E3 2010: Our first look at Journey

Speaking of cloth, there are floating bits of the stuff scattered around the game world, which the hero can collect anduse to overcome obstacles. Among other things, we saw these being used to make the hero fly, execute massive jumpsand, at one point, form a giant ramp/staircase that enabled the hero to slide across giant gaps between high platforms.

Also, while it's possible you'llmeet more than one other traveler during your run through the game, you'll never meet more than one at a time, ostensibly to preserve some sense of partnership in the face of loneliness and desolation.

Finally, on the question of replayability, Chen said that the game is being designed to be like a good museum: if you've only been through it once, you probably haven't seen everything. Those who want to charge straight through to Journey's glowing peak are free to do so, but Chen said there'll be plenty of "attractions" on the side for those who want to take the time to explore them.

Regardless of how much stuff there is to do in the finished game, what we've seen so far is captivatingly pretty, andit'll be interesting to seehow the final product turns out. ThatGameCompany has established itself as an art-house developer that makes beautiful and enormously enjoyable games - Flower being a prime example - so it's likely that, however small and powerless Journey makes players feel, the trip will still be a fun one.

Jun 21, 2010

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After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.