Journey PS4 Review: A Classic Reborn

Neil Bolt / April 15, 2020

Journey PS4

Journey on PS4 is divisive. Journey is overly artsy. Journey is an emotionally-charged masterpiece. Simply put, Journey is many things to many people. To me, Journey told a wonderful tale back in 2012. In the brief, yet perfectly paced, two hour playthrough it encapsulated its name perfectly, and despite having to go up against megahits like The Walking Dead and Borderlands 2 that year, it held its own as a truly outstanding member of the PlayStation family; to this day remains among my favourite games of the PS3 era and now we finally have Journey on PlayStation 4.

Journey PS4 Review

Now, in the hazy heat of midsummer’s gaming limbo, thatgamecompany’s magnum opus joins the PlayStation 4 ranks to try and captivate a new audience who were not fortunate enough to partake in it last generation. But what about those who have already experienced it? Granted, it is free to anyone who bought it on PS3, but can the game still have an impact after the initial glorious hit?

Journey PS4 Review 1

At the start of the game, where you traverse down the sand dune to begin your quest to reach the light-emitting mountain seen in the distance still holds the same magic, as Austin Wintory’s haunting theme plays out. It’s worth pointing out early on that the soundtrack is a huge player in conveying the emotional peaks and troughs of the otherwise near-silent narrative. It says things more eloquently than mere words could convey. Respect has to be paid to a game that can tell a captivating story without anybody uttering a single syllable.

Your adventure consists of the previously mentioned “journey” to the mountain, and the path there is filled with the task of your mysterious robed figure completing small, simple puzzles along the way.There is no combat, but there are dangers to contend with at certain points. All of which are there to seemingly prevent you from making that ascent.

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The overarching theme of Journey is how you keep going in the face of adversity, pushing ever-onwards to that goal in a determined, single-minded fashion. It isn’t until you reach the game’s closing moments that you truly understand why this is. The short, non-spoilery version is to describe it as a pilgrimage, one that the game expects you to be joining in on beyond just pushing buttons on a controller. It’s hard to describe exactly why Journey’s narrative can be effective — even if you explain the themes in greater detail it remains something to be experienced hands on, not viewed from afar.

Journey PS4 Review 2

An aspect of it that can and should be discussed is Journey’s multiplayer. Another player can join your quest, and they simply appear without any notice being given during your playthrough (if you’re online of course). There is no matchmaking, no aggressiveness, no natural co-op structure and you only communicate through simple noises.

You won’t even know who you played with until you finish the game. It can often turn out the person you thought was your sole companion was in fact six or seven different people; as players fall behind or press on ahead they are subtly replaced. There are some genuine moments of bonding to be had, even with so little in the way of interaction. It’s a refreshingly different take on online multiplayer, one that fits Journey perfectly.

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Even three years on, and on a more powerful console, Journey remains a technical treat. The simple yet elegant graphical style is timeless, looking as beautiful as it did in 2012. Towering, glowing structures and billowing fabric-like movement are constants in this world, being used in interesting ways throughout, while the way the sand shifts beneath your feet and the swirling winds above your head flapping your ever-growing scarf around are wonderfully crafted details.

Journey PS4 Review 3

The visuals are even more striking with the touch ups the PS4 provides. It’s like a series of paintings come to life, and any number of scenes would be fit to capture and stick on your wall. Journey also runs more smoothly now. It was fine before, but the difference in quality is a noticeable enough upgrade when compared to the original version.

Otherwise, there’s nothing new added to the PS4 edition of Journey, not that there would be much worth adding that could actually improve the game and, as I mentioned earlier, you aren’t paying any extra if you’ve already purchased it before. So while those like myself can treat this remaster as an excuse to revisit what made the game so memorable -and for many, a chance to join in at the start when there are plenty of other players active- this is still mainly for those that missed out entirely last time round. Journey will no doubt cause fresh debate and split opinions with those people, which is just fine, because it’s a magical game that still deserves to be discussed.

Journey is out now on PS4 and PS3.

Review code kindly provided publisher.

The Final Word

Whether you played and enjoyed Journey before or are curious to see what the fuss is all about, the PS4 version provides a great excuse to experience one of PSN's greatest titles for a first or second time.

Journey (2012)

Box artwork for Journey.

Journey is an adventure game developed by thatgamecompany exclusively for the PlayStation 3 and which is distributed on the PlayStation Network . The game features the player as a robed figure in a vast desert, journeying toward a mountain in the distance. Along the way the player can meet other players on the same journey; the two players can assist each other, but cannot communicate via speech or text and are not shown each others' names until after completion. The game was released on March 7, 2012 for PlayStation Plus subscribers, and was fully released on March 13. The game was rereleased on PlayStation 4 on July 21, 2015 . It has been met with significant critical acclaim. Journey is the last game made under a three game contract between thatgamecompany and Sony, the first two being Flow and Flower .

  • 1 Getting started
  • 2 Introduction
  • 3 The broken bridge
  • 4 The pink desert
  • 5 The sunken city
  • 6 The underground passage
  • 7 The tower
  • 8 The snow fields
  • 9 The flight to the peaks
  • 10 Trophies

Getting started [ edit | edit source ]

Journey is a simple game where you make your way across a desert toward a distant mountain. Along the way you will discover a strange form of life and may encounter other people playing the game, one person at a time. Connection to the internet is required for co-op play with others, and signing out of PlayStation Network will allow you to journey alone. Others will join you if your instance of the game matches theirs, meaning that as you change things in the environment, only others whose environment is in the same state can join you. To increase the odds of running into another journeyer, wait at the beginning of chapters before doing anything.

The controls are simple, as are the puzzles, and the camera can be controlled by moving the Sixaxis controller instead of using normal thumbstick input. The game is played mainly on sand, so walking across flat sand is relatively slow, going uphill is slower and going downhill is fast, especially if it is steep enough to slide. In the start menu you can go into options to invert the camera.

The game is split into distinct, unnamed chapters and between each will be a cutscene. Your goal in any chapter is to get to the end where you can activate the spirit markers to receive your vision. Along the way you will have to solve puzzles and interact with the ubiquitous red cloths. Once you have completed your journey, you can go to chapter select from the options in the start menu, and you will be transported back to the end of the introduction level, losing all saved progress. Chapters you can go directly to will be found in the buildings around the main platform.

As you journey, you can collect glowing symbols to increase the length of your scarf. You scarf grants you the power to fly, but using it drains its power. You can see the amount of flight you have left by how many symbols are on your scarf. As you fly, the symbols will disappear and you will need to replenish your scarf power by touching red cloths or having your partner shout next to you.

In addition to the glowing symbols, there may be other objects hidden around the area, such as glyphs and easter eggs associated with trophies . Glowing symbols and glyphs are tracked in the chapter select area. In the chapter buildings, the glyphs that you have found will light up, showing you in which chapters you are missing them, except for one in the introductory chapter. The glowing symbols are tracked in total off to the side of the buildings, but you will need to reach the end of a chapter to see how many you've collected out of the total for that chapter by the number of lit up symbols in front of the altar where you receive your vision. Once you have collected all the glowing symbols, you will have access to the white robes in the chapter select area, which allows you to replenish your scarf power while touching the ground.

