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Posted by GameTrailers Jul 08 2011 21:52 GMT
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Let the kites guide you along your way as you cross the vast desert sands in Journey's first moments!

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Posted by Giant Bomb Jul 06 2011 23:15 GMT
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Brad and Patrick discover that the desert never ends, it goes on and on and on...

Posted by PlayStation Blog Jul 05 2011 19:27 GMT
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With both summer blockbusters and big time fall previews of some huge titles, July’s Episode 38 of Qore travels from the deserts of Journey to the far reaches of the Ratchet & Clank universe.

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To start things off, Veronica Belmont explores the sand dunes of thatgamecompany’s latest game Journey. With shifting sands, different environments and a new take on co-op play, Qore travels deep into this new PlayStation Network exclusive.

Veronica also takes us behind the scenes of Insomniac Games to profile industry legend, Ted Price. Ted talks about how they got their start, how to get started in the industry and how his company is putting the final touches on Ratchet and Clank: All 4 One and Resistance 3.

With the blockbuster movie set for release, Captain America: Super Soldier brings the fight to the PlayStation 3. Go behind the shield for a preview of the storyline and the new fighting mechanics (including how to use that very cool shield).

Climbing to the top of the ranks of a secret association of assassins has never been as wild or as over the top in No More Heroes: Heroes’ Paradise. With upgraded graphics, wild new bosses, and PlayStation Move support, check out this ultimate version for the PS3.

Climbing to the top of the ranks of a secret association of assassins has never been as wild or as over the top in No More Heroes: Heroes’ Paradise. With upgraded graphics, wild new bosses, and PlayStation Move support, check out this ultimate version for the PS3.

Annual Qore subscribers also receive an exclusive Journey theme and a new dynamic theme lava lamp to set the mood for another busy summer of gaming….


Posted by PlayStation Blog Jul 05 2011 19:27 GMT
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With both summer blockbusters and big time fall previews of some huge titles, July’s Episode 38 of Qore travels from the deserts of Journey to the far reaches of the Ratchet & Clank universe.

5888623067_d98f90dee3_z.jpg

To start things off, Veronica Belmont explores the sand dunes of thatgamecompany’s latest game Journey. With shifting sands, different environments and a new take on co-op play, Qore travels deep into this new PlayStation Network exclusive.

Veronica also takes us behind the scenes of Insomniac Games to profile industry legend, Ted Price. Ted talks about how they got their start, how to get started in the industry and how his company is putting the final touches on Ratchet and Clank: All 4 One and Resistance 3.

With the blockbuster movie set for release, Captain America: Super Soldier brings the fight to the PlayStation 3. Go behind the shield for a preview of the storyline and the new fighting mechanics (including how to use that very cool shield).

Climbing to the top of the ranks of a secret association of assassins has never been as wild or as over the top in No More Heroes: Heroes’ Paradise. With upgraded graphics, wild new bosses, and PlayStation Move support, check out this ultimate version for the PS3.

Annual Qore subscribers also receive an exclusive Journey theme and a new dynamic theme lava lamp to set the mood for another busy summer of gaming….


Posted by Kotaku Jul 01 2011 22:00 GMT
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#watchthis This is Journey, a downloadable game for the PlayStation 3 that is coming out this fall and looks like a dream. The game's creators at ThatGameCompany are running a beta for the Journey now, to test its quiet, anonymous multiplayer mode. More »

Posted by PlayStation Blog Jun 30 2011 14:03 GMT
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E3 may have wrapped up a few weeks back, but the excitement here at PlayStation is growing by the day. Not only are we coming off of one of the most successful E3s we’ve had in recent memory, but we are preparing for the launch of some of this year’s most-anticipated software titles as well as a couple of very exciting new pieces of hardware.

