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Journey Collectors Edition(PS3)

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We also removed the gender and age identity in the way the avatar is designed," Chen says. "We also removed the arms of our players, so they can't punch and push each other for fun and to be rude. We removed the personal possession so players don't stay away from each other to avoid stealing and competing over resources, etc." A lot of people have a very negative connotation about players online being mean and aggressive, particularly over voice chat," Chen says. "And I think by now it's very clear that it's not the people who are mean. It's the environment that brings out the mean behavior. The same people who were teabagging each other in a shootout in Call of Duty would be playing Journey the next minute. And those same folks, the teenage console players, would come to our forums and leave posts saying, 'To whoever was with me, I'm sorry that I had to go without being a companion with you to the end because my mom really needed me to go. But I hope you can see this post that it was a wonderful experience.' These people writing apologies to someone they don't even know, they're the same folks. This weekend will mark the tenth anniversary of ThatGameCompany releasing Journey on the PlayStation 3. But most video games are focusing on simulating competitions, and it's a power fantasy for boys who don't have many freedoms. When you give them too much power, they're thinking, 'Who has the stronger power?' I'm Superman, you're Batman, who's the stronger one here? But if we're both refugees in a war, we wouldn't be thinking about fighting it out to see who's stronger; we'd be thinking about how we can survive." Journey had no multiplayer chat, but players could chirp to each other

Journey Ten years later, Jenova Chen reflects on Journey

Best Independent Game". Spike Video Game Awards. Spike. December 7, 2012. Archived from the original on January 3, 2013 . Retrieved December 27, 2012.

Best PS3 Game". Spike Video Game Awards. Spike. December 7, 2012. Archived from the original on January 3, 2013 . Retrieved December 27, 2012. Glagowski, Peter (May 28, 2019). "Journey lands on the Epic Games Store next week". Destructoid. Archived from the original on June 5, 2019 . Retrieved May 28, 2019. What really dawned on me was that TGC's games are meant to be played by a much broader range of players due to its emotional accessibility," Chen says. "And I felt the destiny of TGC is to make games for everyone rather than hardcore console players. And we decided to help TGC reach its destiny, our next game needs to be on platforms where everyone has access to hence cross platform between mobile, console and PC. We started with mobile since it was the most difficult platform to develop on. The rest is history." A vision shows the traveler crumble before reaching their destination, but the traveler chooses to continue on. Eventually making it safely to the mountain itself, the traveler begins to make their way up 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 before the character and grant the traveler new energy, allowing the player to reach the summit of the mountain and walk into the crevice as the screen fills with white. The player is then shown the game's credits, playing over the ending cinematic scene. This scene 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 usernames of the other travelers who shared part of the journey.

Journey Review (PS3) | Push Square

a b "Journey: Development Team". Thatgamecompany. Archived from the original on January 16, 2013 . Retrieved July 20, 2012. What is happening in the artists' mind and life will influence the game," Chen says. "Journey was a very difficult to make game. And the struggle we had during development also reflects in the game's final struggle level. It's a mirror of the people who worked behind it." Experience the wonder in this anonymous adventure where you travel on a life’s passage, with the chance to connect with companions along the way. Alone and surrounded by miles of burning, sprawling desert, you soon discover the looming mountaintop is your goal. The passage will not be easy but this experience of a lifetime will help you discover who you are, what this place is, as you arrive at your purpose. In each of those stories, the players told Chen that they had lost a loved one shortly before playing the game, and became convinced that their silent partner through the game was actually their loved one having come to say goodbye.

Latest Reviews

Journey Game Creator Jenova Chen "Theories Behind Journey" - Full Keynote Speech (at 26:18)". Variety. Penske Media Corporation. February 8, 2013. Archived from the original on April 5, 2017 . Retrieved February 8, 2013– via YouTube. Rose, Mike (February 12, 2013). "Journey, The Walking Dead lead 2013 BAFTA Awards nominations". Gamasutra. UBM. Archived from the original on February 15, 2013 . Retrieved February 12, 2013.

Journey Proved Once and for All That Game of the Decade: Journey Proved Once and for All That

It's a nice payoff considering Journey had a difficult development cycle that dragged on longer than initially planned. We couldn't afford anybody's salaries," he says. "We had a celebration. We took a retreat in the mountains, celebrated, and then we disbanded the company, so everybody had to find new jobs." a b c North, Dale (February 7, 2013). "Journey took thatgamecompany into bankruptcy". Destructoid. Archived from the original on February 10, 2013 . Retrieved February 9, 2013. Sheffield, Brandon (July 1, 2009). "Interview: Kellee Santiago Talks Thatgamecompany's Road Ahead". Gamasutra. UBM. Archived from the original on May 9, 2010 . Retrieved February 1, 2011. a b c Dyer, Mitch (August 14, 2012). "How thatgamecompany Struggled to Save Journey". IGN. Ziff Davis. Archived from the original on February 6, 2013 . Retrieved August 16, 2012.

Fostering stories

To mark the anniversary of Journey's release, TGC co-founder and CEO Jenova Chen speaks with GamesIndustry.biz about his takeaways from the game with a decade's worth of hindsight. Fostering stories

Journey – review | Games | The Guardian

a b c d Donlan, Christian (March 1, 2012). "Journey Review". Eurogamer. Gamer Network. Archived from the original on October 16, 2012 . Retrieved June 27, 2012. Higton, Ian (July 21, 2015). "Video: Journey - PS3 vs. PS4 gameplay and graphics comparison". Eurogamer. Gamer Network. Archived from the original on July 23, 2015 . Retrieved February 24, 2017. Journey Ends With Five Video Game Baftas". Sky News. Archived from the original on April 30, 2014 . Retrieved March 6, 2013.Journey received high acclaim from critics who praised the visual and auditory art direction as well as the emotional response playing with a stranger created. It received the IGN Best Overall Game Award for 2012 and Ryan Clements of IGN described the game as "the most beautiful game of its time", saying, "each moment is like a painting, expertly framed and lit". [3] Jane Douglas of GameSpot concurred, calling it "relentlessly beautiful" and lauding the visual diversity of the world and the depiction of the rippling sand; Matt Miller of Game Informer added praise for the animation of the sand and creatures, saying the game was visually stunning. [1] [2] The music was also complimented, with Miller describing it as a "breathtaking musical score" and Douglas calling it "moving, dynamic music". [1] [2]

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