Introduction [ edit | edit source ]

Start button

Instead of heading toward the mountain, you can find your first glyph by going to the structure off to the right. Go past the sunken piece of wall with the cloth pieces and inside the building you come to will be the glyph wall with two sets of spirit markers on each side. You can activate them by touching them or shouting. When you do, the blank wall will fill up with a picture, showing you've activated it. Head out of the building and down into the nearby valley. Here you will see a short tower in the middle, surrounded by broken buildings. When you have completed the game, you can access chapters in these building around the tower. There is a glowing symbol on a small platform on the side of the tower and one on the side of the tower itself that you can get to by going over the edge from the top or flying.

Circle button

The broken bridge [ edit | edit source ]

Threshold

This is the first chapter where you can meet another player. The goal here is to activate large cloth pieces to reform the bridge, allowing you to get up to the next altar. As you enter the area, the first large cloth is directly in front and below you, the cloths for the middle section are on a hill on the right and the cloths for the last two sections are on a hill on the left. Simply move over to them and either run up them or shout to restore them, and they will be sucked into the machines they are on top of and split into smaller cloths that will span the missing bridge sections. When you've rebuilt the bridge, you can cross it and activate the spirit markers to get your next vision.

For the Threshold trophy, you'll need to get across the bridge without restoring all sections. By yourself you can do that by completing the last and middle sections of the bridge, then flying to the top of the first large cloth without activating it, which will let you reach the first bridge piece. With a partner, you can use infinite flying where you fly and shout at the same time, symbiotically replenishing each other's scarves while flying. If you have collected all glowing symbols and have the white robes that let you regain scarf power while on the ground, you don't have to rebuild any part of the bridge, you can just fly from the tops of the bridge arches to the next pieces.

There are three glowing symbols and a hidden glyph in this chapter. From the entrance, you can see the first one glowing off to the left. The other two are on the far end of the area. You can barely see them both from where you start, one behind some falling sand on the left side, approachable from the ground, and one above some falling sand on the right, which can be accessed by flight from a nearby cloth machine. The glyph is hidden behind the falling sand below the third glowing symbol.

The pink desert [ edit | edit source ]

Mirage

In this chapter you just have to cross the desert heading toward the mountain until you reach the dark blowing sand with the towers. There are numerous cloth creatures to find in the desert, as well as a reference to the developer's second PlayStation game, Flower . Finding all the creatures and the flower will give you both the trophies for this chapter. From where you start, slide down and climb the next dune to see the first cloth machine. When you activate it, a cloth creature will come out and try to lead you on to the towers. Head directly to the right instead, parallel to the mountain, until you come to some broken pillars with a glowing symbol on top.

After freeing the cloth creature and getting the symbol, go along this right edge of the desert in the direction of the mountain. At the top of a large dune you should see some ruins off to your left. Instead of heading directly there, look down to your left into the little valley between dunes to spot the elusive desert flower. Give it a full shout to get the trophy, then head on towards to the ruins you saw. On the back side of the ruins is a hidden glyph you can activate before continuing on toward the mountain. A couple dunes later will show you the last ruins on the right side of the desert, where a shooting star from the mountain will come down and turn into a glowing symbol at the top. Use a full shout in the middle of the cloth pieces below to get up to it.

At the top of the high dune behind these ruins, you'll get your first look at the towers and stormy area, but there are still ruins on the left side of the desert. Traverse to the other side along the top of the dune until you come to a large, standalone tower on your left. Here you can free the cloth creature on the side, then use the cloth pieces on the broken ramp to get to the top of the broken stairs on the tower. On the backside of the tower is another group of cloth pieces that will take you to the top of the tower where a glowing symbol awaits. From the top of the tower, fly back away from the mountain and after the big dune you'll find the last trapped cloth creature and the last hidden glyph. You are now ready to head toward the mountain and take on the towers at the end.

Down in the stormy area, you can use the broken stairs at the bottom of one of the towers to start your ascent. A cloth creature will help you up past the broken steps, and at the top, shout at the trapped cloth creature to free it and get a ride to the top of the lower tower. Take the bridge across to the other tower and either go around it counterclockwise, or just fly to the end of the walkway from the bridge, where another helpful cloth creature will take you to the top. Instead of heading directly up the stairs, go around the left side to pick up the last glowing symbol. Activate the spirit markers at the top to receive your vision, then head back down the stairs and ride a cloth creature to the next chapter.

The sunken city [ edit | edit source ]

Adventure

This quick chapter involves surfing down an incredibly long mountain of sand through the ruins of a large city. As you slide down, watch for the arches littered around the slope; sliding through 15 of these gates gets you the trophy, combining the gates you go through in the first and second slide. When you first start sliding you'll see a big tower in the middle of the slope that you have to go around. Behind it is a length of walkway you can slide down to get the first glowing symbol. At the bottom of the hill, you'll go through a tunnel and come bursting out through a sheet of falling sand. If you start pressing to the right before you go through, you can float/fly over to the second glowing symbol, which is atop a protruding metal pipe. It's hard to get up to it from below without a maxed scarf, but you can try using the cloth pieces after activating the machines below to get back up there if you miss it. Down in the courtyard are four cloth machines you can activate, which will free some cloth creatures to use the machinery in the center.

This will release a group of cloth pieces that will allow you to get up to the next ledge and continue your journey. Before you go, there is also a group of cloth pieces in a corner of the courtyard that will take you up to the hidden glyph in this level. When you're done, use the cloth pieces to fly up to the ledge and continue your sand surfing to the very bottom. If you stay to the left around the first part, you can cut across to the right and use a rock ramp to jump up to a crevice running through the cliffs for the last glowing symbol. You should get six gates in the first slide and the rest in the second, although you might need to do a gate-only slide for the trophy later if you tried to combine the symbols and gates and didn't go through enough of them. At the bottom you'll land in a dark area below the city. Head over to the left to activate the second hidden glyph, then make your way to the end altar and receive your vision before heading through the gate beyond.

The underground passage [ edit | edit source ]

Trials

This dark, mysterious area consists of a series of long rooms full of new creatures. The first area is quiet and simple, just follow the broken pipes down until you get to the end where there are two parallel pipes next to each other. In the left one that breaks up out of the sand you'll find the first glowing symbol. In the area beyond you'll find some cloth plants growing around more pipes. When you're touching cloth, you will float in place, so use this to your advantage to climb up to the tops of them, refilling your scarf power and letting you fly to the next plant. In a pipe on the right side is another glowing symbol you can collect on your way out of this room. The next area is also full of plants you can use to get to the top of the other side. At the highest jellyfish-looking plant you'll find the next glowing symbol. Keep going through the opening at the top of the other end and drop down through the broken floor to the next area.

In the following rooms you'll hear ancient machinery and see mysterious snake-like stone statues around. As you make your way down through the first of these rooms, one of the stone guardians will awaken and burst up through the sand to fly off. Continue through the hallway at the end and in the next room, you'll see the guardian again, this time patrolling. It shines a white light on the ground, and when it encounters any living thing, the light will turn red and the guardian will attack, ripping the cloth to shreds. As you continue, avoid the white spotlights by sticking to the sides of the main path. If you can get through to the end without being attacked, you'll earn the Trials trophy. After watching the guardian attack the group of cloth pieces, head back to where you entered the room, and on the wall on one side is a hidden glyph. Get through the next opening and quickly get off to the side when the guardian comes through. In this room a second guardian will be activated and you'll have two to avoid in the next area. Stay to the left and you'll be rewarded with the last glowing symbol behind a pillared wall. Through the next opening is the last area, where you'll see both guardians patrolling the slope. Don't worry about being spotted, just keep sliding down to the end where you'll be protected by a flash of light down where the altar is. Once they're gone, activate the spirit markers and receive your vision to open the doors to the next chapter.

