thatgamecompany

journey video game companion

life’s companions

Experience the wonder in this anonymous adventure where you travel on a life’s passage, with the chance to connect with companions along the way.

journey video game companion

a mysterious world

Alone and surrounded by miles of burning, sprawling desert, you soon discover the looming mountaintop is your goal. The passage will not be easy but this experience of a lifetime will help you discover who you are, what this place is, as you arrive at your purpose.

beautiful art and music

Soar above ruins and glide across sands as you explore the secrets of a forgotten civilization.  Featuring stunning visuals, haunting music, and unique online gameplay, Journey delivers an experience like no other.

The release of Journey attracted over 100+ industry awards and media accolades, with some naming the game as their ‘Game of The Year’ in 2012.

"A glorious, thoughtful, moving masterpiece"

- entertainment weekly, "mysterious and beautiful", "an incredible, emotional game", "one of the most amazing game experiences of my life", - gamesradar.

journey video game companion

© 2012 Sony Interactive Entertainment LLC. Developed by thatgamecompany. Journey is a trademark of Sony Interactive Entertainment LLC.

Screen Rant

Journey: is the second player a real person.

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The PlayStation 4's Play At Home initiative is meant to encourage people to stay at home with free games, including developer thatgamecompany's beautiful Journey . The unique, emotional game earned praise for its art-worthy visuals and award-nominated soundtrack, but one of its most notable features is its seamless, wordless multiplayer. Without text or voice chat, though, it can be hard to tell if Journey' s other player companions are real people or A.I. fakes.

Along with Journey , the Play At Home program includes Uncharted: The Nathan Drake Collection in an effort to keep players busy and entertained while practicing COVID-19 social distancing. Both games are free to download and keep for all PS4 owners - regardless of their PlayStation Plus subscription status - if secured before May 5. The Uncharted games are single-player, which has its own appeal during social distancing and self-quarantines, but part of what makes video games appealing in the current pandemic is their ability to connect people separated by physical space.

Related: WHO Recommends Playing Video Games To Stay Safe Against Coronavirus

Journey' s multiplayer does just that, but it does so in a way few other games have. Multiplayer is seamlessly integrated, with players simply happening upon each other in the game world, and players have only simple chirps to signal to one other. Journey has no chat system of any kind, and it doesn't even have an emote system to allow for more complicated silent communication, leaving some players wondering if they're actually playing alongside real human beings.

Is Journey's Other Player A Real Person Or An A.I. Companion?

PlayStation's online ecosystem is part of what makes Journey' s multiplayer functionality so vague. Normally, multiplayer gameplay requires a PlayStation Plus subscription , but Journey players run into other player characters even if they're not paying PS Plus members. While this may appear to indicate these other characters are just A.I. facsimiles, it seems Journey' s co-op just doesn't require a PS Plus subscription. According to the game's store page, its online features "require an account," but there's no mention of PS Plus, so this seems to refer simply to a basic PlayStation Network account. Descriptions for games like Call of Duty: Modern Warfare , on the other hand, include phrases like "requires PlayStation®Plus membership to access online multiplayer," while Journey does not.

Of course, it's entirely possible that A.I. companions could be substituting for real ones when players' online connections drop, as some Journey -playing forum users have conspiracy-theorized. But there's an easy way to prove this false: At the end of a Journey playthrough, the game tells players the usernames of the others they met along the way. These are real accounts that users can message and send friend requests to, and it's highly unlikely thatgamecompany created fake accounts just to sell an illusion. In fact, it seems that if players lose connection or otherwise don't have internet access while playing, they'll simply go through the game alone, further proving the legitimacy of this must-play PS4 game's multiplayer .

Next: Why You Should SKIP The First Uncharted Game

Journey first released for PlayStation 3 on March 13, 2012, and has since been ported to PlayStation 4, PC, and iOS.

  • SR Originals

A companion is another player-controlled Wayfarer . Companions are typically met randomly while playing online, and are more-or-less anonymous until after the credits . A player may only be connected to one other player at a time.

In order to stay connected, players have to stay somewhat close to eachother, and exit levels at the same time.

  • 1 Conditions for Meeting
  • 2 Companion Pointer
  • 3 Playing with a Friend
  • 4 Disconnecting

Conditions for Meeting [ edit | edit source ]

Journey has a matchmaking system that is designed to connect players together. This matchmaking is done by an external server (PSN for PS3 and PS4, Amazon Web Services on PC and unknown for iOS [ clarification needed ] . However after two players get matched and connected, the communication is peer to peer, that is directly between the two players. It happens over a UDP connection at least on the PC version.

There are certain conditions required for successful matchmaking:

  • Players must be in the same level
  • Major events - such as releasing a dolphin - must be the same for both players. For example, if the first part of the bridge is repaired for one player, then it must be repaired for the other player, too.
  • Players must have a reasonable amount of in-game distance between each-other - about two War Machines worth.
  • Players must be in the same "lobby." Lobbies are virtual "rooms" that the the server uses to divide players in order to better manage the server load, in case there are a lot of players online. These rooms are invisible to the players, and no setup is required, though it can make it difficult to meet a specific player, at times. Complete restart of the game can move you to a different lobby - this is useful if you want to meet a friend.
  • They're not supposed to meet, but there have still been reports of it happening on rare occasions.

If two players disconnect from each-other, the game will try to re-match those players.