This year we showcased one of the strongest software lineups in our history, including many creative and show stopping titles for the upcoming PlayStation Vita, family friendly options for PlayStation Move and an amazing lineup of AAA titles and franchise favorites for PS3. The positive response we received from our community was overwhelming, and the confirmation from E3 judges was very gratifying. In fact, PlayStation hardware and software was nominated for more than 140 awards at E3 this year. Here’s a look at just a few of the accolades we received:

PlayStation Vita

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G4TV.com, “Best New Hardware”
GameCritics: “Best Hardware”
Game Informer: “Best Tech”

Journey

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Examiner.com: “Best Living Artwork”
GamesBeat/VentureBeat: “Best Games of E3 2011”
G4TV.com: “Best Downloadable”

Sound Shapes

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IGN: “Best Music/Rhythm Game”
GameTrailers: “Best Music Game”
GameCritics: “Best Handheld/Mobile Game”

Twisted Metal

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Attack of the Fanboy: “Best of E3 PlayStation 3”
PlayStation: The Official Magazine: “Most Valuable Game”
VGChartz: “Best Multiplayer”

UNCHARTED 3: Drake’s Deception

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G4TV.com: “Best Action/Adventure Game”
GameTrailers: “Best Multiplayer,” “Best 3D Graphics,” “Best Graphics”
Yahoo! Games: “Best of E3 2011”

UNCHARTED: Golden Abyss

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Game Informer: “Best Handheld Game”
E! Online: “Top 10 Games of E3”
Game Trailers: “Best PlayStation Vita Game”

The year ahead will be a memorable one for PlayStation fans everywhere. The introduction of innovative hardware such as PS Vita and the PlayStation 3D Display will set the bar high when it comes to both quality and creativity. PlayStation Vita will provide gamers with the highest definition handheld gaming experiences, delivering new ways to play at home and on-the-go. In addition, the PlayStation 3D Display will offer PS3 users and their friends the ability to face-off with the exclusive two-player mode and provide easy access to all of their favorite 3D entertainment. Developers meanwhile will have more ways than ever to challenge and change the way people play and experience PlayStation games.

We are continuing to work closely with the global community of Worldwide Studios game developers and partners to deliver innovative games and content for the entire family of PlayStation hardware. I’m personally looking forward to all of the great software titles launching in the upcoming months, including Resistance 3, Uncharted 3: Drake’s Deception, Ratchet & Clank: All 4 One and Twisted Metal. We’ve got some great new PlayStation Move titles coming as well, including Medieval Moves: Deadmund’s Quest, and Carnival Island. And of course…we’ve got all kinds of great PlayStation Vita titles in the works, including Uncharted: Golden Abyss, ModNation Racers, LittleBigPlanet and Sound Shapes. Too much goodness to talk about in one little blog post…

Thanks to all of the great PlayStation fans out there who helped make E3 2011 one to remember!

Thanks,
Scott
Twitter: @RohdeScott


Posted by IGN Jun 28 2011 21:30 GMT
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Developer thatgamecompany is known for thought-provoking games. IGN just named Flower and its wind controls one of the best PlayStation Network games of all time, and now Journey is upon us. Here, you wander the desert looking to bring color back to cloth. Also, it's all online and you'll wander into other players while figuring out the world around you...

Posted by Kotaku Jun 28 2011 06:30 GMT
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#luckyfew Journey looks like one of 2011's most interesting—not to mention most beautiful—games, indie downloadable title or not. It was playable for a very privileged few at E3, but over the next week will be playable by a slightly less privileged few. More »

Posted by Giant Bomb Jun 27 2011 22:06 GMT
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By design, Journey requires a different kind of multiplayer beta. A select number of players will have the chance to check out thatgamecompany's latest months ahead of its formal release, the details of which were made available today. There are a couple things to pay attention to.

One, if you were you one of the "very earliest adopters" (read: buyers) of Flower and a member of PlayStation Plus, a code may be headed towards your account in the form of a private message.

Two, thatgamecompany is giving away some codes--but you only have until 7:00 p.m. PST tonight to send an email to journeybeta@thatgamecompany.com, which gets you into the Journey lottery.

Stay tuned to thatgamecompany's Facebook page for additional details, as the beta kicks off.


Posted by Joystiq Jun 27 2011 17:15 GMT
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Following up on last week's report, thatgamecompany has revealed the requirements for taking part in the "very limited" beta for its upcoming project, Journey. According to a recent post on PlayStation Blog, the beta will be restricted to "the very earliest adopters of Flower" who are also PlayStation Plus subscribers. The beta will begin on June 28 (that's tomorrow!) and run through July 12. Those who qualify should receive an invitation via their PSN inbox soon.

For those who don't fit the criteria (remember, everyone's on PlayStation Plus at the moment), all hope is not lost. A "limited number of additional spots" will be made available via PlayStation Blog and some unnamed "media partners."

