It's time for gaming sites to hand out their game of the year awards, and Journey is on many GOTY shortlists. It's already won IGN's Game of the Year award and I expect more accolades to follow. However, I can't quite agree with all the gushing about Journey since its release, for one simple reason: thatgamecompany's previous effort, Flower, did in 2009 practically everything that Journey does, and more importantly, did it better.
A little context: I played Flower soon after it came out, and played the first few levels with a friend of mine. We were blown away by the phenomenal visuals and the incredible freedom of movement, not to mention the shocking "twist" in the fourth level. When Journey came out, we resolved to play through it together, and while we both enjoyed it, we were both kind of disappointed. A second playthrough by myself did little to alleviate matters.
Later, I realized that Journey employs almost exactly the same structure as Flower, but does it less effectively. In the spoilered section below are my reasons for?well, not disliking the game (it's still a fine game in its own right), but being quite disappointed with it. (They are slightly altered from a review I wrote of the game in June.) I don't think it managed to make Flower's peculiar lightning strike twice. I'd love to debate these opinions and see what other people think. I'd especially like to hear from anyone who loved Journey and decided to play Flower because of it. Was Flower less effective than Journey if you played Journey first? Does playing one of these games diminish the emotional impact of the other? If you only played Journey, do any of these criticisms apply?
Let me know also if you think I should clarify anything I've written here.
TL;DR: Journey essentially copies Flower's story arc, but inferiorities in gameplay, music, and underlying structure mean that Flower remains the better game. What do you think? Are there any problems with Flower that I'm forgetting here?
A little context: I played Flower soon after it came out, and played the first few levels with a friend of mine. We were blown away by the phenomenal visuals and the incredible freedom of movement, not to mention the shocking "twist" in the fourth level. When Journey came out, we resolved to play through it together, and while we both enjoyed it, we were both kind of disappointed. A second playthrough by myself did little to alleviate matters.
Later, I realized that Journey employs almost exactly the same structure as Flower, but does it less effectively. In the spoilered section below are my reasons for?well, not disliking the game (it's still a fine game in its own right), but being quite disappointed with it. (They are slightly altered from a review I wrote of the game in June.) I don't think it managed to make Flower's peculiar lightning strike twice. I'd love to debate these opinions and see what other people think. I'd especially like to hear from anyone who loved Journey and decided to play Flower because of it. Was Flower less effective than Journey if you played Journey first? Does playing one of these games diminish the emotional impact of the other? If you only played Journey, do any of these criticisms apply?
Let me know also if you think I should clarify anything I've written here.
The control scheme falls short of Flower: while that game made excellent use of the Sixaxis motion controls, in Journey they are neither required nor the best option. Add this to the fact that flight is severely limited (you can only replenish your scarf at certain locations or with the help of a fellow traveler) and Journey lacks the intangible sense of freedom and immersion that made Flower's controls so magical. You cannot fly to wherever you choose, and slogging across the desert with scarf drained quickly becomes tiring once you have tasted the freedom of flight.
Some songs work well, but others feel cluttered, dissonant, and confusing, clashing with the intended emotional impact of the gameplay and the visuals. No doubt this is partly due to the chime that is your means of communication in multiplayer, where you can randomly be joined up with someone playing the same section as you. You have little effect on their game, although huddling together or using your chime replenishes their scarf. The company is certainly nice, especially for the increased freedom that comes from replenishing your scarf. On the whole, however, I did not find the co-op as moving as some seemed to, and it disrupts the music. [This, in particular, is a personal gripe. I expect many to disagree with it. Even minus the chimes, though, I found Journey's music forgettable, and I'm not sure why it's on so many best-soundtrack lists.]
Journey's narrative is essentially a carbon copy of Flower's-joyous opening, a descent into oppression and melancholy, than an exciting, redemptive conclusion. The only difference is that Journey has two descents, separated by a teasing return to joy and redemption. The mood in Journey is loosely correlated in my view to a combination of the player's vertical position in the world and/or the speed at which they can move, which is pretty neat and shows how the narrative influences the gameplay and vice versa.
Anyway, the first big problem is that Journey's narrative descents are nowhere near as abrupt, shocking, and ultimately effective as when the power line sparks and burns out in Flower. Journey's are more about trepidation, and though the first such moment (when you are chased by beings clearly less natural than anything you'd seen before then) is definitely unnerving, it is less immediate and lacks the same genius. The second one, where you slowly freeze while fighting a bitter wind, is frustrating because you can be blown back and lose your forward progress, and because you lose your freedom of movement. It is a great example of gameplay and story merging, and it makes the subsequent scene of redemptive, joyous freedom of movement all the more enjoyable, but Flower's was less frustrating because the restriction of movement was mostly in your mind?the forbidding atmosphere and dark colors discouraged freewheeling flight. Less gameplay had to be sacrificed for the sake of the narrative in Flower.