The tower [ edit | edit source ]

Ancestors

The tower is a large structure in the center of the area that you'll need to ascend by activating glyphs. Each time you do, it will release glowing water that you can swim in indefinitely and recharge your scarf power. The first glyph is at the back end of the area when you first come in, at ground level. After activating it, swim up to the first platform on the left and you should see the first glowing symbol on a ledge on the tower. Continue taking the platforms up in a circle around the tower to the next glyph and activate it. The next level of water adds some jellyfish plants you can use to get into the center of the tower and cross to the other side. From there you should see the next glyph straight ahead above you, but before you go to it, look to your right to find the next glowing symbol behind a screen down near the water. Depending on your scarf power, you may need to head back into the water and climb back up through the tower again to get to the next glyph.

As another level of water fills the area, if you watch off to the right, you'll see a large cloth whale come out of an opening on the side of the room. Swim over to the opening and through it you'll find a hidden glyph. All around the room with the hidden glyph are alcoves covered by cloths; you'll find another glowing symbol behind the cloths near the entrance. Back out in the main area, the last glowing symbol is inside the tower, then you can ride the cloth whale up to the next glyph you need to activate. Above you will be a series of hanging platforms connected by cloth bridges. Take the bridges around the tower to the last glyph and you'll be able to get to the top of the tower. Before you go up and activate the table, you can swim all the way to the bottom of the tower and inside it you'll find a creature from flOw that you can give a full shout to for the trophy. When you activate the altar at the top of the tower you'll get another vision and can move on to the next chapter.

The snow fields [ edit | edit source ]

In the snow you will lose scarf power if you're not touching cloth, unless you've obtained the white robes, and you can't stay aloft for long anyway. Due to this limitation, you'll spend most of your time on the ground rather than flying. Although there are no more glowing symbols from here on out, the last two hidden glyphs are in this chapter. Start out by heading straight ahead until you get to some large metal poles sticking out of the ground. Here the wind will blow you back, so make your way from pole to pole, hiding behind them to block the wind. Eventually you'll reach the mouth of the canyon, which you can proceed through into the next area. Follow the markers up the slope to a path that leads up the cliff to your left. If you go over the edge, you'll end up down below where you started and you'll have to climb back up. Head up the cliffside path to a small room built into the cliff face to find the first hidden glyph. Light up the spirit markers inside and the lantern will glow and cloth pieces will descend. Use the cloths to fly up above where you'll find the hidden glyph in a alcove.

Back outside you can continue along the path and shout at the cloth at the broken bridge to lower it so you can cross. Up the steps and through the opening in the wall takes you to the next area where stone guardians are flying above. Head up the slope and get inside the first cover you come to, which is an empty metal box. Once the guardian's searchlight has passed, you can proceed through the next boxes and up the hill. Instead of continuing on toward the boxes ahead, go uphill to the large pole on the left. Beyond it you'll come to a cave with the last hidden glyph inside. Keep going through the cave and out the other side you'll come to another large pole in the snow. Head to the boxes to the left of it and quickly get inside the first one before the guardian comes. Whenever the searchlight passes over the box you're in, run out to the next one. Continue this tactic all the way to the other side where you'll pass through an opening in the wall.

The flight to the peaks [ edit | edit source ]

In this simple chapter, all you have to do is fly up to the top of the mountain you've been journeying toward the whole game. If you run out of scarf power, you'll fall back down into the mist or water below where it will recharge, so don't be afraid to explore. There are cloth creatures along the way and large red gates to guide you along. At the last red gate you'll enter a shaft of light that will take you up to the top of the mountain where you can walk between the dual peaks.

Trophies [ edit | edit source ]

  • PlayStation 3
  • PlayStation 4
  • Guides at completion stage 4
  • Thatgamecompany
  • Sony Computer Entertainment
  • Single player
  • PlayStation 3 trophies

Navigation menu

Journey is an adventure game developed by ThatGameCompany and released by Sony Computer Entertainment in 2012 on PlayStation 3, as a Sony Exclusive title.

Due to its ongoing success, it got ported to several platforms:

  • See Release dates

Since the very start, the game had a very strong community, people that fell in love with the game and playing it all over again. Over the years, they discovered many interesting things and are still playing it. Journey is a very special game, it's best enjoyed "blind", with no knowledge about it before playing it for the first time.

The Journey effect [ ]

BB

"According to Chen (one of the founders of TGC), the company focuses on creating video games that provoke emotional responses from players." [1]

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.

Even worse: there is no guidance, no helpful hints to bail you out: you have to find out everything by yourself and make your way through the what seems like an endless desert.

The stunning visuals (best enjoyed on a big screen, played with a controller) and the Grammy nominated soundtrack will do their part to cause a wide variety of emotions.

Beware: Journey is a beautiful game, but it often manages to cause emotions like despair, confusion, fear or sadness too. This is part of the experience.

Journey is all about empathy and respect. Upon meeting a figure like you, you are forced to make decisions. Sometimes, they want to go further or go on an endless exploration. If both are stubborn, they will part ways.

Just like finding a new friend in life, you might walk for a while, lose contact or stay friends until the very end. You will enjoy the time spent together and probably respect each others flaws.

Journey is also a game about sand, cloth, and various creatures you meet on the way.

The more you play Journey you will discover slight differences or see things, that seem new. It may be hard to describe, but here are some expressions from longterm fans of Journey :

  • Does this look different now?
  • This never happened before.
  • It's so scary.
  • I have never seen this.
  • It is a hard game. (meaning not only gameplay, often the game causes emotions and not all are "nice", just like experiences in life)
  • I want to learn more about this.
  • Interactive zen video. So relaxing.
  • Everytime something new.
  • It's so funny.

Journeys success continues through the years, it received over 100 awards. Several "Game of the Year", many BAFTA awards, the soundtrack got nominated for a Grammy (Best Score Soundtrack for Visual Media ) and so on.

Wikipedia link to awards: Journey (2012 video game), Reception .

Game support [ ]

This wiki does not provide technical support for Journey .

If you have any technical support questions or concerns, please contact platform support teams:

As of mid-2021 it appears that technical support and updates have ceased from SCE and Annapurna Interactive

https://thatgamecompany.com/journey/

Trailer [ ]

Further reading [ ]

For further hints about approximate game length, bug warnings, settings etc. Read this Guide .

ThatGameCompany

  • Homepage: https://thatgamecompany.com/journey/
  • Wikipedia: https://en.wikipedia.org/wiki/Thatgamecompany

Annapurna Interactive

  • Homepage http://annapurna.pictures/interactive/
  • Wikipedia: https://en.wikipedia.org/wiki/Annapurna_Interactive

See also [ ]

  • System requirements
  • Guide: Your first Journey , general hints about setting, length etc, without saying more about the game itself. It will lead you to further guides and provide links to useful articles at the start of your journey through Journey .
  • How to play guide for Journey
  • Category: Gameplay Basics

References [ ]

  • ↑ Wikipedia
  • 2 Companions

Slider-journey

Journey is a PlayStation 3 and PlayStation 4 game by thatgamecompany , that is distributed over PSN and was released on March 13, 2012. The player plays as a robed person journeying towards a distant mountain through a sandy desert. The game has a multiplayer component, in which players can interact on their journey and assist each other. As of May 29th 2012, it has become the fastest-selling PSN game ever.