Finally, more invitations are being given away via thatgamecompany's Facebook page. You'd best hurry if you want one -- the Facebook giveaway closes at 7pm Pacific tonight.

Posted by PlayStation Blog Jun 27 2011 14:00 GMT
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Coming out of E3 a few weeks ago, we at thatgamecompany couldn’t be more excited about the reception our latest game, Journey, received from both the press and general showgoers. Journey is our third exclusive game with SCEA’s Santa Monica Studio for PS3 and PSN, and we’re trying something new, something that we hope changes the way people think about online gaming.

As you may have heard, in Journey, players take on the role of travelers headed to a mysterious mountain in the distance. But unlike our previous two games, flow and Flower, Journey is presents our vision of what an online adventure can be. As you explore Journey, you may cross paths with other travelers. You can to join and play with up to one other player at a time.

But what makes Journey different is that there are no online lobbies, no matchmaking, no PSN IDs, and no chat. You are the character, limited to the ways of communication of the character itself. Will you choose to travel together – or go your own way? What secrets lie in the mysterious, sand-covered ruins of this world?

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We had a great time at E3 talking to all of the press that stopped by the Sony booth. And we couldn’t be more proud after Journey took home some great awards like PlayStation: The Official Magazine’s Most Valuable Game award, Machinima’s Best Downloadable Game award and Examiner’s Living Art award, as well as Best PS3 game nominations from IGN, G4TV and GameSpy, as well as a Best Original Game nomination from the E3 Game Critics.

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To test Journey’s innovative and unusual multiplayer functionality, we are conducting a small, invite-only beta that will run tomorrow, June 28 and will run through July 12. If you were one of the very earliest adopters of Flower, and you are a PS Plus subscriber as well, watch your XMB inbox for your invitation and entry into the beta. Additionally, we’ve been able to free up a limited number of additional spots for the beta. Please check thatgamecompany’s Facebook page, here on the PlayStation Blog, or our media partners and their sites for code give-aways.

We will be inviting players to join our weekly play sessions in order to help test our network code and all of the technical stuff running in the background of the game. You will also be able to provide feedback to the team on your experience. These sessions will take place on Tuesdays from 6 PM to 10 PM PST.

Thanks, and keep watching the blog, and our Facebook page, for the latest on Journey.


Posted by Giant Bomb Jun 24 2011 17:51 GMT
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I've played Journey, but you haven't. Fortunately, that's going to change for some of you!

thatgamecompany has revealed the ambitious multiplayer-driven adventure game's getting a "very limited" beta test, according to the company's Twitter, with more details on Monday.

I heard whispers about the beta at E3, so it's great to hear it's actually happening. When I played Journey just prior to E3, the multiplayer part wasn't working, so this'll all be new for me, too.

If you're not familiar with Journey, make sure to check out my hands-on preview and interview with designer Jenova Chen. We also had Chen sit down for one of the ridiculously E3 podcasts.


Posted by Joystiq Jun 23 2011 23:45 GMT
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You may soon have a chance to test out the online component of Journey, the latest evocative project from thatgamecompany (you know the one). According to comments made by Mike Snider, who makes up one half of USA Today's Game Hunters, an online beta is due to start next week. We'll let you know as soon as we hear more about gaining access.

While the developers are sure to extract valuable deta from the beta, we're more excited by what internet can learn from the playground presented in Journey. Wrapped in elegant textiles, players travel through a sparse and wondrous desert, choosing to dilly-dally, collaborate or simply go their own way. There's no hostility, jealousy or snark, and even the shouting seems gentle and polite.

Meanwhile, Joystiq's own sources indicate that some people are already playing the beta. NO, PLEASE, go on without us. WE HOPE YOU CHOKE ON EVERY GRANULE.

Update: According to thatgamecompany's Twitter feed, further details of a "very limited" beta will come on Monday via its Facebook page and PlayStation Blog.

Posted by IGN Jun 23 2011 23:20 GMT
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The devil is in the details, but if you ask Jenova Chen -- cofounder of that game company -- it's in the right analog stick of a DualShock. Chen and his team at thatgamecompany are hard at work on Journey, which follows in the footsteps of Flower, a beautiful PlayStation Network downloadable that po...