Companion Pointer [ edit | edit source ]

If you are connected to a companion and they are not in your line of sight, a white glow will appear at the edge of your screen. The direction of the glow points you toward your companion, while the intensity of the glow helps you know how close they are. If your companion is far enough away, it may be hard to see the pointer.

Playing with a Friend [ edit | edit source ]

While the connection is meant to be random, players have found ways to encourage the system to match them with a specific person. While there's a chance that the players may still meet with someone else, or that there will just not be any connection, the odds of meeting the person you want can still be increased dramatically.

If, after using all the tricks, the players still don't connect after around a minute, it could be that they're in different lobbies. If this occurs, it's recommended that one or both players re-enter the level and try again.

Disconnecting [ edit | edit source ]

Aside from game crashes and other network interruptions, two players will disconnect if there is too much in-game distance between them. However, in Paradise , it's possible for players to stay connected, no matter how much distance there is between Wayfarers.

Dusting [ edit | edit source ]

journey video game companion

Dusting is what normally occurs when the connection is lost between two players. The model of the companion (from the view of either player) sits down and turns into dust .

However, sometimes unusual results can happen, such as Ghosting , the Black cloth glitch , or even infinite flight .

See Also [ edit | edit source ]

Companions Met Along The Way (CMATW) Nick

  • Clarification needed

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journey video game companion

  • Entertainment

10 years later, there’s still nothing like Journey’s multiplayer

Journey turns 10 today.

By Jay Peters , a news editor who writes about technology, video games, and virtual worlds. He’s submitted several accepted emoji proposals to the Unicode Consortium.

Share this story

The game’s multiplayer still has an effect on me.

I’ll never forget the first time I played Journey .

Throughout the game, real-life players can join you on your quest toward a mountain on the horizon. Players can fade in and out of your adventure — maybe they want to go faster than you, maybe they just quit — but in the latter half of my game, I had found somebody who stuck with me. Journey has no voice or text chat and no names identifying other players you meet. The only way we could communicate was through our movements, sticking close together to refill each other’s energy, and singsong chirps. Despite those limitations, we built a rapport.

Near the end of Journey , you have to scale the mountain, and as you approach the peak, you get caught in a storm. Much of the game is filled with sunlight, flight, and joyful music, but the mountain is gray, winds buffet your character, and the music is, at times, uncomfortable. Even though the level was draining, I was happy that I had my companion, and we huddled together as we marched toward the peak.

Eventually, the music fades out, and you can only hear your footsteps trudging ever more slowly through the elements. Then, as the game grew silent, my friend collapsed into the snow. I actually cried out in dismay. Then my character fell over, too, and the screen faded to white. 

In many video games, you die a lot. That was the only time a virtual death has made me feel like I had actually lost a friend.

Fortunately, that’s not actually the end. In a cutscene, I was revived soon after I fell, and then, in an exuberant celebration of color and music that’s perhaps my favorite video game “level” of all time, soared toward the top of the mountain — with my once-fallen friend flying alongside me.

Journey turns 10 years old today, March 13th, and I still haven’t experienced anything like that moment. To mark the anniversary and learn more about the game’s bond-forging multiplayer, I spoke with Jenova Chen, president and creative director of Journey developer thatgamecompany. While it may feel like the game is effortlessly pairing you with companions as you go along, based on what he told me, it wasn’t quite that simple.

The goal for Journey was to “innovate how it feels between people on the internet,” Chen said. “Can we invent the right environment, the right feedback, to bring out something that we’re more proud of? And to have an online game where people feel friendly and compassionate towards each other?” He elaborated further later in our conversation. “We want to see two people going through the journey together, [like when] in our life, we meet someone special, and we travel with them, and eventually, we might depart from each other.” 

“Human beings, unfortunately, are giant babies”

While it was a profound ideal, “the reality is: human beings, unfortunately, are giant babies in the virtual world,” Chen said. “No matter how old you are, even if you’re in your 70s, if we move you from Earth and into a virtual space, [that person] would become a giant baby. A baby doesn’t know what is a good moral value versus what is a bad moral value. The baby only knows: if I’m in a new environment, I’m going to try to push the buttons and see what kind of feedback I can get, and babies are great at looking for maximum feedback.”

To encourage compassion, the team tested a lot of ideas. They tried a system inspired by Gears of War that let you help out an incapacitated friend but found that even in playtests among the developers, the player would rather not help the other person out. “That way, they create a lot of anxiety in the other player and make the other player more angry. And they actually get more gratification out of the feedback,” Chen said.

They also tested a mechanic where one person could push the other high up, and then that person would pull the first. “But once we gave this physics simulation to the players, they chose to push each other off the wall and see them fall from the cliff and die, waiting to be helped,” Chen said.

During those tests, people would say, “I would rather play this game alone. Why do you force me to play with this other person? I hate them,” according to Chen. That’s because “killing is much bigger feedback than just helping the other person to get on a ledge,” Chen said. 

“At the time, I was like, ‘Is humanity at its core just dark?’”

The challenges of making those mechanics work affected Chen. “At the time, I was like, ‘Is humanity at its core just dark?’” he said. But a child psychologist helped Chen see things in terms of the way babies view feedback. “If you don’t want babies to do something terrible, give them zero feedback,” he recalled learning from her. “Don’t give them negative feedback because they will misinterpret that as positive feedback.” 

