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Journey Collectors Edition(PS3)

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It is a hard game. (meaning not only gameplay, often the game causes emotions and not all are "nice", just like experiences in life) After ten years, I feel very grateful for what happened," Chen says. "It's also strange because we're growing the company and I interview people and they tell me, 'I played Journey when I was 13 years old!' Even the game's approach to multiplayer did its best to spell out as little as possible, pairing players together without the usual indicators of online play and minimizing their communications. There was a button they could use to make their character chirp, useful for calling attention to an area or letting players know where each other is, but that was about it. There were no user names (until the end credits), no matchmaking lobbies, and no chat functionality, voice or text. Journey's mountain gives players a destination throughout the game 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.

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The story was likewise less explicit than players were used to, with hieroglyphic-like cutscenes sketching out the demise of a lost civilization. The player character was similarly a rough sketch of personhood, a robed entity with pointy, angular legs, no arms, no discernable gender, and no facial detail beyond its eyes. Best Independent Game". Spike Video Game Awards. Spike. December 7, 2012. Archived from the original on January 3, 2013 . Retrieved December 27, 2012. a b c d Smith, Ed (May 18, 2012). "A Personal Journey: Jenova Chen's Goals for Games". Gamasutra. UBM. Archived from the original on November 9, 2012 . Retrieved July 20, 2011.Game of the Year". Spike Video Game Awards. Spike. December 7, 2012. Archived from the original on December 30, 2012 . Retrieved December 27, 2012. Sheffield, Brandon (March 6, 2012). "GDC 2012: How Journey was designed to facilitate friendship". Gamasutra. UBM. Archived from the original on January 12, 2013 . Retrieved July 20, 2011. Wintory, Austin (July 5, 2012). "Journey Bonus Bundle". Austin Wintory. Archived from the original on October 23, 2012 . Retrieved November 2, 2012– via Bandcamp.

I looking for Journey Collector’s Edition PKG or ISO I looking for Journey Collector’s Edition PKG or ISO

Chen, Jenova (March 29, 2012). "Journey Breaks PSN Sales Records". PlayStation Blog. Sony. Archived from the original on June 29, 2012 . Retrieved June 27, 2012. Chen, Jenova (September 27, 2011). "Your Journey Begins Spring 2012". PlayStation Blog. Sony. Archived from the original on April 10, 2012 . Retrieved October 1, 2011.

a b c d C., Alex (March 15, 2012). "Interview: Composer Austin Wintory On Journey". TheSixthAxis. Archived from the original on September 22, 2012 . Retrieved June 28, 2012. Wintory, Austin (2012). Journey (Media notes). Macedonia Radio Symphonic Orchestra. Sumthing Else Music.

Journey – review | Games | The Guardian

You will be thrown into a scary, yet, wonderful new world, with no idea who you are or what you're doing, besides one singular goal. Beyond changing the roster of creators at the studio, Journey also changed the company's remit to some extent. Journey was the exclamation point on a three-game partnership between TGC and Sony -- Flow and Flower were the first two titles -- and even though those games were tremendously well received, they also emphasized for Chen that a console platform holder like Sony was not an ideal partner for his goals. When they played through the game together, it helped them to grieve," Chen says. "It helped them to let it go, knowing their loved one was going to a better place. I never thought the game would have the power to be essentially therapeutic, to help people, but it's changed many people's lives, and that's the biggest surprise to me." a b c Sarkar, Samit (February 16, 2016). "How Austin Wintory Brought 'Journey Live' to Life". Polygon. Vox Media. Archived from the original on April 12, 2016 . Retrieved February 16, 2016. VanOrd, Kevin (July 23, 2015). "Journey (PS4) Review". GameSpot. CBS Interactive. Archived from the original on December 6, 2015 . Retrieved July 25, 2015.

What Curators Say

Chen, Jenova (August 27, 2012). "The Art of Journey Releases in September". PlayStation Blog. Sony. Archived from the original on October 16, 2012 . Retrieved August 27, 2012. I judge whether video games are a respectful artistic medium by watching people's response after I tell them 'I make video games.' I expect when video games are indeed legitimate art, the reaction wouldn't stray too far from what you would get if you are a writer, choreographer, architect or filmmaker. The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf. The scarf's runes are recharged by being near floating pieces of red cloth, or a variety of other means. [4] Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of magic cloth, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. The robed figure does not have visible arms to manipulate the game world directly. [3] Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf. [2] Ultimately, we human beings are capable of being gentle and compassionate only when we're in an environment where we're capable of compassion. When you put a person onto a battlefield and give them a gun, their first thing is to think, 'How am I going to protect myself from being killed?' Or 'Am I going to be able to use this gun to kill someone else?' Imagine if you give someone a first aid kit [instead]. It changes their mode of thinking and behavior." Sliva, Marty (July 23, 2015). "Journey PS4 Review". IGN. Archived from the original on April 12, 2020 . Retrieved April 12, 2020.

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