Posted by Joystiq Jun 23 2011 23:45 GMT
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You may soon have a chance to test out the online component of Journey, the latest evocative project from thatgamecompany (you know the one). According to comments made by Mike Snider, who makes up one half of USA Today's Game Hunters, an online public beta is due to start next week. We'll let you know as soon as we hear more about gaining access.

While the developers are sure to extract valuable deta from the beta, we're more excited by what internet can learn from the playground presented in Journey. Wrapped in elegant textiles, players travel through a sparse and wondrous desert, choosing to dilly-dally, collaborate or simply go their own way. There's no hostility, jealousy or snark, and even the shouting seems gentle and polite.

Meanwhile, Joystiq's own sources indicate that some people are already playing the beta. NO, PLEASE, go on without us. WE HOPE YOU CHOKE ON EVERY GRANULE.

Video
Posted by GameTrailers Jun 22 2011 23:49 GMT
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Take a journey across the sands with a friend in this trailer from E3 2011 featuring some dazzling gameplay footage!

Video
Posted by GameTrailers Jun 07 2011 22:54 GMT
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The creators of this artistic PlayStation Network exclusive take a few moments to give a tour of the serene desert land of Journey during the GT.TV All Access Live coverage of E3 2011!

YouTube
Posted by Kotaku Jun 06 2011 08:00 GMT
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#watchthis Might be! Developed by Thatgamecompany, Journey is set in a wind-swept desert. You are a traveler, making your way over sand dunes and through ruins. More »

Video
Posted by Giant Bomb Jun 05 2011 17:31 GMT
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Here's a minute-long look at the cooperative exploration in thatgamecompany's next downloadable game.

Posted by Joystiq Jun 04 2011 00:40 GMT
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We'll admit it: we're kinda, sorta seriously smitten with thatgamecompany's third game, Journey. As if the two previews we've run didn't already tell you that! Anyway, this recent interview with GTTV is interesting, sure, but look at all that gameplay footage! Beautiful! Check it out after the break.

Video
Posted by GameTrailers Jun 03 2011 18:39 GMT
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The creators of Flow and Flower present a new experience set in the deep desert.

Posted by Joystiq Jun 03 2011 18:40 GMT
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"Our goal is to expand the boundary of emotional experience that games can communicate," Jenova Chen, ThatGameCompany's co-founder and creative director told me following my preview session of Journey. And in the span of 30 minutes, I would run the emotional gamut from fear to confusion to acceptance and back to fear. Clearly, the journey is both metaphorical and literal.

The game opens with the fading of a white-hot sun, the dimming light revealing vast sand dunes. A beacon of light, emitting from a far-off mountain barely visible in the distance instilled in me a sense of urgency. Silently I stood for a while, ignoring my instincts in an attempt to soak it all in. There we were, the sand and I, alone. It was an almost comforting bleakness.

As I took my first steps forward, pushing the sand out in front of me like a sheet with a pocket of air trapped under it, I made it my goal to reach the light. Walking up and down dunes small and large, I eventually stumbled upon what I could only describe as a shrine. Suddenly, my character was surrounded with an aura that highlighted the folds of my clothes and gave me a the tiniest bit of a scarf.

As it happens, the game is less about me and mostly about that scarf.

Video
Posted by GameTrailers Jun 03 2011 17:30 GMT
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Take to the dunes in this gameplay from Journey!

Posted by IGN Jun 03 2011 16:30 GMT
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In a sea of sand, a mountain beckons you with light, strong enough to touch the sky. This is Journey, a downloadable adventure exclusive to the PlayStation 3. It's hard to know what Journey is just by looking at screenshots or watching the trailer, so let's take a closer look at one of the most beautiful games we've seen in years...

Video
Posted by GameTrailers Jun 03 2011 16:00 GMT
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Details on online play, design goals and the look and feel of Journey!

Posted by Joystiq Mar 23 2011 22:30 GMT
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We've told you about New York University's Game Center in the past -- remember that time when Chris Hecker brought SpyParty and talked about all sorts of stuff? -- and we're here to do just that once more. Tomorrow evening, we're hoping you'll join us and several hundred friends in Room 6 of NYU's lower level, where thatgamecompany co-founder and president Kellee Santiago will be speaking to the "Challenges In Evoking Unique Emotions In Video Games." Maybe she'll even talk a bit about her company's excellent-looking new game, Journey? We certainly hope!