That led to a change that would have a huge effect on the game: when you got close to someone, you’d recharge their energy. (In the final game, you use your energy to fly.) “And so that makes people feel like ‘Oh, I love to stay near someone because I don’t have to run to find the energy,’” he said. “So they end up sticking together, and they travel together, and they form a companionship. That was just one simple change. From assholes who want to kill each other and dancing around their corpse, creating hatred, to ‘hey, they’re all lovey-dovey, they’re helping each other, and they couldn’t leave each other.’”

A friend and I hanging out on our quest.

The team also had to experiment to land on the musical chirps that players can use to communicate with each other. They tried a “thumbs up and thumbs down idea” where you could push the thumbstick up to show a green ping and push it down to show a red ping. But in testing, the majority of pings were red as players spammed them to bug their partner to do what they wanted, which created feelings of stress.

“Eventually, we realized it’s better just to keep it neutral,” Chen said. “And then we let the frequency and the amplitude [of the ping] be interpreted by the other player. But we noticed that when we don’t add context, people usually interpret the other person’s intention positively. I think that’s deep down our human nature.”

The chirp is like a musical instrument

Even though the chirp is intended to be neutral, it’s not a static noise. It’s almost like a musical instrument, and its sound evolves throughout the game, Journey composer Austin Wintory told me. “At the very beginning of the game, it’s very bird-like, and there’s flute and little bits of cello,” he said. But over the course of the game, you’ll hear more of a human voice within that sound. “So by the time you’re in the clouds and the very big finale, especially if you do one of the big charged up [pings], you can really hear there’s a human voice in there.” (The human voice used in the pings is Lisbeth Scott, who sings Journey’s end credits.)

The humanity in the design of Journey , from the human voice in the chirps to the multiplayer design that encourages cooperation, is so much of what makes the game memorable for me. As I climbed the mountain with my companion the first time I played the game, I realize now that while I may have been huddled close to my friend to try and share my energy, deep down, I just wanted to do everything I could to help them get up that mountain — and I knew they were doing the same for me.

Ahead of talking to Chen and Wintory, I replayed Journey for the first time since it came out. Despite how much I love the game, I’ve always worried another run would change how I feel about it. I was so fearful of how it might contort my memories that I was actively procrastinating on playing it. 

To my surprise, the experience was just as powerful. Ten years on, there are still people playing Journey , and I met four other companions who were part of my adventure. I even made a new friend who stuck by my side through the snowy climb to the mountain’s summit — and through the joyful flight to the peak.

My companion and I walking together at the very end of the game.

Journey is available on PS3, PS4, PS5, PC, and iOS. Composer Austin Wintory has also just released a re-orchestration of the Journey soundtrack performed by the London Symphony Orchestra titled “Traveler — A Journey Symphony.” I’ve listened to it and thought it was very good.

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Companion is one of 14  trophies  that the player can earn in the game, Journey. It is a silver trophy, and is worth 30 points.

Obtaining Trophy [ ]

To redeem this trophy, you must complete a full journey, (or the majority of a journey) with the same companion .

"Finish the game with the same partner for the majority of the journey and return to the beginning."

This trophy is very easy to obtain, ignoring the possibilities a companion could quit mid-game. Finding a Companion in either the Bridge or Desert levels and remaining with them for the rest of the journey will gain the trophy for you.

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Epilogue Gaming: Video Games as Art, Literature and a Storytelling Medium

Companionship Therapy – How ‘Journey’ and Its Players Helped Me With Depression

by Nina Salenius · Published November 12, 2021 · Updated November 12, 2021

journey video game companion

In my mid-twenties, I went through probably the toughest time of my life. I was stuck studying for a career I had no interest in, yet I had no idea what I wanted to do in life and felt pressured to get to a place that society and my parents had decided for me. Day-to-day life was a constant struggle that impacted my sleep for years. I tried to finish my degree and had no money to support myself. I was lacking joy and had no clear vision of my future. Looking back at it now, I realize I was going through depression, debilitating anxiety and burn-out. However, I learned to put on a facade of seeming strong and perfectly fine to my family and friends.

 I was raised to believe that mental health issues are not real problems and you need to just get over it. It was hammered into my brain that I was simply lazy and stupid since I couldn’t get a degree and a job. So, I never got help, never went into therapy. I didn’t talk about how I felt to anyone and tried to simply crawl out of that dark place on my own.

Then came September 2013, a time when I decided to play a little indie game called Journey . I did not know much about the game, just that it was apparently visually stunning and had a unique multiplayer system. So I sat down and glided into the desert.

journey video game companion

Journey and companionship

In Journey , you first enter an empty desert as a red robed figure. There is nothing to find but sand, gravestones, and the ruins of a long-gone civilization. All the structures are broken and there are no signs of life. Most notably, you’re completely alone. The sound of the wind and the grains of sand under your feet are the only things keeping you company. These isolated dunes and crumbling buildings reminded me of what I was going through, and the self-defeating thoughts in my head: that I was broken and lonely.

However, I kept going and soon ended up on a level with a broken bridge, which seemed to be the only way out of this place. I tried to fly to the first broken platform, but I couldn’t. My journeyer’s scarf was too short and I couldn’t fly high enough. I wasn’t strong enough to do it by myself. I looked around for something that could help, but then I saw a white glow in the corner of the screen. I heard a familiar sound in the distance, the same chirp that my little journeyer makes. To my surprise, another red robed journeyer appeared from behind a sand dune and ran towards me, chirping with what seemed like excitement. I chirped back and my new friend danced around me. From then on, we wordlessly decided to continue our journey together. My companion showed me how to grow my scarf and how to repair the bridge. I had no idea who this player behind the avatar was, yet I decided to trust them and follow. I was not alone anymore.

