By now, many of you may have heard about the upcoming Playstation Network game called Journey. If you haven’t, this is the time when you take a quick note of its official release date (March 13, 2012) and get the gist of what this Zelda-like journey is all about.

Thatgamecompany, the creators of the emotional experiences flOw and Flower, have been hard at work developing this PSN exclusive that’s bound to satisfy the most devout Legend of Zelda fans.


More after the jump!


Based on the developer’s philosophy of emphasizing emotion and feeling for the creation of a transcending experience, Journey allows the player to travel through what at first seems like a desolate desert that then gradually overwhelms in beauty and vastness, surprising the player with the encounter of another living being (an online partner whose name and voice is omitted) who may benefit from your company or may choose to take a different route from yours.

As seen on the video, the adventure is given another dimension with its implied and minimal plot that lets the player assume the nature of the setting and the significance of the journey.

One could easily think about the influence the Zelda series may have had on this upcoming game when looking at the beautiful visual approach that strongly resembles The Wind Waker and how the grand sense of scale of this adventure evokes the mystery and wonder of early exploration in the original Legend of Zelda. The way the player is invited to head towards the horizon by means of collecting these red pieces of cloth and climbing through intriguing segments to reach a goal would also make Zelda veterans feel right at home in this magnificent setting.

PS3 owners, don’t miss out on this rich experience! If you’ve got a friend who’s hungry for more Zelda and feels like it’s already been an eternity since Skyward Sword, inform him/her that Journey is something that will appease this hunger and more.

Also taking this opportunity to say “hi” and that this is my first article on ZU. My name’s Eduardo, known as IGNIS on the ZU forums. I’m very excited to have recently joined our site’s staff, and I’m looking forward to bring you all more intriguing Zelda-related content regularly!

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  • Craig

    They're not pieces of cloth – they're "seals", in Japanese mythology they have mystical powers. It depends which symbol is on the seals usually.

    • Eric

      They are known as Ofuda in Japan ("Oh – Foo – Dah").
      A type of talisman made by Shintoists.

  • Tom

    Game looks beautiful, really hope it comes to PC as I do not have a PS3.

    • Guil.

      Same here. That's a very beautiful game that I also would like to have.

  • Eddy

    While it looks and sounds like a piece of art, it's not holding my interest. I feel the same way about Okami, though

    • prada

      I felt the same way about Okami, but I am so glad I played it- its amazing. Its more zelda than zelda…lol more zelda than Twilight Princess anyway

      • Eddy

        lol. Well, different tastes I guess. I have both Okami and Twilight Princess. I have no interested to go further than the little bit I'm made it in the former, and am loving the latter. It seems that being able to connect with the characters and story is becoming more important as I age, and that's why Twilight Princess is actually my favorite

  • TheMaverickk


    I'm simultaneously impressed and annoyed by the game.

    I happen to love that it's a game where you the player discovers the world. The story of the game is dictated by you the players actions and choices (this is the direction I believe video games should be heading in in regards to how Video Games should tell a story). It's got intuitive controls, that are simple and addicting.

    What the game does suffer from though is it's just so stereotypically "Indie Game" personality. The generic ambient music, the all too mysterious and foggy landscape, the "mysterious" player character…. it's similar to many other indie games, like Limbo, NightSky, And Yet It Moves and others.

    Overlooking the whole stereotypical side of the game it is still pretty engaging, and like I said before… a good example of how video games should be telling stories in a video game.

    • Mack

      I couldn't agree more.

  • Red Bear LuX

    This looks like something that should be played and not seen. If you know what I mean O_o

  • !CJ!

    I like it. it looks awsome! but I however, would like a bit more sotry if you please. story is my favorite part in video games. it’s one of the key factors driveing me forward all the way to the end. and ususally also I’ll love playing it. but when that’s not the case, the story holds me through.

    I like that you don’t know who you are, or how you’re here when everyone else is gone and it seams the civilization has been dead for years. but please some text. I would atleast like alittle bit of texts to tell me of what’s going on or to give me some good ideas as to what possible reason I may have for going to this glowing mountain and what’s happend here.

    I’ve figured already that that mountain has like some power sorce such as though white seals, and it probably powerd the civilization. getting it might bring the civilization back some how. but it’s no fun if it doesn’t tell me SOMETHING.

    • TheMaverickk

      There's plenty of story.

      This is the problem with western audiences in general they simple think Story = Dictation.

      They need to be TOLD a story.

      Yet video games are interactive so really YOUR ACTIONS IN THE GAME ARE THE STORY.

      That's where the story in older video games lie, and that's where Journey takes it's cues from. Everyone who plays Journey will have their own experience most likely as people will head in different directions across the sands with no idea where to go.

      They will share and tell the stories of their adventures through the desert ruins. Telling others of their discoveries and experiences.

      That's where the story lies.

      In many ways the original Legend of Zelda was like this. You were thrown into a world with little direction. Simply put you go and start searching the land, and back in the day before you had guides and GameFaqs to tell you where to go people would sometimes not beat the game in order.

      Maybe someone found dungeon 1, but couldn't find dungeon 2… but managed to stumble upon dungeon 3 and beat it instead. Everyone had their own story, and everyone had their own discovers… some people spent their time burning bushes, other bombing cave walls.

      Some people solved every puzzle in a dungeon earning their keys, others instead fought monsters and earned rupee's in order to buy keys to get through dungeons that way. Of course there were again those bomb happy people who just blew holes in walls to get around locked doors too 😛

      The original Zelda had multiple ways to play, and everyone had their own adventure and experience. That's to me how story is done properly in video games. The gamer is the starring character and his actions are the story.

  • somecrazyguy

    how is this like zelda? other then the exploration stuff, it really has nothing like zelda in it at all.

  • Ashmic

    reminds me of samurai jack, i have no idea why

  • PeacefullyCrazy

    Wait wait wait wait…what? How does this have to do with Zelda? This is some guy in a desert who has to go across the sand to get the the bight pretty light in the sky ,who's mute and deaf, compared to a green-clad hero of legend who is mute, blond, and epic. Sorry kid, bad comparison here.

    Still gonna buy the game anyway. : )