Journey es un juego de aventuras independiente co-desarrollado por Thatgamecompany y Santa Monica Studio , publicado por Sony Computer Entertainment y dirigido por Jenova Chen . Se lanzó para PlayStation 3 a través de PlayStation Network en marzo de 2012 y se trasladó a PlayStation 4 en julio de 2015. Más tarde se trasladó a Microsoft Windows en junio de 2019 e iOS en agosto de 2019.
Viaje | |
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Desarrollador (es) | |
Editorial (es) | |
Director (es) | Jenova Chen |
Productor (es) | Robin Hunicke |
Diseñador (s) |
|
Programador (es) |
|
Artista (s) |
|
Compositor (es) | Austin Wintory |
Motor | PhyreEngine |
Plataforma (s) | |
Lanzamiento | |
Género (s) | Aventura , juego de arte |
Modo (s) | Un jugador , multijugador |
En Journey , el jugador controla una figura con túnica en un vasto desierto, viajando hacia una montaña en la distancia. Se pueden descubrir otros jugadores en el mismo viaje, y dos jugadores pueden encontrarse y ayudarse entre sí, pero no pueden comunicarse por voz o texto y no pueden ver los nombres de los demás hasta después de los créditos del juego. La única forma de comunicación entre los dos es un timbre musical, que transforma las piezas de tela opacas que se encuentran a lo largo de los niveles en un rojo vibrante, lo que afecta el mundo del juego y permite al jugador avanzar a través de los niveles. Los desarrolladores buscaron evocar en el jugador una sensación de pequeñez y asombro y forjar una conexión emocional entre ellos y los jugadores anónimos que encuentran en el camino. La música, compuesta por Austin Wintory , responde dinámicamente a las acciones del jugador, construyendo un solo tema para representar el arco emocional del juego a lo largo de la historia.
Los críticos del juego elogiaron el arte visual y auditivo, así como el sentido de compañerismo creado al jugar con un extraño, calificándolo como una experiencia conmovedora y emocional, y desde entonces lo han catalogado como uno de los mejores videojuegos de todos los tiempos . Journey ganó varios premios al " juego del año " y recibió varios otros premios y nominaciones, incluida una nominación a Mejor Banda Sonora para Medios Visuales para los Premios Grammy 2013 . En agosto de 2012 se lanzó una "Edición de coleccionista" minorista, que incluía Journey , los dos títulos anteriores de Thatgamecompany y otros medios.
Como se Juega
En Journey , el jugador asume el papel de una figura con túnica en un desierto. Después de una secuencia introductoria, al jugador se le muestra la figura con túnica sentada en la arena, con una gran montaña en la distancia. [1] El camino hacia esta montaña, el destino final del juego, se subdivide en varios tramos recorridos linealmente. El jugador puede caminar en los niveles, así como controlar la cámara, que normalmente sigue detrás de la figura, ya sea con el joystick analógico o inclinando el controlador sensible al movimiento . [2] El jugador puede saltar con un botón o emitir un grito sin palabras o una nota musical con otro; la duración y el volumen del grito dependen de cómo se presione el botón, y la nota se mantiene en sintonía con la música de fondo. [3] Estos controles se presentan gráficamente al comienzo del juego; en ningún momento fuera de los créditos y la pantalla de título se muestran o se dicen palabras. [1]