Journey has an unusual multiplayer system where matchmaking randomly pairs you up with another player from somewhere in the world. While it’s possible to take advantage of triggers and timing to meet up with someone specific, in the regular Journey experience you do not get to choose your companion. It is not region restricted either. In fact, in the years since, I’ve played with hundreds of people from all walks of life, of varying ages and from different countries like Finland, Japan, Germany, Russia, the United States, France and countless more.

But that’s okay, because the game offers no means of communicating with your companion via text or speech. You don’t need a shared language in order to cooperate, only the body language and chirps of your journeyer. Your companion has no name above their head either, so you can’t even guess where they’re from or what kind of person they are. The only identifying marker is a symbol on their chest and inside their chirp bubble, which helps you identify them in case you get disconnected from each other and later find each other again. Companionship in Journey is essentially anonymous until you get to the end of the credits for a revelation of their player ID.

When I reached the end credits of my first playthrough of Journey and wordlessly said goodbye to my first ever companion, I remember bursting into tears. I knew nothing about them, yet felt connected to them through our shared experience of this beautiful game.

journey video game companion

Community and positivity

Needless to say, I was hooked from that very first journey. While the rest of my life remained in shambles around me, Journey became a safe place for me to escape within. Nobody in Journey knew me or what was going on in my life, so it became a way to run away from reality. I played Journey on Playstation 3 every day after that.

Slowly I started to realize that Journey and its players were different. Almost every multiplayer game community I’ve interacted with has been plagued by negativity and toxicity to at least some degree, with Journey being one massive exception. Never before had I gotten messages from other players, simply thanking me for playing with them and sharing in the experience of a journey. Eventually, another random companion guided me to the rest of the Journey community.

It all started out in the developer Thatgamecompany’s official discussion forums, where hundreds of players posted about their journeys, glitch discoveries, flying techniques and Youtube-videos. Players also discussed general things, like movies, books and what was going on in their lives. The forums sadly shut down years later, yet the community kept on going, creating a fan forum, a Journey wikipedia, as well as a thriving Discord-server. These efforts were made in order to preserve the wealth of knowledge that had accumulated about the game over the years, but also to remain connected to each other.

One of the most popular threads in the original forum, which would later be duplicated into the new forum and Discord server, was the “Thank you” thread. You would expect a short “Thanks” or “Let’s journey again sometime,” yet the Journey community took this a step further. Players wrote several paragraphs describing their journeys in detail, overflowing with warmth, positivity and even love for how another player made their journey special. I also received “Thank you” posts, showing appreciation for how I brightened up their day, which is something I did not expect. They would thank me for being patient and making their day a little bit better, when I personally felt it was the other way around. Soon it became a highlight of my day to read about these positive encounters that kept people coming back for more journeys.

journey video game companion

Mentorship and learning to grow

To fully understand how Journey helped me grow as a person and to deal with depression, specifically the part that makes you feel useless, you need to appreciate the dynamics of partnership in the game. When I started playing, I knew nothing. I was able to walk and sort of flap around in the air for a few seconds. The only antagonistic creatures in the game, the war machines, were scary to me and I would creep around corners to avoid them. I blindly followed my companions like a little baby bird and they happily showed me the way. My companions gave me the courage to jump into the unknown vastness of out of bounds areas, staying by my side and guiding me through what felt like mazes of inescapable traps, darkness, and bottomless pits. My companions spent hours with me, patiently teaching me flying tricks without any means of verbal or written communication. They taught me that the war machines were playful creatures once you learned their behavior, and manipulated their mechanics and triggers. Most importantly, my Journey mentors showed me it was ok to make mistakes and that failing to do a flying technique or a glitch did not mean the journey was ruined.

With time, I got the confidence to explore the out of bounds areas on my own. I received by white robe and learned to fly higher and faster, getting past invisible walls and obstacles. I figured out routes past wind traps and level triggers. I even found new glitches nobody had seen before. Eventually, I started playing with companions who were less experienced and it was my turn to show them things I had discovered and found interesting. In other words, I developed from an inexperienced pupil to a confident and trustworthy teacher. I became a mentor and taught these new journeyers what I had been taught by the ones before me.

With that in-game confidence, daily companionship and the positivity of the Journey community, I actually started feeling better about myself and about my life outside the game.

journey video game companion

It’s about the journey, not the destination

The saying “Life is a journey, not a destination” is a cliché, but in this case, it rings true for me. For most of my life I have been told to focus on a goal, my destination: where will I live, what kind of work will I do, what will my future husband be like, how many kids will I have. Nobody had told me to take the time to discover who I am, what I’m good at or what I enjoy in life. Journey players taught me how to relax, take my time and explore those aspects and to enjoy something again, instead of rushing to the end goal.

An average playthrough of Journey will last about an hour. But with the right companion, that hour can turn into three, six, or even twelve. My companions wordlessly told me to take a breath, have a break and enjoy the scenery. I mean this quite literally; I often sat with a companion at some high point of a level, simply taking in the view and listening to the layers of sounds. I’m still astonished at the patience of Journey players and how the gameplay becomes secondary at times when sharing the game with others in the community. I know of a Journey player who would sit next to their friend in-game to help them feel safe and fall asleep at night. Others will wait hours for a companion who has to step away from the game for various reasons, like family emergencies, only to return and find their companion still there, keeping them company.