  • 1.1 Multiplayer
  • 2.1 Features
  • 2.2 Trailer
  • 3 Reception
  • 4 Development team
  • 6 References

Gameplay [ ]

The players take the role of a robed figure traveling through a desert towards a large mountain. The player is not given any instructions on how to play the game or what the game's goal is, nor any map of the game's world.

There is no spoken dialogue besides the chirping call of the player, and the cutscenes are shown without any words. It is up to the player to interpret the storyline of Journey, leading to many theories as to what exactly is taking place.

Multiplayer [ ]

If the player is playing online, they can encounter other players while on their way, called companions . However, players cannot speak to each other (neither via voice nor text), nor are identified by any username, gamertag or avatar. They can communicate only via a wordless shout, and have symbols on the front of their robes, so players can identify whether they have already encountered a given fellow traveler or not. They can, however, assist each other.

According to the game's designer, Jenova Chen:

Items that players can find in the desert include pieces of cloth that they can fly on for a short period of time. There are also magical items and ruins including Glowing symbols , Ancient Glyphs , and Cloth Creatures . Easter eggs from other thatgamecompany games are a Hidden Desert Flower and a Mysterious Creature .

Collectors Edition [ ]

Flow-game-screenshot-4-b

Journey Collectors Edition is the first retail disc release for thatgamecompany . It features Journey as well as the studio's previously released flOw and Flower and more. It was released August 28th, 2012 for the PlayStation 3.

Features [ ]

  • 30-minute behind-the-scenes documentary about the making of Journey
  • Creator Commentary play-throughs of all three games
  • Three exclusive mini-games from thatgamecompany
  • Concept art and screenshot galleries for all three games
  • Original soundtracks for all three games
  • PS3 dynamic themes and wallpapers
  • PSN avatars including 8 exclusive new Journey avatars never released before
  • Official game trailers and developer diary videos
  • Reversible cover art
  • One-month trial subscription of PlayStation Plus

Trailer [ ]

Journey™_Collector's_Edition_Official_Trailer

Reception [ ]

Journey received critical and commercial success worldwide. After its release, it became the fastest-selling game to date on PlayStation Store in both North America and Europe. [1] Review aggregator Metacritic scored the game at 92/100 for both PS3 and PS4 versions. [2] [3] Most critics praised the visual and auditory art direction, IGN even described the game as "the most beautiful game of its time", [4] while Slant community collectively agreed that the game offers a simple but really enjoyable gameplay. [5]

Development team [ ]

Journey Developer Team with Scarves

The development team of Journey on Christmas 2011. The scarves were hand-crafted by Robin Hunicke (bottom row center) and Matt Nava (leftmost) with a unique symbol for each team member. [6]

19 people participated in the creation of the game. [7]

Gallery [ ]

Journey 1

References [ ]

  • ↑ Chen, Jenova: Journey Breaks PSN Sales Records . Accessed on February 2, 2018.
  • ↑ Metacritic: Journey for PlayStation 3 . Accessed on February 2, 2018.
  • ↑ Metacritic: Journey for PlayStation 4 Accessed on February 2, 2018.
  • ↑ Clements, Ryan: Journey Review . Accessed on February 2, 2018.
  • ↑ Slant: Journey - What are the best PS4 exclusive games? Accessed on February 2, 2018.
  • ↑ Kellee Santiago's blog post . Accessed on January 9, 2017.
  • ↑ The Journey page on thatgamecompany's website , the "Development team" section. Accessed on January 9, 2017.
  • 1 White Robe
  • 2 The Traveler
  • 3 Glowing symbols
  • Entertainment

10 years later, there’s still nothing like Journey’s multiplayer

Journey turns 10 today.

By Jay Peters , a news editor who writes about technology, video games, and virtual worlds. He’s submitted several accepted emoji proposals to the Unicode Consortium.

Share this story

The game’s multiplayer still has an effect on me.

I’ll never forget the first time I played Journey .

Throughout the game, real-life players can join you on your quest toward a mountain on the horizon. Players can fade in and out of your adventure — maybe they want to go faster than you, maybe they just quit — but in the latter half of my game, I had found somebody who stuck with me. Journey has no voice or text chat and no names identifying other players you meet. The only way we could communicate was through our movements, sticking close together to refill each other’s energy, and singsong chirps. Despite those limitations, we built a rapport.

Near the end of Journey , you have to scale the mountain, and as you approach the peak, you get caught in a storm. Much of the game is filled with sunlight, flight, and joyful music, but the mountain is gray, winds buffet your character, and the music is, at times, uncomfortable. Even though the level was draining, I was happy that I had my companion, and we huddled together as we marched toward the peak.

Eventually, the music fades out, and you can only hear your footsteps trudging ever more slowly through the elements. Then, as the game grew silent, my friend collapsed into the snow. I actually cried out in dismay. Then my character fell over, too, and the screen faded to white. 

In many video games, you die a lot. That was the only time a virtual death has made me feel like I had actually lost a friend.

Fortunately, that’s not actually the end. In a cutscene, I was revived soon after I fell, and then, in an exuberant celebration of color and music that’s perhaps my favorite video game “level” of all time, soared toward the top of the mountain — with my once-fallen friend flying alongside me.

Journey turns 10 years old today, March 13th, and I still haven’t experienced anything like that moment. To mark the anniversary and learn more about the game’s bond-forging multiplayer, I spoke with Jenova Chen, president and creative director of Journey developer thatgamecompany. While it may feel like the game is effortlessly pairing you with companions as you go along, based on what he told me, it wasn’t quite that simple.

The goal for Journey was to “innovate how it feels between people on the internet,” Chen said. “Can we invent the right environment, the right feedback, to bring out something that we’re more proud of? And to have an online game where people feel friendly and compassionate towards each other?” He elaborated further later in our conversation. “We want to see two people going through the journey together, [like when] in our life, we meet someone special, and we travel with them, and eventually, we might depart from each other.” 

“Human beings, unfortunately, are giant babies”

While it was a profound ideal, “the reality is: human beings, unfortunately, are giant babies in the virtual world,” Chen said. “No matter how old you are, even if you’re in your 70s, if we move you from Earth and into a virtual space, [that person] would become a giant baby. A baby doesn’t know what is a good moral value versus what is a bad moral value. The baby only knows: if I’m in a new environment, I’m going to try to push the buttons and see what kind of feedback I can get, and babies are great at looking for maximum feedback.”

To encourage compassion, the team tested a lot of ideas. They tried a system inspired by Gears of War that let you help out an incapacitated friend but found that even in playtests among the developers, the player would rather not help the other person out. “That way, they create a lot of anxiety in the other player and make the other player more angry. And they actually get more gratification out of the feedback,” Chen said.

They also tested a mechanic where one person could push the other high up, and then that person would pull the first. “But once we gave this physics simulation to the players, they chose to push each other off the wall and see them fall from the cliff and die, waiting to be helped,” Chen said.

During those tests, people would say, “I would rather play this game alone. Why do you force me to play with this other person? I hate them,” according to Chen. That’s because “killing is much bigger feedback than just helping the other person to get on a ledge,” Chen said. 

“At the time, I was like, ‘Is humanity at its core just dark?’”

The challenges of making those mechanics work affected Chen. “At the time, I was like, ‘Is humanity at its core just dark?’” he said. But a child psychologist helped Chen see things in terms of the way babies view feedback. “If you don’t want babies to do something terrible, give them zero feedback,” he recalled learning from her. “Don’t give them negative feedback because they will misinterpret that as positive feedback.” 

