thatgamecompany hat ja bereits für die PS3 ein Paket ihrer drei Spiele geschnürt. Jetzt wird die Journey Collector's Edition für die PS4 veröffentlicht. Enthalten. Journey to the Savage Planet - [PlayStation 4]. USK-Einstufung: USK ab 12 freigegeben | von Games. 4,3 von 5 Sternen Journey ist ein PlayStationSpiel von thatgamecompany, welches zuerst über das PlayStation Network veröffentlicht wurde. In Journey spielt man eine mit einer Robe bekleidete Figur, die durch eine riesige Wüste läuft, auf dem Weg zu einem großen.
Journey (Computerspiel, 2012)Journey to the Savage Planet - [PlayStation 4]. USK-Einstufung: USK ab 12 freigegeben | von Games. 4,3 von 5 Sternen Mai gibt es für deutsche PS4-Spieler zwei Games geschenkt. Das erste ist "Journey" und gilt als Indie-Meisterwerk. Bei dem zweiten Spiel. Journey: Sie finden hier News, Test, Tipps, Specials, Bilder, Videos und Indie-Games auf Konsolen: Elf der besten Indie-Spiele für PlayStation 3 und Xbox .
Games Journey Navigation menu VideoBEST GAME EVER? - Journey - Part 1 Journey ist ein PlayStationSpiel von thatgamecompany, welches zuerst über das PlayStation Network veröffentlicht wurde. In Journey spielt man eine mit einer Robe bekleidete Figur, die durch eine riesige Wüste läuft, auf dem Weg zu einem großen. Erkunde die uralte, geheimnisvolle Welt von Journey und ergründe ihre Geheimnisse, während du über ihre Ruinen und Sanddünen hinwegschwebst. Journey ist ein PlayStationSpiel von thatgamecompany, welches zuerst über das PlayStation Network veröffentlicht wurde. In Journey spielt man eine mit. von mehr als Ergebnissen oder Vorschlägen für "journey game". Kreditkarte Bonus Media Corporation. Indiana University Press. Published by Annapurna Interactive. When development began, Sony expected the game to be completed in a year, rather than Glücksspirale Sofortrente Tabelle more than three it finally took. Connect Mimi Flash. Wintory spent time experimenting and discarding many ideas; while the first track, "Nascence", came easily, the final track, "Apotheosis", went through several widely varied attempts. 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. Spiele Wirtschaft from Games Journey original Jewel Quest Solitaire Kostenlos December 27, The aim of the game is to save their tree from evil parasites. With this sm Adjust game screen size. In Journeythe player takes the role of a robed figure in a desert. An enhanced version the one covered here was released 2 years later which offers some improved elements an July 13, Games Like Journey, Games Like Limbo, Games Like Machinarium, Games Like netmeeting-zone.com, Games Like netmeeting-zone.com, Games Like Spore, Games Like Inside, Games Like Monument Valley, Games Like Ori and the Blind Forest, Games Like FeralHeart, Games Like WolfQuest, Games Like Dark Souls, Games Like Darksiders, Games Like Devil May Cry, Games Like Dragon's Dogma, Games Like Monster Hunter, . Featuring stunning visuals, haunting music, and unique online gameplay, Journey delivers an experience like no other. 92 % The release of Journey attracted over + industry awards and media accolades, with some naming the game as their ‘Game of The Year’ in . 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/10(K). In einer weit entfernten Zukunft wurde im menschlichen Gehirn ein Psionik-Hormon Rtl2 Spiele Kostenlos Spielen, das Menschen besonders sensorische Kräfte verleiht und die Welt, wie wir sie kennen, verändert. Hauptseite Themenportale Zufälliger Artikel. Bitte beachte unsere Richtlinien zum Erstellen von Kommentaren.
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Read more about it in the blog post. Set in a space like environment your objective in Eufloria is to overtake the universe with your seedlings which grow from the tre The premise of Osmos is simple with players advancing through the levels on offer by increasing the size of their single celled organism mote by consuming ones that are smaller.
While this gameplay is not new to Osmos it does present it in a unique way with som Never Alone Kisima Ingitchuna takes an interesting idea and turns it into an even more interesting experience.
With a strong atmosphere blending with puzzle and platform mechanics Never Alone tells an insightful story of Alaska Natives. During the adventure you play as a young Inupiat girl Nuna and an artic fox as they assist each other to make their way through the harsh artic environment to find the source of the eternal blizzard.
This journey will take you across the frozen tundra, into p Creating another survival journey Shelter 2 adopts the same fundamental gameplay and style of the original while offering you a whole new emotional adventure of survival.
Swapping out the badger from the original game players in Shelter 2 will this time guide a mother lynx through the harsh environment with its own range of challenges and deadly encounters.
This setup allows new players to experience the same emotional journey of survival as returning players who are already familiar with the Sh Shadow of the Colossus will take you on an action adventure in a game world that is linked to that of Ico a previous game from the same developer.
The game is set in a strange fantasy world known only as the ForbiddenLand. This area is void of people although several ruins do suggest there once was life here.
You play as Wander who travels into this realm with his horse Machinarium offers a unique and addicting puzzle adventure game across a number of platforms.
Machinarium uses a point and click style of adventure along with a unique art style and no game dialogue. The overall objective in Your role in this adventure is simply to control the main protagonist as you take in the environment and story elements that are fed to you in small pieces.
An enhanced version the one covered here was released 2 years later which offers some improved elements an Flower is a relaxing musical driven adventure that was originally exclusive to the PlayStation consoles before eventually coming to PC.