In fact, Journey players will often find creative ways to use that downtime, like nudging their companion to a place with a better view or to a desert flower to give them a crown of petals. Another common behavior is to wrap their companion up with their long scarf to keep them warm while waiting. This is something you don’t often see in other games, as they’re usually task or goal oriented by design. Players are happy to simply be with another person.

journey video game companion

Companions met along the way

In life, we meet so many people and don’t necessarily realize it. Some briefly, some stick around for a long time. They all still have some effect on us and help us grow. The players of Journey showed me it’s not about the goal or reaching the end of the game, but the journey and the people you meet along the way. I wish I had the time to tell stories of all the companions I’ve met thanks to Journey and how those people impacted my life. I would like to highlight, however, that several became dear friends and gave me the courage to make massive life changes. They helped me climb out of the hole of depression I was stuck in. They helped me through my first panic attack. Thanks to their years of support, I was able to change career paths and finish my studies. Essentially, they helped me keep going when I could have given up, all through a seemingly simple video game.

Years later, I understood that Journey and its community had collectively become my support group and helped me through the struggles of depression. My companions were my therapists. While I might never meet them in person, there are multiple Journey players out there who I would like to thank, if ever given the chance, for saving my life.

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Journey (PS4) Review

  • First Released Mar 13, 2012 released

The light by which my spirit's born.

By Kevin VanOrd on July 23, 2015 at 10:41AM PDT

This review contains spoilers. For a spoiler-free review of Journey, you can read our original review here .

It was my eighth playthrough and the tears still streamed, almost inexplicably; Journey is a song without words, reliant on its rapturous presentation and liberating movement to stir your mind and move your heart. With many games, I have wished that I could play them again for the first time--to experience that buzz that inevitably diminishes with each return visit. I will never need to waste this wish on Journey, however: each pilgrimage is as bittersweet as the last. How appropriate, given the game's theme of death and rebirth, that it feels so sorrowful, so joyous, and so true , each and every time.

"Journey would be just as effective as a movie," a friend once told me, but I must contradict her. Not that I can argue against the game's sumptuous environments and its sublime musical score, which earned masterpiece status the moment Journey was initially released on the PlayStation 3 in 2012. Certain landscapes have rightfully gained iconic stature, becoming the very definition of video game beauty. One shot depicts the cloaked figure you control standing atop a sand drift and gazing at the mountain you must reach, which rises above the desert and pierces the clouds. The view is a master class in simplicity and color story; the peach-orange tones of the sand give way to a sea-green sky--hushed hues for a hushed visual revelation. Another seminal sight: you skate across the sand from right to left, illuminated by a godly beam of sunlight while watching the remnants of a lost culture rush past. The screen is awash with shades of amber, and the warm sand glimmers as if mixed with golden crystals. Yes, even as a work of cinema, Journey would instill wonder.

A white-hooded companion joins me, and we continue toward the light.

But Journey is not a film, and its power is not gained by pretty pictures alone, but by your presence in its world. That side-scrolling glide would not choke me up if I couldn't feel the sand beneath my feet, and couldn't hit a ramp in just the right way to propel myself into the air. I wouldn't feel so beat down by the wind if I didn't feel it pushing against me as I trudged forward, and I wouldn't be so euphoric if I didn't personally experience the joy of skimming the ground. You see, you hear, and, vitally, you do . You surf the sand, you ride the wind, you seek shelter from danger, you make a friend. Seeing is believing, but it takes interaction to understand and know.

Describing Journey means describing these moments and these emotions. The mechanical basics are almost secondary, and quickly explainable. As a mysterious robed figure, you cross sand and other terrain en route to a far-off mountain. You make use of only two buttons. By pressing X, you leap into the air and soar, an ability that is limited by the length of the scarf that trails behind you. By pressing circle, you cry out to whatever or whomever might heed your call. Journey is desolate, but you are not alone. You call to flocks of ribbons that hover about like restless robins, and they provide energy to your scarf. You meet cloth creatures that become travel guides and provide magic-carpet rides to higher ground. And presuming you play while connected to the Internet, you may encounter another lone individual in your travels--an individual you can ignore, or one you can accompany, chirping to her when you locate secret hieroglyphs, or when a fearsome ribbon-dragon appears and you don't want to continue alone.

Sliding towards the unknown.

The mechanics are simple, but they establish a direct connection to the heart. Consider that flowing scarf, which trails behind you as you surf and soar, growing larger whenever you locate and touch a glowing flower. On a mundane level, it functions as a power bar that you fill up by making contact with cloth, and deplete by leaping. In context, the scarf is your life force, governing your ability to joyfully drift through the air. Gliding is Journey's most exuberant act, and by limiting its use, the game makes joy itself a currency.

Journey uses this ecstasy-based economy to craft an emotional arc across its entirety, as well as to emphasize individual moments. Your scarf grows longer and longer, but a frightful encounter with that terrible ribbon-monster turns your rippling shawl into a mere stub. You cannot fight--you can only hide. Being discovered is devastating because the scarf is where the cheer and comfort of flight are stored. You were offered a heartwarming gift, only to have it yanked from your hands. Journey also uses this moment to connect you with your wordless cooperative companion. By this stage, you understand the meaning the scarf carries with it. Seeing your sidekick succumb like this forges empathy: you know that the monster has abolished his joy.