That led to a change that would have a huge effect on the game: when you got close to someone, you’d recharge their energy. (In the final game, you use your energy to fly.) “And so that makes people feel like ‘Oh, I love to stay near someone because I don’t have to run to find the energy,’” he said. “So they end up sticking together, and they travel together, and they form a companionship. That was just one simple change. From assholes who want to kill each other and dancing around their corpse, creating hatred, to ‘hey, they’re all lovey-dovey, they’re helping each other, and they couldn’t leave each other.’”

A friend and I hanging out on our quest.

The team also had to experiment to land on the musical chirps that players can use to communicate with each other. They tried a “thumbs up and thumbs down idea” where you could push the thumbstick up to show a green ping and push it down to show a red ping. But in testing, the majority of pings were red as players spammed them to bug their partner to do what they wanted, which created feelings of stress.

“Eventually, we realized it’s better just to keep it neutral,” Chen said. “And then we let the frequency and the amplitude [of the ping] be interpreted by the other player. But we noticed that when we don’t add context, people usually interpret the other person’s intention positively. I think that’s deep down our human nature.”

The chirp is like a musical instrument

Even though the chirp is intended to be neutral, it’s not a static noise. It’s almost like a musical instrument, and its sound evolves throughout the game, Journey composer Austin Wintory told me. “At the very beginning of the game, it’s very bird-like, and there’s flute and little bits of cello,” he said. But over the course of the game, you’ll hear more of a human voice within that sound. “So by the time you’re in the clouds and the very big finale, especially if you do one of the big charged up [pings], you can really hear there’s a human voice in there.” (The human voice used in the pings is Lisbeth Scott, who sings Journey’s end credits.)

The humanity in the design of Journey , from the human voice in the chirps to the multiplayer design that encourages cooperation, is so much of what makes the game memorable for me. As I climbed the mountain with my companion the first time I played the game, I realize now that while I may have been huddled close to my friend to try and share my energy, deep down, I just wanted to do everything I could to help them get up that mountain — and I knew they were doing the same for me.

Ahead of talking to Chen and Wintory, I replayed Journey for the first time since it came out. Despite how much I love the game, I’ve always worried another run would change how I feel about it. I was so fearful of how it might contort my memories that I was actively procrastinating on playing it. 

To my surprise, the experience was just as powerful. Ten years on, there are still people playing Journey , and I met four other companions who were part of my adventure. I even made a new friend who stuck by my side through the snowy climb to the mountain’s summit — and through the joyful flight to the peak.

My companion and I walking together at the very end of the game.

Journey is available on PS3, PS4, PS5, PC, and iOS. Composer Austin Wintory has also just released a re-orchestration of the Journey soundtrack performed by the London Symphony Orchestra titled “Traveler — A Journey Symphony.” I’ve listened to it and thought it was very good.

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  • The pioneers that brought you the award-winning PlayStation Network titles flOw & Flower are back with another title that challenges traditional gaming conventions. With Journey, thatgamecompany (TGC) continues its tradition of delivering simple gameplay and accessible controls in a rich interactive environment that invites players to explore and experience emotional chords that are still uncommon in video games. An exotic adventure with a more serious tone, Journey presents TGCs unique vision of an online adventure experience. Awakening in an unknown world, the player walks, glides, and flies through a vast and awe-inspiring landscape, while discovering the history of an ancient, mysterious civilization along the way. Journeys innovative approach to online play encourages players to explore this environment with strangers who cross their path from time to time. By traveling together, they can re-shape the experience creating authentic moments they will remember and discuss with others.

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Journey to the Savage Planet sequel seemingly in development

Kindred spirits.

A sequel to Journey to the Savage Planet is seemingly in development.

While Journey to the Savage Planet's original developer Typhoon Studios was shut down back in 2021, it was reformed to become Racoon Logic that same year .

At this time, the studio's head Reid Schneider said Raccoon plans to "build upon the Journey to the Savage Planet franchise in the future". And, it now seems that more word on the series' future is imminant.

Cover image for YouTube video

As reported by mp1st , back in May, the Canadian-based developer filed a trademark for a title called Revenge of The Savage Planet . Additionally, the site spotted a casting call made on the Actors Access website , confirming the sequel is being developed under a working title 'Lodestar'.

"Project LODESTAR (working title) is an indy video game, a follow-up to 'Journey To The Savage Planet' by Tycoon/505/Stadia Games," read the description. "This role is for a short intro talking head video to play at the beginning of the game. The role is for a sci-fi formally dressed spokesperson."

Mp1st additionally noted the studio had been looking to fill roles for humorous in-game commercials. These roles included:

  • Slappi Xtreme Smartbot - Kid
  • Slappi Xtreme Smartbot - Mother
  • Nu-Grob2 - Testimonials
  • Smile Syndicate - Job Candidate
  • Chisler Financial - Infomercial TV Presenter

Eurogamer has asked Racoon Logic for comment on Journey to the Savage Planet's sequel.

Journey to the Savage Planet screenshot

As for the original game, which came out in 2020, Eurogamer was rather taken by it. In fact, our Vikki called it "a genuinely funny toybox to explore".

"Journey to the Savage Planet is stuffed with gentle Portal-esque self-deprecation, often breaking the fourth wall and offering up some of the most impressive, and entertaining, FMV in-game videos and advertisements I've ever seen," she wrote in Eurogamer's Journey to the Savage Planet review .

If you fancy giving it a go for yourself, Journey to the Savage Planet is currently available on Game Pass .

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The next Metro game is a 'story-driven VR adventure' where you turn into a 'supernatural being' while you look for your wife

Metro Awakening will be out later this year.

A new addition to the Metro series was revealed at today's State of Play showcase called Metro Awakening. It's coming later this year, and yes, it's a VR game.

Metro Awakening is not being developed by 4A Games but by Vertigo Games, whose previous releases include the VR shooter Arizona Sunshine and, more recently, the VR remake of The 7th Guest . It's a "story-driven first-person adventure built exclusively for VR" that promises to deliver the grimy underground world of Metro in "an entirely new dimension."

All the usual Metro trappings are on display in the new trailer, including subway tunnels, dead bodies, bad lighting, crappy guns, and—of course—weird mutant animals with big claws and teeth. Rather than following the adventures of Artyom, the hero of the previous games, in Awakening you'll take on the role of a doctor named Serdar, who's attempting to reunite with his wife in the mutant-infested Metro tunnels beneath Moscow—a journey that, according to the website at metroawakening.com , will eventually lead him to become some sort of "supernatural being."

The Metro games have always had a supernatural element to them in the form of ghosts and Dark Ones that were relatively common encounters throughout Metro 2033, the first game in the series. They became less prominent in the Last Light and Exodus sequels, so it's interesting that this new game appears to be embracing that aspect of the world. 

Metro author Dmitry Glukhovsky, who contributed to the story and script for 2033 and Last Light, is serving as a "lore consultant" for Metro Awakening, and he seems enthusiastic about the new direction.

"This origins story is so essential to me," Glukhovsky said. "It feels like returning to the foundations and roots of the series—now at the level that VR technology can bring."

VR can definitely offer immersive experiences, but it's also very limiting in some ways—in terms of gameplay, and also in the size of the potential audience. The latest Steam Hardware and Software Survey indicates that fewer than 2% of users have VR headsets of any sort, a tiny slice of the overall pie. The good news for the vast majority of gamers who don't have VR headsets (including me) is that Metro Awakening appears to be sort of a spinoff project: Plaion said "the next mainline installment of the Metro series" is still in development at 4A Games.

