Journey Gameplay Walkthrough ENDING | Part 6 | IT'S SO BEAUTIFUL!
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Journey Gameplay Walkthrough Part 6 includes the Main Story for Playstation 3. This Journey Gameplay Walkthrough will also include a full Review and the Ending.
Journey is an indie video game developed by Thatgamecompany for the PlayStation 3. It was released on March 13, 2012, via the PlayStation Network. In Journey, the player controls a robed figure in a vast desert, traveling towards a mountain in the distance. Other players on the same journey can be discovered, and two players can meet and assist each other, but they cannot communicate via speech or text and cannot see each other's names. The only form of communication between the two is a musical chime. This chime also transforms dull, stiff pieces of cloth found throughout the levels into vibrant red, affecting the game world and allowing the player to progress through the levels. The robed figure wears a trailing scarf, which when charged by approaching floating pieces of cloth, briefly allows the player to float through the air.
The developers sought to evoke in the player a sense of smallness and wonder, and to forge an emotional connection between them and the anonymous players they meet along the way. The music, composed by Austin Wintory, dynamically responds to the player's actions, building a single theme to represent the game's emotional arc throughout the story. Reviewers of the game praised the visual and auditory art as well as the sense of companionship created by playing with a stranger, calling it a moving and emotional experience. Journey won several "game of the year" awards and received several other awards and nominations, including a Best Score Soundtrack for Visual Media nomination for the 2013 Grammy Awards. A retail "Collector's Edition", including Journey, Thatgamecompany's two previous titles, and additional media, was released on August 28, 2012.
In Journey, the player takes the role of a robed figure in a desert. After an introductory sequence, the player is shown the robed figure sitting in the sand, with a large mountain in the distance. The path towards this mountain, the ultimate destination of the game, is subdivided into several sections the player travels through linearly. The player can walk in the levels, as well as control the camera, which typically follows behind the figure, either with the analog stick or by tilting the motion-sensitive controller. The player can jump with one button, or emit a wordless shout or musical note with another; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the background music. These controls are presented pictorially in the beginning of the game; at no point outside of the credits and title screen are any words shown or spoken.
The robed figure wears a trailing scarf. This scarf, when charged by approaching floating pieces of cloth, allows the player to float and fly horizontally briefly when jumping. Floating uses up the scarf's charge, represented visually by glowing runes on the scarf.
Touching glowing symbols scattered throughout the levels lengthens the scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of cloth, forming bridges, or levitating the player. This in turn allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf.
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