The second big problem is in the narrative conflict. At the end of each "area", there are cutscenes that appear to tell the story of the decline of this world. These cutscenes serve little purpose because the end of the game is a hugely ambiguous fade into white, conveying personal redemption or transcendence. Your connection to the ruins is tenuous at best; unlike Flower, you can do almost nothing to restore them, and so the cutscenes add almost nothing while clashing with the ending, which is all about personal redemption. Perhaps the ending is meant to signify that you have risen above your fellows whose folly led them to ruin. Unless you interpret it that way, though, these cutscenes feel like little more than narrative dead weight.
The result of this narrative clash is a lack of investment. You are merely a passerby in this ruined world; you can do nothing about the dead and ruined monuments, whereas Flower was all about restoring color and life to a dying world. Perhaps Journey is more about personal redemption, but in my opinion you spend much of the game doing little more than sightseeing before you consider the story's meaning.
Tying into this, the developers missed an absolutely golden opportunity with the credits. Flower's interactive credit sequence is one of the best in gaming, and a perfect, serene cap to the experience. Journey's credits are wholly uninteractive, minimizing their emotional impact. Certainly, the scenes shown in the credits tie into the theme of redemption, but wouldn't it have been so much better to play it?
Some songs work well, but others feel cluttered, dissonant, and confusing, clashing with the intended emotional impact of the gameplay and the visuals. No doubt this is partly due to the chime that is your means of communication in multiplayer, where you can randomly be joined up with someone playing the same section as you. You have little effect on their game, although huddling together or using your chime replenishes their scarf. The company is certainly nice, especially for the increased freedom that comes from replenishing your scarf. On the whole, however, I did not find the co-op as moving as some seemed to, and it disrupts the music. [This, in particular, is a personal gripe. I expect many to disagree with it. Even minus the chimes, though, I found Journey's music forgettable, and I'm not sure why it's on so many best-soundtrack lists.]
Journey's narrative is essentially a carbon copy of Flower's-joyous opening, a descent into oppression and melancholy, than an exciting, redemptive conclusion. The only difference is that Journey has two descents, separated by a teasing return to joy and redemption. The mood in Journey is loosely correlated in my view to a combination of the player's vertical position in the world and/or the speed at which they can move, which is pretty neat and shows how the narrative influences the gameplay and vice versa.
Anyway, the first big problem is that Journey's narrative descents are nowhere near as abrupt, shocking, and ultimately effective as when the power line sparks and burns out in Flower. Journey's are more about trepidation, and though the first such moment (when you are chased by beings clearly less natural than anything you'd seen before then) is definitely unnerving, it is less immediate and lacks the same genius. The second one, where you slowly freeze while fighting a bitter wind, is frustrating because you can be blown back and lose your forward progress, and because you lose your freedom of movement. It is a great example of gameplay and story merging, and it makes the subsequent scene of redemptive, joyous freedom of movement all the more enjoyable, but Flower's was less frustrating because the restriction of movement was mostly in your mind?the forbidding atmosphere and dark colors discouraged freewheeling flight. Less gameplay had to be sacrificed for the sake of the narrative in Flower.
The second big problem is in the narrative conflict. At the end of each "area", there are cutscenes that appear to tell the story of the decline of this world. These cutscenes serve little purpose because the end of the game is a hugely ambiguous fade into white, conveying personal redemption or transcendence. Your connection to the ruins is tenuous at best; unlike Flower, you can do almost nothing to restore them, and so the cutscenes add almost nothing while clashing with the ending, which is all about personal redemption. Perhaps the ending is meant to signify that you have risen above your fellows whose folly led them to ruin. Unless you interpret it that way, though, these cutscenes feel like little more than narrative dead weight.
The result of this narrative clash is a lack of investment. You are merely a passerby in this ruined world; you can do nothing about the dead and ruined monuments, whereas Flower was all about restoring color and life to a dying world. Perhaps Journey is more about personal redemption, but in my opinion you spend much of the game doing little more than sightseeing before you consider the story's meaning.
Tying into this, the developers missed an absolutely golden opportunity with the credits. Flower's interactive credit sequence is one of the best in gaming, and a perfect, serene cap to the experience. Journey's credits are wholly uninteractive, minimizing their emotional impact. Certainly, the scenes shown in the credits tie into the theme of redemption, but wouldn't it have been so much better to play it?
TL;DR: Journey essentially copies Flower's story arc, but inferiorities in gameplay, music, and underlying structure mean that Flower remains the better game. What do you think? Are there any problems with Flower that I'm forgetting here?