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Journey is a third-person adventure platformer developed by ThatGameCompany and published by Sony Computer Entertainment. It launched on March 13, 2012 across PlayStation 3, PlayStation 4, PC, and iOS. You control a robed figure trekking through a vast desert toward a glowing mountain peak. The game tells its story without a single word of dialogue, relying on visuals and environmental cues to convey the history of a lost civilization. It is a short but dense experience that focuses on movement, atmosphere, and a brief but meaningful interaction with strangers online.
You move by walking, sliding, and gliding through sand dunes while your scarf grows longer as you collect cloth shards. The controls are simple but fluid, letting you run or soar through the air when wind currents catch you. You encounter ruins from a fallen society and climb steep slopes until the terrain shifts to snow and ice. Combat is nonexistent; instead, you dodge predators or avoid falling into dangerous crevices. A unique multiplayer element lets you meet other players anonymously without voice chat. You simply chirp to communicate and can link your scarves with a stranger to boost both characters' flight abilities. This co-op session lasts only until one of you reaches the mountain base before you part ways permanently.
Critics and players alike have praised Journey, with Metacritic holding it at 92 out of 100 and IGDB averaging 89.9 from over a thousand ratings. The community describes the vibe as wholesome, emotional, and story-driven, with casual play being a common approach. Players spend an average of two to three hours completing the full trek. Only 14 achievements exist in the game, making them surprisingly elusive since the average unlock rate sits at just 16 percent. The rarest trophy is "Adventure," which only 5 percent of players have earned. This low completion rate suggests many people stop before finishing or simply do not know how to trigger specific endings. The high ratings stand out because the game offers a distinct emotional punch rather than typical gameplay loops.
This title is worth your time if you value atmosphere over challenge and want to see what online interaction can look like without toxicity. At $3.74 on the Humble Store, it is a steal compared to full-priced releases. The 14 achievements are tough to get, which might deter completionists, but the core experience stands on its own. You should play this if you want something short that leaves a lasting impression rather than a grind-heavy marathon. The final credits sequence alone justifies the cost and the time investment required to reach it.
Journey 's story is told wordlessly through in-game and pre-rendered cutscenes. The player's character begins on a sand dune in a seemingly endless desert. In the far distance looms a large, foreboding mountain with a glowing crevice that splits its peak. As the character approaches the mountain, they find remnants of a once-thriving civilization, eroded by sand over time. Scattered throughout the ruins at the end of each area are stones at which the traveler rests; these give the traveler the vision of meeting a larger, white-robed figure in a circular room, with art on the walls describing the rise and fall of the civilization, mirroring the player's journey. The player continues to journey deeper into the remains of a once sprawling city at the base of the mountain. Eventually making it safely to the mountain, the traveler begins to climb it, struggling as they enter the colder climates and encounter deep snow and high winds. With the crevice still a fair distance away, the traveler falls and collapses in the snow. Six of the white-robed figures appear and grant the traveler new energy, allowing the player to reach the summit of the mountain and walk into and through the crevice as the screen fills with white. The player is then shown the game's credits, playing over the ending cinematic. This cinematic shows a shooting star emanating from the crevice and traversing the path the traveler took through the ruins, and shows glimpses of other robed travelers heading towards the mountain. Eventually, the star comes to rest at the sand dune where the game began, and the player is given the option of starting the game again. As the credits end, the player is shown the PlayStation Network IDs of the other travelers who shared part of the trek.
Game Modes
Single player, Multiplayer, Co-operative
IGDB Rating
89.9
RAWG Rating
4.3
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