I've actually played this particular game recently, and I agree.  It only
takes a couple of hours to complete.

If only starcraft 2 wasn't so addictive, I'd spend my game time finding
more things like this.
On Jun 15, 2012 11:21 PM, "Alan Grimes" <[email protected]> wrote:

> I came across a truly remarkable counter-point to several of the major
> time-wasting arguments in AGI. There is a game called Journey (PS3).
> There are literally fewer than a dozen words in the entire game. The
> main menu has basically one choice "start new Journey". At the very end
> of the credits there's a screen titled "companions met along the way"
> (from which you learn the other player that you'd been traveling with is
> referred to as a companion). There is literally no other text in the
> game save for the credits themselves. There is no statement of a goal,
> there are no meaningful symbols beyond pictograms. The only way to
> communicate with your companion is to shout your (what I call)
> Tetra-glyph. The only meaning of your tetraglyph is to identify yourself
> to your companions at the end of the game.
>
> Everything you learn about the game you learn by studying interactions
> between things and subtle changes in the environment triggered by your
> previous actions. For example, to earn the white cloak (which re-charges
> your scarf whenever you are standing on something), you must collect all
> the symbols. There are 3 or 4 symbols in each level. When you collect a
> symbol, its corresponding marker at the end of the level, as well as the
> one at the beginning of the game begins to glow. This will let you home
> in on the ones you need to search for.
>
> Almost all the levels feature several murals which are a pictorial
> representation of some event in the history of the ruin you're traveling
> through. Furthermore, the history of the world, including your own
> previous journeys, are told to you by the gods/greater spirits at the
> end of each level. (you must meditate before continuing). These stories
> are communicated through animated pictograms.
>
> The game is not at all challenging, it is designed to act on your
> emotions, it's amazingly beautiful; a real tear-jerker towards the end,
> when you're up on the mountain and you have nothing left but your
> determination and that is not enough; you collapse, die, are judged,
> found worthy, and sent to heaven by means of an explosive surge of
> energy, once there you dance among the clouds and rainbows, and music,
> and waterfalls and oh god, it's beautiful! And finally you reach your
> destination. -- and are sent back to the beginning; only choice offered
> is "start new journey". =P
>
> Basically, if you think in terms of goals and NLP, then you absolutely
> positively MUST play that game.
>
> --
> E T F
> N H E
> D E D
>
> Powers are not rights.
>
>
>
>
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