People have a hard time talking on the internet about crying. Crying is a vulnerable enough act on its own that taking the time to write about it just seems over the top! When we talk about games like Journey, we usually talk about how āthe room got dusty,ā or we āgot something in our eye.ā
Edge Magazine editor Jason Killingsworth has a theory as to why Journey has kicked up so much dust in so many rooms over the last few weeksāitās the jumping.
The jumping is where Journey breaks your heart. The jumping is why many players cried, even if they couldnāt pinpoint the cause. The jumping is the tiny, insignificant-looking wingnut holding Journey together, without which it would collapse into a heap of exquisitely airbrushed scrap metal. Itās not Thatgamecompanyās token nod to classic videogame interactions, settled on after staring blankly at an empty white board for two hours, unable to come up with anything more engaging to have players do. Itās not just a tool for poking around its stunning vistas and drinking in the sights.
Killingsworth says that he initially didnāt understand peopleās desire to play Journey for a third, fourth, or fifth time. But now that heās thought about the jumping, he gets itāitās about weightlessness, itās about the incredible, near-perfect feeling of jumping in the game. āJumping affects the emotional tenor of gameplay in the same way a well-timed key change does a pop song.ā
Crucially, itās not about flyingāitās about jumping. āWe donāt want to KO gravity; we simply enjoy head-butting it in the nose repeatedly,ā Killingsworth writes, citing other not-quite-flight abilities in Just Cause 2 (yes!) and Batman: Arkham City
I like flight as much as the next guy, but I think Killingsworth is on to something here. Without the gravity, the jump means less. And my fondest memories of Journey involve sliding down the sand with the sun in my eyes, shooting up the edge of a ramp, and jumping, jumping, jumping.
https://lastchance.cc/journey-the-kotaku-review-5889425%3C/a%3E%3C/p%3E
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