have called: The sentimental touch, taking this opportunity to recommend the game if you haven’t played at the time, this is your chance.
They say that Indie games are the best games to analyze but are also the most difficult since not all people enjoy them and have the same reactions. This company, with their first simulators games like Cloud, Flow and Flower were simplistic and easy to understand games but stood out for something not many games today have “The sentimental touch“. Jenova Chen voice once said:
“We do not make just games. We treasured memories for a lifetime. We like to make games that feel different from others, discovering new emotions that were not possible in the past. Yes, you can innovate in what the games make you felel, and that’s basically what we get to create in the company. “
If we focus from the view of the game itself, we begin without warning in a desolate desert. Our character touches the human form but remains hidden between layers so gender is not given to specify, that makes us to connect with the character regardless who’s playing the game. We move and we realize that we are without alone, without a map, without company and clearly without a health bar which makes it clear that the character will not die or at least we think that; only shows us the goal of the tutorial character at the beginning of motion and literally tells us that the journey of the character also will be ours. The game doesn’t have any text or dialogue to guide us, only music.
As I said earlier this is an indie game but its simplicity and minimalism is intended. It puts you in an unknown area for you – as a player – forge your own way as you discover and explore things – like you do in real life. This game mechanic can sound simple but for a creator content that is not an expert in psychology, believe me it’s not easy given that you need to prepare and think everything to get the players to just “live the experience” that Journey createds for us.
When you enter the gameplay the game gives you a character with moves and jumps, fluid camera movements and sotf landings with a delicate and good style. The union between the character and the controller fits quite well, and when performing some act or move the character is in full sync with the feelings that the game wants to show, like at the beginning of the journey – the game gives us all possible moves and enjoy the spacing, and and the end of it – stooping to forced steps – where we most want is to stop walking.
But not all the sentimentality is representative in the mere character but also in the environment. Each place has a quaint compass that only the eye can recognize as it reminds us a lot to Impressionist paintings with the good positioning of light. That’s why the music remains a strong component of the sentimentality of the game, guiding our actions and development in the puzzles; generating new places that grows with an adaptive music score that we keep discovering with each step.
And to complete, the last step of the game is a “personal journey” which is very difficult for me to describe, but at the same time this is the most important thing because the meaning of the journey is unique to each person that plays the game. So … since I don’t want to give any spoilers here’s a little trailer. I hope you enjoy this game as much as I did.
Misael Acosta | GamersRD