La figura vestida con una túnica lleva una bufanda mágica que le permite al jugador volar brevemente; al hacerlo, se consume la carga mágica de la bufanda, representada visualmente por runas brillantes en la bufanda. Las runas de la bufanda se recargan al estar cerca de piezas flotantes de tela roja, o una variedad de otros medios. [4] Tocar símbolos brillantes esparcidos por los niveles alarga la bufanda inicialmente vestigial, lo que permite al jugador permanecer en el aire por más tiempo. Las tiras de tela más grandes están presentes en los niveles y pueden transformarse de un gris rígido y opaco a un rojo vibrante cantando cerca de ellos. Hacerlo puede tener efectos en el mundo, como soltar trozos de tela, formar puentes o levitar al jugador. Esto, a su vez, permite al jugador progresar en el nivel abriendo puertas o permitiéndoles llegar a áreas previamente inaccesibles. La figura vestida no tiene brazos visibles para manipular el mundo del juego directamente. [3] En el camino, el jugador se encuentra con criaturas voladoras hechas de tela, algunas de las cuales ayudan al jugador. En niveles posteriores, el jugador también se encuentra con criaturas hostiles hechas de piedra, que al ver al jugador arrancan partes de la bufanda de la figura. [2]
En cada nivel, el jugador puede encontrarse con otro jugador temporalmente conectado a su juego. Cuando los jugadores se acercan, se cargan los pañuelos entre sí. No pueden comunicarse entre sí más allá de los patrones de canto. Los jugadores pueden ayudarse entre sí activando tiras de tela o mostrando caminos, pero no pueden obstaculizar a los demás y no son necesarios para completar ningún nivel. [2] Cuando dos jugadores terminan una sección al mismo tiempo, permanecen juntos en la siguiente; de lo contrario, están conectados a nuevos jugadores cuando avanzan. Si bien todas las figuras generalmente tienen el mismo aspecto, sin características distintivas, los jugadores individuales pueden distinguirse por símbolos únicos que se muestran flotando en el aire cuando cantan y se muestran en sus túnicas en todo momento. [5] El juego completo tarda entre dos y tres horas en completarse. [2]
Historia
Journey es una historia sin palabras contada a través del juego y escenas de corte solo visuales. El personaje del jugador comienza cerca de una pequeña duna de arena en un vasto desierto. Caminando hacia la cima de la duna, el personaje puede ver asomándose a lo lejos una montaña grande y misteriosa con una grieta brillante que divide su pico. A medida que el personaje se acerca a la montaña, encuentra los restos de una civilización que alguna vez fue próspera, erosionada por la arena con el tiempo. Esparcidas por las ruinas al final de cada área hay piedras donde el viajero descansa y tiene visiones de encontrarse con una gran figura vestida de blanco en una habitación circular. El arte adorna las paredes, describiendo el ascenso y la caída de la civilización del personaje del jugador, que también refleja el viaje del jugador. A medida que el jugador viaja a los restos de una ciudad en expansión en la base de la montaña, descubre que también debe lidiar con armas autómatas errantes, antiguas y hostiles que quedaron de una guerra que terminó con la civilización.
Una visión muestra al viajero desmoronarse antes de llegar a su destino, pero el viajero elige continuar. Finalmente, al llegar a salvo a la montaña, el viajero comienza a subir por ella, luchando a medida que ingresan a los climas más fríos y se encuentran con nieve profunda y vientos fuertes. Con la grieta todavía a una distancia considerable, el viajero cae y se derrumba en la nieve. Seis de las figuras vestidas de blanco aparecen ante el personaje y otorgan al viajero nueva energía, lo que le permite al jugador llegar a la cima de la montaña y caminar hacia la grieta mientras la pantalla se llena de blanco. A continuación, se muestran al jugador los créditos del juego, reproduciendo la escena cinematográfica final. Esta escena muestra una estrella fugaz que emana de la grieta y atraviesa el camino que el viajero tomó a través de las ruinas, y muestra destellos de otros viajeros con túnicas que se dirigen hacia la montaña. Finalmente, la estrella se detiene en la duna de arena donde comenzó el juego, y el jugador tiene la opción de comenzar el juego nuevamente. Cuando finalizan los créditos, al jugador se le muestran los nombres de usuario de los otros viajeros que compartieron parte del viaje.