Beyond her lecture, a discussion will be moderated by interim director (and Zynga New York creative director) Frank Lantz, with questions from the crowd also being solicited. The discussion begins at 7:00PM EST sharp, and we've dropped pertinent details after the break. Don't be late!

Posted by IGN Feb 21 2011 01:05 GMT
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Explore this gorgeous fantasy landscape from the creators of 'flOw' and 'Flower'.

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Posted by PlayStation Blog Feb 04 2011 17:48 GMT
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Thankfully, we weren’t discussing soft American rock; we were talking about the upcoming PlayStation Network title from the people that brought you flOw and Flower.

I’ve been trying to avoid hearing too much about Journey as I want to enjoy it without any presumptions – not the easiest to do when you work at PlayStation and not ideal preparation for an interview with the developers, you might argue. Regardless, here is my spoiler-free conversation with Robin Hunicke, Journey’s producer and Jenova Chen, co-founder of thatgamecompany.

I’ll be posting a few more video interviews from the PlayStation Experience event in London next week; check out yesterday’s chat with Insomniac Games about Resistance 3, if it slipped you by.


Posted by Kotaku Jan 11 2011 21:20 GMT
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#gameface From his mouth to the screen, as seen in the PlayStation blog interview with thatgamecompany's Jenova Chen about the artistic inspirations for his upcoming PlayStation Network game Journey. More »

Posted by PlayStation Blog Jan 11 2011 19:01 GMT
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I recently had the pleasure of meeting with Jenova Chen, the creative director of thatgamecompany and designer of flOw and Flower. Chen’s latest project, the upcoming PSN exclusive Journey, may be his most enigmatic project yet. In talking with Chen, I was most interested in learning what drove his unique, minimalistic vision, as well as the challenges in creating a drop-in, drop-out online multiplayer game without the use of industry-standard matchmaking lobbies and voice chat.

Sid Shuman: Journey’s got a certain mystique. Who are you in Journey? Where are you?

Jenova Chen: I want the player to find it out, it’s part of the fun. This is a world where there are no plants, no animals, and not even a single water drop to be found. The only things that are moving are these things, these characters, made out of cloth.

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SS: Journey’s a multiplayer game, but there’s no matchmaking or online lobbies. Would you say it redefines multiplayer? Is it a co-op game?

JC: We’re not really redefining. We make games for PS3 owners, but we also make games for their relatives or children. I don’t think your grandma is going to know what a [multiplayer] “lobby” means. I don’t think most children will understand what [internet] “latency” means. So after we eliminated the lobby concept, we had very few choices — other players have to be able to connect at any time, not just the beginning of the game, and a player has to be able to finish the game by himself he can’t find someone. All these technical issues came in with that one decision to get rid of the online lobby.

A lot of games design co-op for co-op play only. The best game I’ve played this year was Lara Croft and the Guardian of Light. It’s very well designed, like a designer’s jewelry box. But it wouldn’t work for Journey. What if the other player wasn’t there? So we have to come up with other ways to make co-op more meaningful. We wanted something very primal, which forced us to make innovations.

We didn’t try to redefine multiplayer, we just wanted to create a more intuitive experience. If your grandma asked, “what’s Journey?” I’d tell her “Journey is just like hiking. You go to hike a mountain, and there are other hikers you might meet and if you like them you can hike with them.” And that’s it.

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SS: What’s the core gameplay goal in Journey? What activities will I be engaging in?

JC: You will be…Journey-ing. Moving from point A to point B. [laughter] The problem is, moving is very boring. In World of Warcraft, you’re always moving…and waiting. So in Journey, we have things to spice up the moving. You can surf the sand dunes, collect cloth to fly over larger distances, cooperate with another player to get faster travel…sometimes you can ride things.

SS: It also looks like you’re collecting cloth patches, which seem to open up bridges or paths to other areas…

JC: Usually, players think about collecting as a “level up” experience. But we wanted to make the player feel small and weak. So initially, we did have a level up experience — if you collected 20 patches, you would jump higher or fly further. But that felt too empowering, which is the opposite of what we wanted. So instead of acquiring power, we made this metaphor for borrowing power. There are patches in the world, and when they hear your call, they come to help you out. Once you use them, they return to where they were. It’s not an ownership situation.