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This give-and-take is how the final levels gain their potency. Your ability to glide is diminished, then revoked. You no longer drift through sand, but brace yourself against an exhaustive wind. Then, the moment comes when all hope seems lost. You hold your breath and assume the worst. And then, the controller rumbles--just once, like a single heartbeat. And all that was taken away is restored, then multiplied, and multiplied again.

This is the source of those tears. It is not the sadness of the loss, but the bliss of being honored for your perseverance. These are tears of elevation, so perfectly described by Roger Ebert in 2009 . I have heard people describe this final climb in terms of an afterlife, and that's a reasonable interpretation of the scene, in which you float higher and higher towards the mountain's zenith. But even in the moment, whether or not you make this conscious religious association, you might feel weepy in spite of yourself. The gift was given, and it was taken away. And then, you were liberally showered with gifts, and so you ascended, higher and higher, towards your next journey.

It is possible that Journey will not move you. In such a case, it is simply a beautiful game with a glorious soundtrack, grounded by a wistful cello melody later threaded through a warm quilt of winds and strings. The chance you might be swept away, however, makes it worth plunging your feet into the warm sand. If you are returning to Journey, a higher resolution and a higher frame rate are your ostensible rewards for returning--a return that doesn't cost you anything if you already own the game on the PlayStation 3. But Journey's real rewards aren't so pedestrian. Journey offers you comfort. It gives you companionship in a lovely but forsaken world. It gives you reason to dream even when facing loss.

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  • Sumptuous visuals
  • One of the best game soundtracks written to date
  • Simple mechanics that elicit powerful emotions
  • Instills empathy between cooperative partners
  • Iconic moments that stay with you for years

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journey video game companion

10 best game companions to take with you on your digital journeys

A good hero is nothing without an equally awesome sidekick

Ratchet & Clank: Rift Apart

The best game companions are with you through thick and thin. We love a good companion, not only for their capacity to breathe new life into an adventure, but for the way they are able to fold new context into stories and events as they unfold. Well, that and a little humor. The best video game companions are able to do all that and more, which is why so many of them are often considered to be some of the best video game heroes around. 

When compiling this list of the best game companions, we picked those dynamic duos that have truly stood the test of time. Those partnerships that transformed otherwise enjoyable experiences into unforgettable adventures. So with that all out of the way, let's get into our pick of the 10 best video game companions of all-time. 

10. D-Dog (Metal Gear Solid 5: The Phantom Pain)

journey video game companion

Unlike every other Metal Gear Solid game before it, Metal Gear Solid 5: The Phantom Pain is far more open and sandbox-like in its structure. This leads Punished Snake to venture into the throes of Afghanistan from a range of drop points, often with one of four possible buddies by his side, when undertaking covert missions. Of course, you could rely on the sniping abilities of Quiet to help you or capitalise on the fast-movement speed of D-Horse to make a quick getaway, but really it’s your canine companion D-Dog who proves the most useful – and not only because he’s a very good boy.

Relating to D-Dog is no hard task, mainly because you quickly raise him from pup to full-grown attack dog while on mother base and both share a fondness for eye patches. Out in the field he also serves as a useful ally, marking enemies that you might otherwise miss on the map within a 50m radius, sniffing out harmful landmines and, of course, attacking soldiers on command. D-Dog is simply the most versatile form of back up in Metal Gear Solid V, hence why he makes our list of the best video game companions.

9. Jonah (Tomb Raider)

journey video game companion

Being a new addition to the Tomb Raider mythos following 2013’s reboot, Jonah quickly imprinted himself onto the hearts of players as one of the best video game protagonists for how earnest and spiritual he is. Lara is continually forced to make tough decisions and perform gruesome acts throughout the course of Square Enix ’s modern trilogy, but Jonah is the gentle giant who keeps this legendary adventurer humble by helping her not lose sight of herself. He may have begun life as a simple cook for the Endurance research vessel, yet since crashing into the lost island of Yamatai, he has since remained one of Lara’s most reliable and honest cohorts.

Jonah plays a key role towards the beginning of 2018’s Shadow of the Tomb Raider , asking Lara to question whether or not she is the catalyst for all the resulting destruction after she steals an important artefact from an ancient Mexican tomb. This leads to a fractured and prickly relationship between the pair throughout much of the rest of the game, allowing players to witness their bond slowly reach its original state. Jonah is the prime example of doing a lot with very little when it comes to video game protagonists, being clear evidence of a developer taking the time to make you care just as much about the people surrounding the always triumphant hero.

8. Elizabeth (Bioshock Infinite)

journey video game companion

Every Bioshock game might always revolve around a man and a lighthouse, but for Infinite this changed when the doe-eyed Elizabeth joined protagonist Booker DeWitt on his journey in the sky-high city of Columbia. She might be someone who’s spent most of her life stuck in the confines of a library under the protection of a mechanical bird, yet that’s exactly why she wants to make the most of her sudden freedom, aiding the protagonist’s first-person shooting antics by regularly throwing you health and ammo during gunfights.

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Elizabeth ends up playing a much more crucial role in Bioshock Infinite ’s story than a simple victim for Booker to rescue, boasting immense power that allows her to shift realities, timelines, and perspectives. The beauty of this is that it also bleeds into gameplay, as well as just the story, as when you’re together players can phase unique tools into the environment, such as defence turrets and useful cover to help give you an edge in battle. Elizabeth is very much the full evolution of video game companions in the style of, say Resident Evil 4’s Ashley, acting as a big help rather than a hindrance.