Desarrollo
Journey fue el último juego realizado bajo un contrato de tres juegos entre Thatgamecompany y Sony Computer Entertainment , los dos primeros fueron Flow y Flower . El desarrollo del juego comenzó en 2009, después del lanzamiento de Flower . El equipo de desarrollo de 18 personas para Journey estaba compuesto principalmente por creadores de los juegos anteriores de la compañía; la cofundadora Jenova Chen fue la directora creativa y Nick Clark regresó como diseñador principal. [6] Kellee Santiago , productora de Flow and Flower , no retomó sus deberes, concentrándose en cambio en su papel como presidenta de la compañía, y fue reemplazada por Robin Hunicke . [7]
Cuando comenzó el desarrollo, Sony esperaba que el juego se completara en un año, en lugar de los más de tres que finalmente tomó. [8] Thatgamecompany siempre esperó necesitar una extensión; según Hunicke, creían que terminar el juego en un año era "poco realista". [9] El desarrollo terminó tardando incluso más de lo previsto, ya que el equipo tuvo dificultades para reducir sus ideas para el juego y mantener una comunicación eficiente. [9] A lo largo del desarrollo, el equipo creció de siete a dieciocho personas. [6] [8] Al final del segundo año, cuando se agotó la extensión de Sony, el juego no provocó en el jugador las emociones que el equipo quería. Sony aceptó otra extensión de un año, pero el desarrollo finalmente superó incluso eso. [10]
El estrés del proyecto llevó a la sensación de que no había suficiente tiempo ni dinero para completar todo lo que el equipo deseaba, lo que se sumó al estrés y provocó discusiones sobre el diseño del juego. Los desarrolladores terminaron reduciendo el tiempo extra que gastaron en el proyecto para evitar que se agotaran, aunque significó más retrasos y arriesgó que la compañía se quedara sin dinero a medida que el juego se acercaba a su finalización. En un discurso en la 16ª entrega anual de los DICE Awards en 2013, Chen admitió que la compañía había sido llevada a la quiebra en los últimos meses de desarrollo y que algunos de los desarrolladores no habían recibido pago en ese momento. [10] Hunicke describió la solución para finalmente terminar el juego como aprender a dejar de lado las tensiones y las ideas que no podían entrar en el juego y ser "amables el uno con el otro". [8]
El juego tiene como objetivo hacer que el jugador se sienta "pequeño" y darles una sensación de asombro por su entorno. [11] La idea básica, tal como la diseñó Chen, era crear algo que se moviera más allá de la "mentalidad típica de derrotar / matar / ganar" de la mayoría de los videojuegos. [12] El equipo creó inicialmente un prototipo llamado Dragón que involucraba a jugadores que intentaban alejar un monstruo grande de otros jugadores, pero finalmente lo descartó después de descubrir que era demasiado fácil para los jugadores ignorarse entre sí en favor de sus propios objetivos. [12]
Los desarrolladores diseñaron Journey como un jardín japonés , donde intentaron eliminar todos los elementos que no encajaban, para que las emociones que querían evocar llegaran. [13] Este minimalismo tiene la intención de hacer que el juego se sienta intuitivo para el jugador, para que pueda explorar y sentir una sensación de asombro sin instrucciones directas. El arco de la historia está diseñado para seguir explícitamente Joseph Campbell 's monomito teoría de la narrativa, o el viaje del héroe, así como para representar las etapas de la vida, a fin de aumentar la conexión emocional de los jugadores, ya que juntos viaje. [14] [15] [16] En su discurso de DICE, Chen notó que 3 de sus 25 probadores habían llorado al completar el juego. [10]
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, Journey also incorporates Chinese and Tibetan cultural influences, drawing from Chen's childhood in China.[17][18]
The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition.[13] It is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them.[11] The plan was "to create a game where people felt they are connected with each other, to show the positive side of humanity in them".[13] The developers felt the focus on caring about the other player would be diluted by too many game elements, such as additional goals or tasks, as players would focus on those and "ignore" the other player.[13] They also felt having text or voice communication or showing usernames would allow players' biases and preconceptions to come between them and the other player.[19]
Journey was released on March 13, 2012, for download on the PlayStation Network.[20] 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.[21] A retail "Collector's Edition" of the game was released on August 28, 2012. 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.[22] In September 2012, Sony and Thatgamecompany released a hardcover book entitled "The Art of Journey", by the game's art director Matt Nava, containing pieces of art from the game ranging from concept art to final game graphics.[23]
On July 21, 2015, Journey was released on the PlayStation Network for the PlayStation 4, ported by United Kingdom studio Tricky Pixels;[24] owners of the digital PlayStation 3 version of the game were able to download the new version for free.[25] The PlayStation 4 version of the game features improved graphics over the original, with a higher resolution and frame rate and improved texture quality.[26][27] According to Tricky Pixels, the original PlayStation 3 game was "a masterpiece of PlayStation 3 programming" and porting the game to the PlayStation 4 was "an immense technical challenge".[26]