It also has to do with multiplayer. People would say, “I don’t want to play with you, I don’t want you to take my precious resources!” We tried various ways to eliminate that, but in the end, we decided to not give you [permanent] possession of them.

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SS: Surfing on waves of sand looks like an interesting way to get around this very dynamic, shifting environment. It’s such a simple pleasure — a bit like Flower, actually.

JC: We had problems with walking. It’s frustrating, but there’s no easy way to make walking fun. So we tried surfing, because as a gameplay mechanic it’s fun — you know, SSX. But you could surf on the slopes but not on the flat surfaces, and most of the game is flat. So we had to come up with a reason why you could surf, so we made the sand have waves.

SS: Does Journey use any buttons?

JC: There are two buttons right now. “Calling” lets you collect patches and communicate with another player, a very primal form of communication. And then there’s a “Fly” button.

SS: I noticed that the camera is controlled by the DualShock 3’s Sixaxis motion sensor, not the analog stick.

JC: I have seen various non-hardcore players try a first-person shooter, and they couldn’t even aim. The two-stick camera system, using them at the same time, is just very difficult. It takes time to train. And every time I see a player struggle with that, he just puts the game down. So I wanted to think about a more intuitive form of camera control. The other problem with a stick camera, particularly in a third-person game, is that people tend to adjust the camera very often and very rapidly. When I watch them play, I get dizzy. And I want people to be able to watch others play Journey.

SS: Why does jumping not require a button press?

JC: We used to have a jump button, but we wanted to simplify the game. When you can jump, during the boring walk [laughs] people would keep jumping. And that’s not what we wanted to see! After we removed the jump button, people said “we want to jump!” So we added an automatic jump, and it’s working pretty well. I do miss pressing the X button sometimes when I’m walking, though!

SS: Are there enemies in Journey?

JC: There is something like an enemy, there is. [laughter] Nature is your enemy. If there is an enemy, you can’t do anything about it. You’re small and weak. You can’t slay the Shadow of the Colossus!

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SS: Did an artist inspire the visual style of Journey?

JC: Do you know Chirico? If you see the original Japanese cover art of Ico, it’s an homage to Chirico. At an early stage, that was an inspiration.

SS: Journey is a very different kind of multiplayer game. Is it important for developers to challenge preconceived notions about what makes a multiplayer game?

JC: It’s important because your brain can be stimulated intellectually, emotionally, and socially. When people design online games, they often do lazy work. They bring an existing single-player game — an RPG, an RTS, a fighting game, a shooter — and duct tape on some online technology. They say, “okay, there’s multiple players, now do something cool. Here, play a kid’s game like Capture the Flag.” That’s the level of design. “Why don’t you kill each other until the last guy is left standing.”

If you really wanted to stimulate a social activity, you need to re-think it from the ground up. What is the skill they’re supposed to acquire? Accuracy? Or is it the ability to convince others? If the skill is social, it’ll be very relevant and useful. People still play poker. Why? Because the skill of deception is useful for real life. Look at online games. How many skills are based on social elements? Most games are based on grinding, accuracy, physical dexterity. They are not social games. They’re just old games with online features.

SS: Now, you’re saying this as a Call of Duty player, aren’t you? You like shooters.

JC: Yeah. I like fighting games too.They’re fun. But as I get older, what’s the point in pulling off another infinite combo? What does that do for your life? It’s not useful. People still play chess because strategic thinking is useful. Brain training games, fitness games…these have relevance. People don’t have much time to waste, so they want relevance. Whether it’s emotional relevance, like experiencing joy or sadness, or intellectual relevance, or social relevance.

SS: What other developers do you think are challenging gaming, perhaps in other areas?

JC: Quantic Dream. Team Ico — everything they make is very rich and deep emotionally. I think LittleBigPlanet is also very interesting. It’s not so much emotional as it is a different frontier. I also really appreciate whoever makes the best first-person shooter. Blizzard is always great, they have a lot of craft. We need those things too, because the game industry has to cover all sides. It’s not that I’m against fighting games or shooters — they need to be there, and they need to be good.

SS: Are you looking forward to BioShock Infinite?

JC: I liked BioShock but I didn’t finish it. I think I didn’t appreciate it as much as the fans, but I totally get the philosophies. I will try [Ken Levine’s] new game…it’s relevant. It’s not just about being strong and killing enemies. I appreciate that.