Das Computerspiel Journey bricht alle Regeln. Es gibt es keine Worte und keine Gesten, nur Taten. Gerade dadurch wird die einsame Reise. Erkunde die uralte, geheimnisvolle Welt von Journey und ergründe ihre Geheimnisse, während du über ihre Ruinen und Sanddünen hinwegschwebst. Spiele. Aber thatgamecompany sagt mir was – von Flower, ihrem Vorläufer-Game. Nach diesem Artikel zu urteilen könnte mir Journey gefallen. Ich finde es eine der.
Journey – Der Weg ist das ZielDas Computerspiel Journey bricht alle Regeln. Es gibt es keine Worte und keine Gesten, nur Taten. Gerade dadurch wird die einsame Reise. ‚Journey' ist das Spiel weswegen ich eine Playstation gekauft habe. Tatsächlich war es dann aber das zweite, das ich spielte. Inzwischen zum. Journey Featured Image. Erlebe ein spannendes, aufregendes Abenteuer in einer Welt voller Rätsel und Intrigen. Durchreise dieses einzigartige Spiel auf.
Journey Spiel Navigationsmenü VideoLet's Play Journey #1 [deutsch/german] PS3-Gameplay mit GameTube
Featuring stunning visuals and a Grammy-nominated musical score, Journey delivers a breathtaking experience like no other.
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Sony Interactive Entertainment Annapurna Interactive. Leitende Entwickler. Jenova Chen. Austin Wintory.
Erstveröffent- lichung. PlayStation 3: Nordamerika Zwar ist dieses Spiel auf der PS5 spielbar, aber einige Funktionen, die auf der PS4 verfügbar sind, sind hier möglicherweise nicht vorhanden.
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When players approach each other they charge one another's scarves. They cannot communicate with each other beyond patterns of singing.
Players can help each other by activating strips of cloth or showing paths, but cannot hinder each other and are not necessary for completing any level.
While all the figures generally look the same, without distinguishing characteristics, individual players can be told apart by unique symbols which are shown floating in the air when they sing and are displayed on their robes at all times.
Journey is a wordless story told through gameplay and visual-only cutscenes. The player's character begins near a small sand dune in a vast desert.
Walking to the top of the dune, the character can see looming in the far distance a large, mysterious mountain with a glowing crevice that splits its peak.
As the character approaches the mountain, they find the remnants of a once-thriving civilization, eroded by sand over time.
Scattered throughout the ruins at the end of each area are stones where the traveler rests and has visions of meeting a large, white-robed figure in a circular room.
Art adorns the walls, describing the rise and fall of the player character's civilization, which also mirrors the player's journey.
As the player journeys into the remains of a once sprawling city at the base of the mountain, they find they must also contend with roaming, ancient and hostile automaton weapons left over from a war that ended the civilization.
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 was the last game made under a three-game contract between Thatgamecompany and Sony Computer Entertainment , the first two being Flow and Flower.
Development of the game began in , after the release of Flower. The person development team for Journey was composed mainly of creators of the company's previous games; co-founder Jenova Chen was the creative director and Nick Clark returned as lead designer.
When development began, Sony expected the game to be completed in a year, rather than the more than three it finally took.
Sony agreed to another one-year extension, but development ultimately exceeded even that. The stress of the project led to the feeling there was not enough time or money to complete everything the team wished to, which added to the stress and caused arguments about the design of the game.
The developers ended up reducing the overtime they spent on the project to avoid burning out, though it meant further delays and risked the company running out of money as the game neared completion.
In a speech at the 16th annual D. Awards in , Chen admitted the company had indeed been driven to bankruptcy in the final months of development and that some of the developers had gone unpaid at the time.
The game is intended to make the player feel "small" and to give them a sense of awe about their surroundings.
The developers designed the game like a Japanese garden , where they attempted to remove all the game elements that did not fit with the others, so the emotions they wanted the game to evoke would come through.
The story arc of the game is designed to explicitly follow Joseph Campbell 's monomyth theory of narrative, or hero's journey, as well as to represent the stages of life, so as to enhance the emotional connection of the players as they journey together.
The game's desert setting is largely based on the Middle East , and incorporates Arabic culture , art and architecture.
Jenova Chen and art director Matt Nava did not want the setting to be too Western or Eastern, so they felt the Middle East was an ideal middle ground.
In addition, the game also incorporates Chinese and Tibetan cultural influences, drawing from Chen's childhood in China.
The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition.
The game was released on March 13, , for download on the PlayStation Network. In addition to Journey , the disc-based title includes Flow and Flower ; creator commentaries, art, galleries, and soundtracks for all three games; non-related minigames; and additional content for the PlayStation 3.
On July 21, , Journey was released on the PlayStation Network for the PlayStation 4 , ported by United Kingdom studio Tricky Pixels;  owners of the digital PlayStation 3 version of the game were able to download the new version for free.
The music in Journey was composed and orchestrated by Austin Wintory , who had previously worked with Thatgamecompany on the soundtrack for Flow.
Wintory worked closely on the soundtrack with sound designer Steve Johnson, as well as the programming team, so the music would dynamically tie in to both the actions of the player and to sound effects caused by nearby game objects, and feel as if it were "unfolding in real time".
Jenova Chen met with Wintory at the start of the game's development to describe his vision for the project, and Wintory left the meeting and created the core of the main theme before he reached his car, and composed and recorded the main cello theme for the soundtrack that night.
He continued to work on the soundtrack for the next three years in a collaboration with the development team; he would create a track, which the team would use while creating an area in the game, and Wintory would play the section while revising the music and then send it back.
Wintory spent time experimenting and discarding many ideas; while the first track, "Nascence", came easily, the final track, "Apotheosis", went through several widely varied attempts.
Unlike many games, where different songs have different themes for each character or area, Wintory chose to base all the pieces on one theme which stood for the player and their journey, with cello solos especially representing the player.
Wintory describes the music as "like a big cello concerto where you are the soloist and all the rest of the instruments represent the world around you", though he describes it as not necessarily orchestral due to the inclusion of electronic aspects.
She is a close friend of Wintory and has performed "Woven Variations" with him, an eight-minute live orchestral variation on the Journey soundtrack.
While they were planning a large, dramatic conclusion to both, in the concert Wintory had the orchestra fall away at the end of the piece to showcase Guo's cello performance.
Inspired, Wintory and the team ended "Apotheosis" and the game the same way, with the game world fading away to leave only the player.
After its release, the soundtrack reached the top 10 of the iTunes Soundtrack charts in more than 20 countries. In January , Wintory started a Kickstarter for a Journey Live concert tour, in which the fifteen-piece Fifth House Ensemble from Chicago will perform the music from the game while a player works their way through the game.
The ensemble will react to the player's actions, using a specially-scored version of the soundtrack, composed by Patrick O'Malley with Wintory's oversight, that breaks the music into small pieces to enable this reaction.
Wintory had wanted to do a performance of the Journey soundtrack in this interactive manner but did not have the time to rework the soundtrack for this purpose.
Wintory came to know Dan Visconti , the composer for Fifth House Ensemble , after Visconti published his praise for the Journey soundtrack and had encouraged other members of the ensemble to play the game.
The group saw how Journey ' s soundtrack had been used for various Video Games Live concerts and believed they could pull off Wintory's vision of an interactive concert, doing most of the reworking of the soundtrack under Wintory's direction.
Journey received critical and commercial success worldwide.