Annapurna Interactive helped to publish a port of Journey to Microsoft Windows, released to the Epic Games Store on June 6, 2019, then to Steam on June 11, 2020.[28][29]
Music
Journey Original Soundtrack | |
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Soundtrack album by Austin Wintory | |
Released |
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Studio | Studio M1, Skopje |
Genre | Video game soundtrack |
Length | 58:34 |
Label | Sony Computer Entertainment |
Producer |
|
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".[30] Johnson felt having short pieces of music that looped without reacting to the player would be a "missed opportunity", and wanted to create music that changed while still containing a composed emotional arc. 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.[31][32]
Unlike many games, where different songs have different themes for each character or area, Wintory chose to base all the pieces on one theme which stood for the player and their journey, with cello solos especially representing the player. Wintory describes the music as "like a big cello concerto where you are the soloist and all the rest of the instruments represent the world around you", though he describes it as not necessarily orchestral due to the inclusion of electronic aspects.[30][33] The cello begins the game as "immersed in a sea of electronic sound", before first emerging on its own and then merging into a full orchestra, mirroring the player's journey to the mountain.[34] Whenever the player meets another person, harps and viola are dynamically incorporated into the music.[32] While the game's art style is based on several different cultures, Wintory tried to remove any overt cultural influences from the music to make it "as universal and culture-less as possible".[30] Tina Guo features as the cellist for the soundtrack. She is a close friend of Wintory and has performed "Woven Variations" with him, an eight-minute live orchestral variation on the Journey soundtrack.[33] All the non-electronic instruments in the soundtrack were recorded with the Macedonia Radio Symphonic Orchestra in Skopje, North Macedonia.[35][31] A "Woven Variations" performance influenced the ending of the game: at the conclusion of development, Wintory was having difficulty with the ending to "Apotheosis", the final track of the game, while the development team was unsure how to end the player's journey at the top of the mountain. While they were planning a large, dramatic conclusion to both, in the concert Wintory had the orchestra fall away at the end of the piece to showcase Guo's cello performance. Inspired, Wintory and the team ended "Apotheosis" and the game the same way, with the game world fading away to leave only the player.[32]
The soundtrack was released as an album on April 10 on iTunes and the PlayStation Network.[36] The album is a collection of the soundtrack's "most important" pieces, arranged by Wintory to stand alone without the context of the player's actions.[30] The album comprises 18 tracks and is over 58 minutes long. It features the voice of Lisbeth Scott for the final track, "I Was Born for This". After its release, the soundtrack reached the top 10 of the iTunes Soundtrack charts in more than 20 countries.[34] It also reached No. 116 on the Billboard sales charts, with over 4000 units sold in its first week after release, the second-highest position of any video game music album to date.[37] The soundtrack was released as a physical album by Sumthing Else Music Works on October 9, 2012.[38] In 2012 Wintory released a download-only album of music on Bandcamp titled Journey Bonus Bundle, which includes variations on themes from Journey and Flow.[39] The soundtrack itself was subsequently released on Bandcamp on June 19, 2013.[40] An album of piano arrangements titled Transfiguration was released on May 1, 2014, on Bandcamp as both a digital and a physical album.[41] A two-record vinyl version of the album was released in 2015.[42]
In January 2016, Wintory started a Kickstarter for a Journey Live concert tour, in which the fifteen-piece Fifth House Ensemble from Chicago will perform the music from the game while a player works their way through the game. The ensemble will react to the player's actions, using a specially-scored version of the soundtrack, composed by Patrick O'Malley with Wintory's oversight, that breaks the music into small pieces to enable this reaction. Wintory had wanted to do a performance of the Journey soundtrack in this interactive manner but did not have the time to rework the soundtrack for this purpose. Wintory came to know Dan Visconti, the composer for Fifth House Ensemble, after Visconti published his praise for the Journey soundtrack and had encouraged other members of the ensemble to play the game. The group saw how Journey's soundtrack had been used for various Video Games Live concerts and believed they could pull off Wintory's vision of an interactive concert, doing most of the reworking of the soundtrack under Wintory's direction.[24] Sony has provided Wintory with a version of the game developed by Tricky Pixels that disables the music to allow the ensemble to provide this, and other modifications required for the concert performance.[24] The Kickstarter was launched for $9,000 in funding for a four-city tour, but within a few days already surpassed its funding levels, allowing for more cities to be included.[43]
Recepción
Aggregator | Score |