Confirm Something went wrong, please try again. Related games. Age of Japan Flash. Connect Mimi Flash. Galactic Gems 2 Deluxe Flash. Hungry Worms 2 Flash.
Tropical Swaps Flash. Big Bubble Shooter Flash. Street Art Flash. A retail "Collector's Edition", including Journey , Thatgamecompany's two previous titles, and additional media, was released in August 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 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 robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf.
The scarf's runes are recharged by being near floating pieces of red cloth, or a variety of other means. 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.
The robed figure does not have visible arms to manipulate the game world directly. 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.
In each level, the player may come across one other player temporarily connected to their game. When players approach each other they charge one another's scarves.
They cannot communicate with each other beyond patterns of singing. Players can help each other by activating strips of cloth or showing paths, but cannot hinder each other and are not necessary for completing any level.
While all the figures generally look the same, without distinguishing characteristics, individual players can be told apart by unique symbols which are shown floating in the air when they sing and are displayed on their robes at all times.
Journey is a wordless story told through gameplay and visual-only cutscenes. The player's character begins near a small sand dune in a vast desert.
Walking to the top of the dune, the character can see looming in the far distance a large, mysterious mountain with a glowing crevice that splits its peak.
As the character approaches the mountain, they find the remnants of a once-thriving civilization, eroded by sand over time. Scattered throughout the ruins at the end of each area are stones where the traveler rests and has visions of meeting a large, white-robed figure in a circular room.
Art adorns the walls, describing the rise and fall of the player character's civilization, which also mirrors the player's journey.
As the player journeys into the remains of a once sprawling city at the base of the mountain, they find they must also contend with roaming, ancient and hostile automaton weapons left over from a war that ended the civilization.
A vision shows the traveler crumble before reaching their destination, but the traveler chooses to continue on.
Eventually making it safely to the mountain itself, the traveler begins to make their way up it, struggling as they enter the colder climates and encounter deep snow and high winds.
With the crevice still a fair distance away, the traveler falls and collapses in the snow. Six of the white-robed figures appear before the character and grant the traveler new energy, allowing the player to reach the summit of the mountain and walk into the crevice as the screen fills with white.
The player is then shown the game's credits, playing over the ending cinematic scene. This scene shows a shooting star emanating from the crevice and traversing the path the traveler took through the ruins, and shows glimpses of other robed travelers heading towards the mountain.
Eventually, the star comes to rest at the sand dune where the game began, and the player is given the option of starting the game again.
As the credits end, the player is shown the usernames of the other travelers who shared part of the journey. Journey was the last game made under a three-game contract between Thatgamecompany and Sony Computer Entertainment , the first two being Flow and Flower.
Development of the game began in , after the release of Flower. The person development team for Journey was composed mainly of creators of the company's previous games; co-founder Jenova Chen was the creative director and Nick Clark returned as lead designer.
When development began, Sony expected the game to be completed in a year, rather than the more than three it finally took. Sony agreed to another one-year extension, but development ultimately exceeded even that.
The stress of the project led to the feeling there was not enough time or money to complete everything the team wished to, which added to the stress and caused arguments about the design of the game.
The developers ended up reducing the overtime they spent on the project to avoid burning out, though it meant further delays and risked the company running out of money as the game neared completion.
In a speech at the 16th annual D. Awards in , Chen admitted the company had indeed been driven to bankruptcy in the final months of development and that some of the developers had gone unpaid at the time.
The game is intended to make the player feel "small" and to give them a sense of awe about their surroundings. The developers designed the game like a Japanese garden , where they attempted to remove all the game elements that did not fit with the others, so the emotions they wanted the game to evoke would come through.
The story arc of the game is designed to explicitly follow Joseph Campbell 's monomyth theory of narrative, or hero's journey, as well as to represent the stages of life, so as to enhance the emotional connection of the players as they journey together.
The game's desert setting is largely based on the Middle East , and incorporates Arabic culture , art and architecture. Jenova Chen and art director Matt Nava did not want the setting to be too Western or Eastern, so they felt the Middle East was an ideal middle ground.
In addition, the game also incorporates Chinese and Tibetan cultural influences, drawing from Chen's childhood in China. The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition.
The game was released on March 13, , for download on the PlayStation Network. In addition to Journey , the disc-based title includes Flow and Flower ; creator commentaries, art, galleries, and soundtracks for all three games; non-related minigames; and additional content for the PlayStation 3.
On July 21, , Journey was released on the PlayStation Network for the PlayStation 4 , ported by United Kingdom studio Tricky Pixels;  owners of the digital PlayStation 3 version of the game were able to download the new version for free.
The music in Journey was composed and orchestrated by Austin Wintory , who had previously worked with Thatgamecompany on the soundtrack for Flow.
Wintory worked closely on the soundtrack with sound designer Steve Johnson, as well as the programming team, so the music would dynamically tie in to both the actions of the player and to sound effects caused by nearby game objects, and feel as if it were "unfolding in real time".
Jenova Chen met with Wintory at the start of the game's development to describe his vision for the project, and Wintory left the meeting and created the core of the main theme before he reached his car, and composed and recorded the main cello theme for the soundtrack that night.
He continued to work on the soundtrack for the next three years in a collaboration with the development team; he would create a track, which the team would use while creating an area in the game, and Wintory would play the section while revising the music and then send it back.
Wintory spent time experimenting and discarding many ideas; while the first track, "Nascence", came easily, the final track, "Apotheosis", went through several widely varied attempts.