7. Dom (Gears of War)

journey video game companion

From the outside looking in, Gears of War is a cover-shooting series that seems fairly superficial. You play as the hulking Marcus Fenix, seemingly infallible and always ready to kick some Locust arse by gunning legions down with his lancer as needed or getting up close and personal to saw them to death. Marcus is your stereotypical gruff protagonist, so thank heavens he had his trusty pal Dom by his side to help lend the initial Gears trilogy a healthy helping of humanity. It’s precisely because of Dom that the player never forgets what the Cog army is fighting for.

This all comes to a head roughly two thirds of the way in Gears of War 2, where Dom finally reunites with his long-lost wife Maria, only to discover that the Locust have left her traumatised. Dom’s emotional reaction to the situation resonates with our traditionally surly main protagonist, inspiring the pair and the rest of Delta squad to finally battle their way through the Locust tunnels and save the remaining civilians. The bond between Marcus and Dom remains one of the focal points of the first three Gears of War games, no doubt inspiring future heroes Kait and J.D.

6. Yoshi (Super Mario)

journey video game companion

Yoshi shook up the Super Mario formula by giving the titular plumber a trusty (and always extremely hungry) dinosaur companion to ride on. His first appearance came in Super Mario World, a game which most players consider to be the best from Mario’s 2D years. Yoshi played a large part in this, allowing players to move around stages much faster when obtained and making short work of shy guys thanks to the long reach of his tongue. Better yet, Yoshi is also a chameleon of sorts, coming in colours like red and white, as well as the traditional green.

It’s not uncommon for Yoshi to serve as Nintendo’s secret weapon, ready to spice things up in a pre-existing Mario series to help improve it. The dedicated dino obviously did this for Super Mario World where he first appeared, but also enhanced gameplay once again in Super Mario Galaxy 2 on the Nintendo Wii. Alongside additional suits and powers, Yoshi’s ability to inflate into a balloon or illuminate the path in specific spooky levels helps solidify him as one of the best video game companions. And if that wasn’t enough, he’s been the star of several beloved spin-off entries.

5. Tails (Sonic the Hedgehog)

journey video game companion

It’s hard to imagine Sega ’s infamous blue blur running through Green Hill Zone, performing effortless loop-de-loops without his faithful flying fox friend trailing behind him. Because, despite Tails not appearing until 1992’s Sonic the Hedgehog 2, he’s become equally iconic as his arrival fundamentally changed the way players would approach Sonic games forever; especially those played on the classic 2D plane. He’s the rare example of a video game companion who made playing as Player 2 actually cool, largely as flying throughout such stages as Chemical Plant and Casino Night made hard-to-reach areas much easier to navigate.

Very much slotting into the younger brother archetype most players with siblings can likely relate to, Tails is always in awe of Sonic’s fearlessness whenever the two clash with Dr. Eggman. These wildly different attitudes don’t hinder either character’s appreciation for one another, especially since Tails can easily keep up with Sonic’s stark sense of speed and in some ways improving upon it by using his namesake to take on enemies from the air. Sonic has kindled friendships with many companions over the years, but no-one is yet to beat the original.

4. Mimir (God of War)

journey video game companion

In the lead up to 2018’s soft God of War reboot, we were all lead to believe that Atreus would be our sole companion on this epic road trip through the nine Nordic realms. However, having experienced the game in its entirety, many of us couldn’t imagine this journey without the dulcet Scottish tones of Mimir telling us tales of the times before. Also known in Norse mythology as the Smartest Man Alive, Mimir traditionally served as Odin’s advisor but swiftly finds more than he bargained for when joining the stoic Kratos’ quest to spread his deceased wife’s ashes.

The entirety of God of War (2018) occurs largely during one continuous shot, requiring several journeys by boat whenever you must travel a long distance. Any danger of these instances feeling boring or dull, however, is avoided thanks to the various stories about Odin, Thor and the rest of the Nordic gods Mimir regularly regales Kratos with. These range from the world serpent’s history, the flight of the Jotnar and many more. Mimir might lack every body part from the neck down, but his companionship only improves God of War’s worldbuilding.

3. Cortana (Halo)

journey video game companion

How do you solve the problem of the silent video game protagonist? By surrounding him with companions, of course. This poses a problem, though, when your main character is primarily a war hero who spends most of his missions exploring and shooting alone. That’s where the genius of Halo’s Cortana comes in. She might be an AI (as well as a voice companion for your phone), but Jen Taylor’s excellent voice performance has seen her swiftly grow just as iconic as Master Chief – to the extent that she’s played a crucial role in the overall Halo story arc.

Cortana herself is based on Dr. Catherine Elizabeth Halsey within Halo lore, being the person responsible for the SPARTAN-II supersoldier project that eventually went on to spawn the Master Chief. She serves as your trusty video game companion and intelligent guide to the universe, always speaking in your ear to keep you as the Chief informed, even when her systems are slowly degrading as presented in Halo 4. Whether you need a computer terminal hacked or a transmission decoded, nobody video game companion does it better than Cortana.

2. Clank (Ratchet and Clank)

journey video game companion

While you might not directly play as the eponymous robot throughout much of the Ratchet & Clank series, the latter half of PlayStation’s iconic duo has proved many a time that he packs a lot of punch. Not only is he the brains of the operation, but Clank is also what enables Ratchet to traverse planets with ease and is often the source for most of the franchise’s unique weaponry and gadgets. What makes Clank one of the best video game protagonists is his ability to prove time and again that size doesn’t matter, except in those few situations where it does and you get to control him in giant form.