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Metro Awakening is being developed for PC VR, Meta Quest 2 and 3, and PlayStation VR2, and is expected to be out later this year. It's available for wishlisting now on Steam .

Andy has been gaming on PCs from the very beginning, starting as a youngster with text adventures and primitive action games on a cassette-based TRS80. From there he graduated to the glory days of Sierra Online adventures and Microprose sims, ran a local BBS, learned how to build PCs, and developed a longstanding love of RPGs, immersive sims, and shooters. He began writing videogame news in 2007 for The Escapist and somehow managed to avoid getting fired until 2014, when he joined the storied ranks of PC Gamer. He covers all aspects of the industry, from new game announcements and patch notes to legal disputes, Twitch beefs, esports, and Henry Cavill. Lots of Henry Cavill.

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Metro: Awakening key art

Metro: Awakening Coming to PlayStation VR 2

By Daniel DeAngleo

Deep Silver announced Metro: Awakening , a new VR game on its way to PS VR 2 , Oculus Quest, and Steam VR. Revealed at Sony’s State of Play event, the upcoming game is in development by 7th Guest developer Vertigo Games .

Metro: Awakening revealed at State of Play

Metro: Awakening takes place in 2028, five years before the first game and the original novel that inspired it. Players take the role of Serdar, a doctor living in the metro tunnels of an irradiated post-apocalyptic Moscow. He sets out into the dark in search of his missing wife and the medicine to cure her illness. This quest will test the player’s courage and Serdar’s sanity as he braves mutants, hostile survivors, and supernatural phenomena. In Metro: Awakening, this includes unraveling the mystery of Serdar’s own supernatural abilities and awakening the being he will one day become.

Metro: Awakening tunnel

THQ and 4A Games released Metro 2033 in 2010. Based on Dmitry Glukhovsky’s 2002 novel of the same name, it sees protagonist Artym embark on a journey across the Mocow Metro. He faces the horrors of the apocalypse and supernatural events that defy scientific explanations. The game was followed by Metro: Last Light in 2013 and Metro: Exodus in 2019. It’s unclear if the prequel will tie into the existing games to any degree. However, Metro: Awakening seeks to transfer the atmosphere to VR.

Deep Silver and Vertigo Games haven’t announced an exact release date for Metro: Awakening just yet. However, they plan to release the game sometime this year, and fans can wishlist it now on all three platforms.

Daniel DeAngleo

Daniel is a writer and game reviewer from central Florida. Gaming has been a long-time passion of his, with games like Age of Empires 2 and Fable being major parts of his childhood.

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Metro Exodus

Metro Exodus

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ACB MA 15+

Metro Exodus is an epic, story-driven first person shooter from 4A Games that blends deadly combat and stealth with exploration and survival horror in one of the most immersive game worlds ever created. Flee the shattered ruins of dead Moscow and embark on an epic, continent-spanning journey across post-apocalyptic Russia in the greatest Metro adventure yet. Explore the Russian wilderness in vast, non-linear levels and follow a thrilling story-line inspired by the novels of Dmitry Glukhovsky that spans an entire year through spring, summer and autumn to the depths of nuclear winter.

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“AMAZING. Star Wars Jedi: Fallen Order makes up for a lot of lost time with a fantastic single-player action-adventure that marks the return of the playable Jedi.” 9/10 – IGN “Star Wars Jedi: Fallen Order is the ideal example of a Star Wars game in 2019. It’s an expert blend of multiple genres. It has characters that you love spending time with. It has the deeply attractive design aesthetic of the movies. But Fallen Order is more than just “a good Star Wars game.” Respawn has made one of the best 3D Metroidvania games ever. And it’s among the best Souls-like games as well. It is the kind of achievement that is only possible when one of the best developers in the world puts all of its might into making something special. And I hope we get more just like it in the future.” 93/100 – GamesBeat

Continue Cal’s Journey in STAR WARS Jedi: Survivor™

https://store.steampowered.com/app/1774580/STAR_WARS_Jedi_Survivor?utm_source=jfopdp

STAR WARS JEDI: FALLEN ORDER DELUXE EDITION

journey on playstation

  • Cosmetic skin for BD-1
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  • "Director's Cut" behind-the-scenes videos, featuring over 90 minutes of footage from the making of the game

About This Game

Key features.

  • Cinematic, Immersive Combat – Jedi: Fallen Order delivers the fantasy of becoming a Jedi through its innovative lightsaber combat system–striking, parrying, dodging–partnered with a suite of powerful Force abilities you’ll need to leverage to overcome obstacles that stand in your way. This combat system is intuitive but takes training and practice to fully master its nuances as you gain new powers and abilities along your adventure.
  • A New Jedi Story Begins - As a former Padawan on the run from the Empire, you must complete your training before Imperial Inquisitors discover your plan to revive the Jedi Order. Aided by a former Jedi Knight, a cantankerous pilot and a fearless droid, you must escape the evil machinations of the Empire in a story-driven adventure. Explore and overcome a wide range of challenges focused on combat, exploration and puzzle-solving.
  • The Galaxy Awaits - Ancient forests, windswept rock faces and haunted jungles are all unique biomes you’ll explore in Jedi: Fallen Order, with the freedom to decide when and where you go next. As you unlock new powers and abilities, opportunities open up to re-traverse maps in new ways; leveraging the Force to augment the way you explore. Move quickly, however, as the Empire is actively hunting your every step in their effort to exterminate all remnants of the Jedi Order.

System Requirements

  • Requires a 64-bit processor and operating system
  • OS *: 64-bit Windows 7/8.1/10
  • Processor: AMD FX-6100/Intel i3-3220 or Equivalent
  • Memory: 8 GB RAM
  • Graphics: AMD Radeon HD 7750, NVIDIA GeForce GTX 650 or Equivalent
  • DirectX: Version 11
  • Storage: 55 GB available space
  • Processor: AMD Ryzen 7 1700/Intel i7-6700K or Equivalent
  • Memory: 16 GB RAM
  • Graphics: AMD RX Vega 56, Nvidia GTX 1070/GTX1660Ti or Equivalent

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FINAL FANTASY XIV Online - Complete Edition

FINAL FANTASY XIV Online - Complete Edition

  • In-game purchases optional
  • Online play required
  • 99 online players
  • Remote Play supported
  • PS5 Version Vibration function and trigger effect supported (DualSense wireless controller)
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ESRB Teen

Starter Edition

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  • [Expansion Pack] Heavensward
  • [Expansion Pack] Stormblood

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Free Trial

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For newcomers to FINAL FANTASY XIV Online, this edition includes the base game (A Realm Reborn) and all expansions through Dawntrail, plus a 30-day free play period* Begin your adventure in FINAL FANTASY XIV: A Realm Reborn Create your very own Warrior of Light and embark upon a quest to deliver the land from an eternity of Darkness. Take to the skies in FINAL FANTASY XIV: Heavensward Take your first steps in the reclusive nation of Ishgard, locked in a seemingly never-ending struggle with dragons. Rekindle the fires of hope in FINAL FANTASY XIV: Stormblood Journey to the East and rise up against the might of the Garlean Empire. Become the darkness in FINAL FANTASY XIV: Shadowbringers Travel to a world where light ushers all unto oblivion. But hope is not yet lost, for where there is light there is shadow. Journey to the very stars above in FINAL FANTASY XIV: Endwalker A great calamity has been building - a second advent of the Final Days. The Warrior of Light must journey ever higher and stand firm as hope's last bastion. Set forth for new horizons in FINAL FANTASY XIV: Dawntrail Blue seas, clear skies, and boundless possibilities await! Explore uncharted territories with familiar faces as hope's light dawns once more. IMPORTANT: • *The 30-day free play period included with purchase can only be applied once to each platform on a single service account. Moreover, this 30-day free play period is not applicable to platforms on which a license has already been registered. • All editions of the game require user registration. All editions of the game other than the Free Trial require an active paid subscription to play. • Age restrictions and other terms and conditions apply. Please refer to the User Agreement (https://sqex.to/ffxiv_agreement) and Square Enix Account Terms of Use (https://sqex.to/ffxiv_terms) for the terms and conditions of registration and service. Please visit the FINAL FANTASY XIV website at https://www.finalfantasyxiv.com/ for additional information.