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Metacritic | PS3: 92/100[44] PS4: 92/100[45] |
Publication | Score |
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Edge | 8/10[5] |
Eurogamer | 9/10[4] |
Game Informer | 9.0/10[1] |
GameSpot | PS3: 9.0/10[2] PS4: 10/10[46] |
IGN | PS3: 9.0/10[3] PS4: 9.0/10[47] |
OPM (UK) | 10/10[48] |
TouchArcade | iOS: [49] |
Wired | 9/10[50] |
Publication | Award |
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PlayStation Official Magazine - UK | 5th best PS3 game of all time[51] |
Push Square | #1 soundtrack of the decade (2010-2019)[52] |
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.[53] At E3 2011, prior to release, the game won awards for best downloadable game from 1UP.com, GameSpy, and GameTrailers.[54] After publication, the game was heavily honored at end of the year awards. At the 16th Annual D.I.C.E. Awards, formerly known as the Interactive Achievement Awards, Journey won eight awards, the most honors received of the night, which includes "Game of the Year", "Outstanding Innovation in Gaming", "Casual Game of the Year", "Outstanding Achievement in Game Direction", "Outstanding Achievement in Art Direction", "Outstanding Achievement in Online Gameplay", "Outstanding Achievement in Original Music Composition", and "Outstanding Achievement in Sound Design"; it was additionally nominated for "Downloadable Game of the Year", "Outstanding Achievement in Gameplay Engineering", and "Outstanding Achievement in Story".[55][56] Journey was selected as the best game of the year by IGN and GameSpot, among others.[57][58]
The soundtrack was nominated for the Best Score Soundtrack for Visual Media at the 2013 Grammy Awards, the first video game soundtrack to be nominated for that category, though it did not win.[59] Additionally, the game won the award for best music and was nominated for the best graphics award from IGN, and was selected as the best PlayStation Network game by GameSpot.[60][61][62] At the Spike Video Game Awards, Journey won awards as the best PlayStation 3 game,[63] the best indie game,[64] and the game with the best music,[65] and was additionally nominated for game of the year,[66] best downloadable game,[67] best graphics,[68] and best song in a game for "I Was Born For This".[69] It received the 2013 Annie Award for video game animation.[70] It won five awards at the 2013 British Academy of Film and Television Arts awards: Artistic Achievement, Audio Achievement, Game Design, Online Multiplayer, and Original Music, and was nominated for Best Game, Game Innovation and Story.[71][72] In March 2013, it won six awards at the annual Game Developers Choice Awards: Best Audio, Best Game Design, Best Visual Arts, Best Downloadable Game, the Innovation Award, and Game of the Year.[73]
Journey received high acclaim from critics who praised the visual and auditory art direction as well as the emotional response playing with a stranger created. It received the IGN Best Overall Game Award for 2012 and Ryan Clements of IGN described the game as "the most beautiful game of its time", saying, "each moment is like a painting, expertly framed and lit".[3] Jane Douglas of GameSpot concurred, calling it "relentlessly beautiful" and lauding the visual diversity of the world and the depiction of the rippling sand; Matt Miller of Game Informer added praise for the animation of the sand and creatures, saying the game was visually stunning.[1][2] The music was also complimented, with Miller describing it as a "breathtaking musical score" and Douglas calling it "moving, dynamic music".[1][2]
Reviewers were especially pleased with the emotional experience of playing the game, particularly with other players. Christian Donlan of Eurogamer described it as a "non-denominational religious experience" that, with the addition of another player, moves beyond metaphors and becomes a "pilgrimage" to the player.[4] A reviewer writing for Edge magazine said the emotional arc of the game hits with "occasionally startling power", while Patrick Shaw from Wired said the game made him feel a "wide range of emotions ... wonder, fear, even sadness". Miller said all three times he played the game, "each time, without fail, individual moments... managed to give me goosebumps, and those moments have remained on my mind for weeks afterward".[5][50] Joel Gregory of PlayStation Official Magazine praised the game's story for being open to the player's interpretation, leaving an ambiguity that drew him in.[48] The addition of an unnamed second player was described by Donlan as brilliant and as a "master stroke", and Edge said it made for "a more absorbing, more atmospheric experience".[4][5] In 2019, Journey was ranked 48th on The Guardian newspaper's The 50 Best Video Games of the 21st Century list.[74]
The few criticisms for the game centered on its length and pacing. Clements noted that not all players would appreciate a game with a "deliberate, melancholic pace" and short duration, comments echoed by the Edge review.[3][5] Miller noted the lack of complex gameplay elements in Journey, and Shaw was disappointed that the game was only a few hours long, though Douglas said the length was perfect.[1][2][50] Miller concluded the game could be compared to "a musical concert, a well-directed film, or a long-awaited book", while Clements concluded, "completing Journey will create memories that last for years".[1][50]
Notas
- ^ Ported to PlayStation 4 by Tricky Pixels, and to Windows and iOS by Inline Assembly Ltd.
