Journey
Research
Journey is an unusual
online adventure game created by ThatGameCompany in 2012. It features
a small character in a red cloak making a journey across a large
expanse of land towards a mountain. Made by the same creators as Flow
and Flower, this game has the same beautiful art style with unique
and immersive gameplay. Journey pushes the boundaries of gameplay,
with its developers wanting to create something new.
“And
we wanted to be a company to extend the depth and the width of the
emotional spectrum that games can communicate.”
The
use of the online feature in this game is completely unique, as
players encounter each other randomly and can only communicate
through noises. They can also help each other out, but it forces
players to communicate in a unique way than the usual.
“And
so our focus for Journey
was to make the player feel small and to feel wonder, so when they
run into each other in an online environment, rather than thinking
about how am I supposed to use my gun on the other player, we wanted
them to feel a connection to another player.”
Journeys
environment and characters creates the narrative in this game, and
although it is not crystal clear it is apparent. The player feels
empathy for this small character in this massive world, and they want
to help it complete its journey.
“Journey
is more like a story
broken apart. There are two stories: There’s the ancient
civilization’s story and the story of the player’s own journey.
The civilization’s story is more broken apart and spread throughout
the world for the player to discover. But what is more important is
the arc of the player’s journey itself, which is based upon the
Hero’s Journey, part of the monomyth.”
The main reason why I
chose to study Journey is because of its unique art style and its
beautiful environments. The use of colour in this game and its
artwork is bright and vibrant, and the use of different colours in
the game to show mood is powerful in creating a mood.
“Journey
started relatively peaceful and calm. So when we choose the color we
like to keep it low contrast, overcast lighting and everything is
very yellow. When it gets slightly exciting in the first act, when
the players are surfing through the sand, we want the sand to be more
contrasting, using the color to make it feel exciting. Then when the
player is lost in the underground, we want the color to feel cold,
cyan and blue and green, to give you this lost and underwater
feeling. And during the mountain level we wanted the player to feel
lifeless, their energy and use is gone, so the white color works
great there. And then in the end, the climax, we wanted a color that
brings a sense of freedom, a sense of liberation, and so the blue sky
and the mountain streams are the right fit.”
What
drew me to this games art style are the brightness of the colours and
the simplicity of it as well. They are mainly bold, block colours
used in a certain way to create a beautiful environment. I want to
try and use Journey as an influence in the development of my own art
style as I want to have a unique and vivid look to all of my images
like Journey.
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