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journey on playstation

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Amendment 29: New Opportunity D.20 Exoplanet Mass Measurement Program

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journey on playstation

First Mars Crew Completes Yearlong Simulated Red Planet NASA Mission

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Diez maneras en que los estudiantes pueden prepararse para ser astronautas

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Mission success: hera crew successfully completes 45-day simulated journey to mars .

The headshot image of Sumer Loggins

Sumer Loggins

Four dedicated explorers—Jason Lee, Stephanie Navarro, Shareef Al Romaithi, and Piyumi Wijesekara—just returned from a 45-day simulated journey to Mars, testing the boundaries of human endurance and teamwork within NASA’s HERA (Human Exploration Research Analog) habitat at Johnson Space Center in Houston.

Their groundbreaking work on HERA’s Campaign 7 Mission 2 contributes to NASA’s efforts to study how future astronauts may react to isolation and confinement during deep-space journeys. 

A group of four smiling NASA personnel in black jumpsuits stands together in front of a spacecraft module. Each individual has a NASA patch and name tag on their suit.

Throughout their mission, the crew conducted operational tasks and participated in 18 human health studies. These studies focused on behavioral health, team dynamics, and human-system interfaces, with seven being collaborative efforts with the Mohammed Bin Rashid Space Centre (MBRSC) of the United Arab Emirates (UAE) and the European Space Agency. These experiments assessed the crew’s physiological, behavioral, and psychological responses in conditions designed to be similar to a mission to Mars. 

A white cylindrical habitat module with a ladder and metal railings stands in an industrial facility. The area is surrounded by blue platforms and metal stairs.

As their mission concluded, the HERA crew watched real footage from the Artemis I mission to simulate their landing.

HERA operations lead Ted Babic rang the bell outside the habitat nine times to celebrate the crew’s egress—seven for the campaign and two for the mission—saying, “All in a safe passage to Mars and a safe return to Earth. May this vessel be a safe home to future HERA crews.” Babic then presented the crew with their mission patch, which they placed on the door of the HERA habitat. 

Four NASA personnel in black jumpsuits and face masks are seen placing a mission patch on the door of a spacecraft module labeled "Segment C." An American flag is visible above the door.

The crew expressed their gratitude to everyone involved in the mission, including NASA and MBRSC, the HERA mission control center, NASA’s Human Research Program (HRP) team, Analog Mission Control, medical teams, and their family and friends.

Wijesekara shared, “This was one of the best experiences I’ve had in my life. I’d like to thank my crewmates for making this experience memorable and enjoyable.” 

Four NASA personnel in black jumpsuits stand outside and smile with their arms outstretched. The background features a bright blue sky with scattered clouds and some buildings.

Connecting With Students   

On June 21, three days before crew egress, about 200 people gathered at Space Center Houston’s theater for a live Q&A session where students had the opportunity to share their questions with crew members Al Romaithi and Wijesekara. They discussed team dynamics, adapting to unexpected circumstances, and coping with isolation.  

When asked about what prompted her to apply for the mission, Wijesekara emphasized the importance of helping NASA collect data that could help future long-duration space flights, saying, “This will be very useful when we get to the Moon with Artemis missions and even beyond that when we go to Mars.” 

A large screen in an auditorium displays two NASA personnel in black jumpsuits with NASA patches, speaking to the audience. They stand in a spacecraft interior with equipment and a mission patch visible on the wall. Below the screen, a few people are on the stage, and the auditorium seats are partially filled with attendees watching the presentation.

Inside HERA, mealtimes were bonding moments where the crew shared stories, laughed, and supported each other. When a student asked about building stronger teams, Wijesekara advised, “Spend time with your crewmates, get to know them deeply, and be a good listener.” 

Al Romaithi, who hails from the UAE, shared that his academic background in aerospace engineering and aviation helped him stand out in the application process. In addition, this HERA campaign is focused on cultural diversity, which opened the opportunity for him to apply through a partnership between HERA and MBRSC. 

Discussing the mental effects of isolation, Al Romaithi highlighted the comfort provided by personal items, books, and board games. Wijesekara noted that the white noise of instruments running became their constant companion that her senses adjusted to over time. 

Wijesekara told the audience her favorite experience was performing spacewalks and “flying drones on Mars,” via virtual reality, which allowed them to observe Martian landscapes and even lava caves. Through the habitat’s window screens, they could see simulated views of space and Martian landscapes.  

The crew addressed the challenges they faced inside the analog environment, such as communication delays, which taught them teamwork, patience, and precise planning. They utilized a 3D printer aboard HERA to address equipment issues. A curious student asked what happens to the crew and the mission in case of an outside emergency, like a hurricane. Both crew members explained that HERA provided them with step-by-step emergency instructions. 

Medical evaluations and nutrition-specific meal plans were crucial for the mission, Al Romaithi and Wijesekara noted, with daily monitoring of the crew’s physical and mental health. The crew also grew lettuce hydroponically and had four pet triops shrimp named Buzz, Alvin, Simon, and Theodore. 

When a student asked what food he missed most, Al Romaithi replied, “Home-cooked meals.”  

Wijesekara shared the first thing she plans to do post-mission is see her family and visit a list of restaurants with her crewmates. She also looks forward to running on the beach. 

Reflecting on their experience, Al Romaithi noted, “We’ve become more disciplined and efficient in our daily activities.”  

What was the most valuable lesson learned? “The importance of teamwork and communication,” he said.  

Both crewmembers also gave students in the audience some advice. “Never hesitate or be shy to ask for help,” Al Romaithi said. “Always push for your biggest dreams, don’t let self-doubt slow you down, and believe in yourself.” 

“And keep studying!” added Wijesekara. 

A large screen in an auditorium displays a close-up selfie of four smiling NASA personnel. They are in a spacecraft interior, with equipment visible in the background. One person is making a peace sign. The auditorium seats are partially filled with attendees watching the presentation.

IMAGES

  1. Journey on PS4

    journey on playstation

  2. Journey™ Collector’s Edition on PS4

    journey on playstation

  3. Journey PS4 Gameplay Walkthrough Part 1

    journey on playstation

  4. Journey Arrives on PS4 July 21st

    journey on playstation

  5. Journey PS4: First 22 Minutes

    journey on playstation

  6. Journey on PS4

    journey on playstation

VIDEO

  1. Journey gameplay

  2. Gameplay Journey

  3. Autumn's Journey 2

  4. Autumn's Journey 4

  5. Journey en vivo😃👋

  6. Journey play though

COMMENTS

  1. Journey™

    The critically-acclaimed title makes its debut on the PS4™ system. Explore the ancient, mysterious world of Journey as you soar above ruins and glide across sands to discover its secrets. Play alone or in the company of a fellow traveler and explore its vast world together. Featuring stunning visuals and a Grammy-nominated musical score, Journey delivers a breathtaking experience like no other.