Referencias
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- ^ a b c d e f g h Douglas, Jane (March 2, 2012). "Journey Review". GameSpot. CBS Interactive. Archived from the original on October 28, 2013. Retrieved June 27, 2012.
- ^ a b c d e Clements, Ryan (March 1, 2012). "Journey Review". IGN. Ziff Davis. Archived from the original on June 20, 2012. Retrieved June 27, 2012.
- ^ a b c d Donlan, Christian (March 1, 2012). "Journey Review". Eurogamer. Gamer Network. Archived from the original on October 16, 2012. Retrieved June 27, 2012.
- ^ a b c d e "Journey Review". Edge. Future. March 1, 2012. Archived from the original on June 27, 2012. Retrieved June 27, 2012.
- ^ a b "Journey: Development Team". Thatgamecompany. Archived from the original on January 16, 2013. Retrieved July 20, 2012.
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- ^ a b Khaw, Cassandra (August 15, 2012). "What went wrong during the making of Journey". Gamasutra. UBM. Archived from the original on November 9, 2012. Retrieved August 16, 2012.
- ^ a b c North, Dale (February 7, 2013). "Journey took thatgamecompany into bankruptcy". Destructoid. Archived from the original on February 9, 2013. Retrieved February 9, 2013.
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- ^ a b c d Smith, Ed (May 18, 2012). "A Personal Journey: Jenova Chen's Goals for Games". Gamasutra. UBM. Archived from the original on November 9, 2012. Retrieved July 20, 2011.
- ^ Alexander, Leigh (March 1, 2012). "In-Depth: Journey's rare and magical success". Gamasutra. UBM. Archived from the original on January 12, 2013. Retrieved July 20, 2011.
- ^ "Journey Game Creator Jenova Chen "Theories Behind Journey" - Full Keynote Speech (at 26:18)". Variety. Penske Media Corporation. February 8, 2013. Archived from the original on April 5, 2017. Retrieved February 8, 2013 – via YouTube.
- ^ Ohannessian, Kevin (December 3, 2012). "Game Designer Jenova Chen On The Art Behind His "Journey"". Fast Company. Mansueto Ventures. Archived from the original on March 29, 2012. Retrieved December 2, 2012.
- ^ Ohannessian, Kevin (March 12, 2012). "Game Designer Jenova Chen On The Art Behind His "Journey"". Fast Company. Retrieved May 1, 2020.
- ^ Malkowski, Jennifer; Russworm, TreaAndrea M. (2017). Gaming Representation: Race, Gender, and Sexuality in Video Games. Indiana University Press. p. 12. ISBN 978-0-253-02660-6.
- ^ Sheffield, Brandon (March 6, 2012). "GDC 2012: How Journey was designed to facilitate friendship". Gamasutra. UBM. Archived from the original on January 12, 2013. Retrieved July 20, 2011.
- ^ Chen, Jenova (September 27, 2011). "Your Journey Begins Spring 2012". PlayStation Blog. Sony. Archived from the original on April 10, 2012. Retrieved October 1, 2011.
- ^ Gallagher, James (March 13, 2012). "PlayStation Home: Every Journey Starts From Home". PlayStation Blog. Sony. Archived from the original on October 11, 2012. Retrieved April 3, 2012.
- ^ Yin-Poole, Wesley (June 25, 2012). "Journey Collector's Edition innards confirmed". Eurogamer. Gamer Network. Archived from the original on October 16, 2012. Retrieved June 25, 2012.
- ^ Chen, Jenova (August 27, 2012). "The Art of Journey Releases in September". PlayStation Blog. Sony. Archived from the original on October 16, 2012. Retrieved August 27, 2012.
- ^ a b c Sarkar, Samit (February 16, 2016). "How Austin Wintory Brought 'Journey Live' to Life". Polygon. Vox Media. Archived from the original on April 12, 2016. Retrieved February 16, 2016.
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enlaces externos
- Official website