  2. Journey (2012 video game)

    Journey was released on March 13, 2012, for download on the PlayStation Network. [21] A PlayStation Home Game Space, or themed area, based on Journey was released on March 14, 2012, and is similar in appearance to the game. [22] A retail "Collector's Edition" of the game was released on August 28, 2012.

  3. Journey™

    Game and Legal Info. The critically-acclaimed title makes its debut on the PS4™ system. Explore the ancient, mysterious world of Journey as you soar above ruins and glide across sands to discover its secrets. Play alone or in the company of a fellow traveler and explore its vast world together. Featuring stunning visuals and a Grammy ...

  4. Journey Launch Trailer I Coming July 21 I PS4 Exclusive

    Additionally, Journey will support Cross-Buy. If you have digitally purchased it already for PlayStation 3, you can download it free for PlayStation 4.

  5. Journey™ Collector's Edition

    2%. Soar above ruins and glide across sands as you explore an ancient world where life once flourished. With stunning visuals, haunting music and unique online gameplay, Journey™ delivers an experience like no other. • Winner of five BAFTAs, including Game Design and Artistic Achievement. • Grammy-nominated soundtrack composed by Austin ...

  6. Journey PS4 Review

    The hours spent completing Journey will create memories that last for years.". Over three years after its original release, Journey on PlayStation 4 proves to be every bit as remarkable as it ...

  7. Journey Review

    One of the most beautiful games of its time. Read IGN's full review of Journey, complete with a video review.

  8. Journey™

    Game and Legal Info. Get ready to experience one of the most beautiful, unique and critically acclaimed PlayStation® games ever released as Journey arrives on PlayStation®4. Explore vast deserts and primitive ruins on an emotional quest to uncover the long-lost secrets of a forgotten civilisation. Feel the strain of every step as you guide ...

  9. Journey™

    Get ready to experience one of the most beautiful, unique and critically acclaimed PlayStation® games ever released as Journey arrives on PlayStation®4. Explore vast deserts and primitive ruins on an emotional quest to uncover the long-lost secrets of a forgotten civilisation. Feel the strain of every step as you guide your nameless nomad through the wilderness to reach a mountaintop looming ...

  10. Journey PS4 Review: A Classic Reborn

    Read our Journey PS4 review to see what we thought of this stunning indie classic from thatgamecompany. Journey on PlayStation 4 is here at last.

  11. Journey

    Enter the world of Journey, the third game from indie developers thatgamecompany (creators of "flOw" and "Flower"). Journey is an interactive parable, an anonymous online adventure to experience a person's life passage and their intersections with other's. You wake alone and surrounded by miles of burning, sprawling desert, and soon discover the looming mountaintop which is your goal ...

  12. Journey (2012)

    Journey is an adventure game developed by thatgamecompany exclusively for the PlayStation 3 and which is distributed on the PlayStation Network. The game features the player as a robed figure in a vast desert, journeying toward a mountain in the distance. Along the way the player can meet other players on the same journey; the two players can ...

  13. Journey

    Journey is an adventure game developed by ThatGameCompany and released by Sony Computer Entertainment in 2012 on PlayStation 3, as a Sony Exclusive title. Due to its ongoing success, it got ported to several platforms: See Release dates. Since the very start, the game had a very strong community, people that fell in love with the game and ...

  14. Journey for PlayStation 4

    For Journey on the PlayStation 4, GameFAQs has 3 guides and walkthroughs, 14 cheat codes and secrets, 14 trophies, 4 reviews, and 55 user screenshots.

  15. Journey

    Journey. Journey is a PlayStation 3 and PlayStation 4 game by thatgamecompany, that is distributed over PSN and was released on March 13, 2012. The player plays as a robed person journeying towards a distant mountain through a sandy desert. The game has a multiplayer component, in which players can interact on their journey and assist each other.

  16. Journey Guide

    Journey is the third PS3 game from acclaimed indie developer thatgamecompany. The ambitious project exudes atmosphere and emotion in a way that few games have ever accomplished.

  17. 10 years later, there's still nothing like Journey's multiplayer

    Journey turns 10 years old today, March 13th, and I still haven't experienced anything like that moment. To mark the anniversary and learn more about the game's bond-forging multiplayer, I ...

  18. Journey

    For Journey on the PlayStation 3, Guide and Walkthrough by ScrawlKnight.

  19. Journey for PlayStation 3

    For Journey on the PlayStation 3, GameFAQs has 3 guides and walkthroughs, 19 cheat codes and secrets, 14 trophies, 13 reviews, 2 save games, and 38 user screenshots.

  20. Always on the road I Trophy in Let's Journey

    Always on the road I is a Bronze trophy in Let's Journey. It can be received for: 100 locations behind.

  21. Journey to the Savage Planet sequel seemingly in development

    A sequel to Journey to the Savage Planet is seemingly in development. If you click on a link and make a purchase we may receive a small commission.

  22. The next Metro game is a 'story-driven VR adventure' where you turn

    Metro Awakening is being developed for PC VR, Meta Quest 2 and 3, and PlayStation VR2, and is expected to be out later this year. It's available for wishlisting now on Steam.

  23. A beginner's guide to Ghost of Tsushima

    Early in Jin's Journey, focus on Tales that involve recruiting a new ally, such as "The Tale of Lady Masako." In addition to establishing powerful connections, these Tales will earn you new weapons or armor that are sure to aid you in your quest to retake the island.

  24. Metro: Awakening Coming to PlayStation VR 2

    Metro: Awakening, a VR prequel to Metro 2033, is on its way to PlayStation VR 2 and other devices later this year.

  25. Metro Awakening

    Features: * Lose yourself in a journey of spiritual awakening in this chilling, supernatural origins story from Metro creator Dmitry Glukhovsky * Experience Metro's tense, heart-pounding gameplay in VR for the first time as you put on your mask, ammo and filters run low and your torchlight flickers and dies in the darkness * Wield a signature ...

  26. Metro Exodus

    Metro Exodus is an epic, story-driven first person shooter from 4A Games that blends deadly combat and stealth with exploration and survival horror in one of the most immersive game worlds ever created. Flee the shattered ruins of dead Moscow and embark on an epic, continent-spanning journey across post-apocalyptic Russia in the greatest Metro adventure yet. Explore the Russian wilderness in ...

  27. STAR WARS Jedi: Fallen Order™ on Steam

    A galaxy-spanning adventure awaits in Star Wars Jedi: Fallen Order, a 3rd person action-adventure title from Respawn. An abandoned Padawan must complete his training, develop new powerful Force abilities, and master the art of the lightsaber - all while staying one step ahead of the Empire.

  28. How-To Guides

    If you need a hand in The First Descendant, IGN's The First Descendant How-To Guides are here to help with any questions you may have in your journey across the world of Ingris.

  29. FINAL FANTASY XIV Online

    Journey to the very stars above in FINAL FANTASY XIV: Endwalker A great calamity has been building - a second advent of the Final Days. The Warrior of Light must journey ever higher and stand firm as hope's last bastion. Set forth for new horizons in FINAL FANTASY XIV: Dawntrail Blue seas, clear skies, and boundless possibilities await!

  30. Mission Success: HERA Crew Successfully Completes 45-Day ...

    Four dedicated explorers—Jason Lee, Stephanie Navarro, Shareef Al Romaithi, and Piyumi Wijesekara—just returned from a 45-day simulated journey to Mars,