Clank has become so beloved by fans that he even received his own spin-off game on the PSP in 2008’s Secret Agent Clank. And though not Earth-shattering in terms of story or gameplay, by any means, it at least proved how the small shiny android might handle himself whenever Ratchet isn’t around. Both Ratchet and Clank spend much of their time apart during the PS3’s Future trilogy, making it all the sweeter when the pair were finally reunited in a true reimagining of their origin in 2016’s reboot. Every Ratchet needs a Clank, and this partnership is almost two decades strong.

1. Victor "Sully" Sullivan (Uncharted)

journey video game companion

The most quintessential video game companion of recent years absolutely has to be Uncharted’s own Victor “goddamn” Sullivan, otherwise known as Sully. He serves as Nathan Drake’s cigar-chomping savant, always on hand to help the roguish hero successfully pull off that next archaeological heist in whatever part of the world its required. Sully’s thirst for thrill and treasure is only matched by his father-like love for Drake, as evidenced in the opening chapters of Uncharted 3: Drake’s Deception, in which we got to experience and play through the pair's very first meeting.

Sully has remained by Drake’s side through thick and thin, appearing in every single Uncharted game ever released (even PS Vita’s Uncharted: Golden Abyss) whenever things go awry. He’s the ultimate back-up plan throughout all of Naughty Dog ’s globe-trotting adventures, pooling together resources even if it means getting into just as much danger as the franchise’s hero. You only need witness his several apparent deaths to reinforce just how much Sully has connected with players over the years. In many ways, this old geezer represents Nathan Drake’s humanity, always there to remind him what he’s at risk of losing by living a thief’s life. Respectable or not!

Aaron is a freelance writer who appreciates a good video game story just as much as great visuals and gameplay. Having covered the subject for places like WIRED, Den of Geek, PLAY Magazine, NME, PC Gamer and more, he’s well equipped to discuss a range of topics and industry goings-on through in-depth features, developer interviews and thoughtful reviews. His favourite game ever is 2005’s TimeSplitters: Future Perfect, a madcap character shooter from the makers of GoldenEye 007 that he first played whilst on holiday in Butlin’s Minehead. Because who needs to have fun in the sun, anyway? 

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journey video game companion

5 Video Game Companions Who Are Actually Useful (& 5 Too Annoying For Their Own Good)

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It's dangerous to go alone. It's an idea that dates back to 1986's The Legend of Zelda and is still just as true today as it was then. Instead of a sword, many developers now opt to provide players with a companion to accompany them on their journey.

RELATED:  10 Best Video Game Companions Of All Time

Quite often these characters help to improve gameplay and strengthen a game's narrative. They can assist the player when solving puzzles or use special abilities to make combat a bit easier. Sometimes they just help to lighten the mood. Things don't always go to plan however. For every great companion, there's one that ends up being extra baggage that needs to be dragged kicking and screaming across a vast world.

10 Annoying: Navi (The Legend Of Zelda: Ocarina Of Time)

Hey. Listen. Anybody who has played Ocarina of Time to completion will have these two words forever etched into their memory. Although Navi's limited vocabulary was likely a consequence of the lack of storage available in N64 cartridges, that doesn't make it any less annoying. Navi may have had something important to say more often than not, but the way that she went about informing Link of this left a lot to be desired.

9 Useful: Elika (Prince Of Persia)

Elika is one of the most useful companion characters in all of gaming, let alone the Prince of Persia series. Not only does she help the Prince out in combat, but she can also rewind time. This means that the player need no longer fear misjudging a jump or mistiming a dodge. For all intents and purposes, Elika makes the Prince invincible (or maybe, inPRINCEible?)

It could certainly be argued that removing death from the game lowers the stakes dramatically and destroys any sense of accomplishment that there is to be found in its completion. As a useful companion character though, Elika is definitely up there with the very best.

8 Annoying: Tails (Sonic The Hedgehog)

Thanks to some terrible A.I, Tails spent most of Sonic the Hedgehog either lagging behind the blue blur or dying. Things haven't really improved much over time.  As the series has progressed , Tails has begun to play a more significant role in the games' stories. Unfortunately, his character is completely bereft of any sort of personality and was given an insufferable voice to boot.

7 Useful: Ellie (The Last Of Us)

Watching Ellie and Joel's relationship develop as they traversed what remained of America was an absolute joy to behold. Ellie plays an integral role in helping Joel to come to terms with the loss of his daughter whilst also overcoming some of her own demons along the way.

RELATED: The Last Of Us: 10 Best Ellie Quotes

Were it not for Ellie, it's doubtful that the events that transpired during the early stages of The Last of Us Part 2 would have been anywhere near as impactful. Nor would the events of The Last of Us been anywhere near as enjoyable.

6 Annoying: Slippy Toad (Star Fox 64)

If Slippy's voice wasn't already annoying enough, that he's constantly asking for help should be enough to have players barrel-rolling towards insanity.

Star Fox 64 is a game that rewards the player for remaining focused. Unfortunately, it's not always easy to do this with Slippy constantly screeching through the Arwing's intercom system. When compared with the rest of the Star Fox team, Slippy is undoubtedly the weakest link.

5 Useful: Midna (The Legend Of Zelda: Twilight Princess)

Companion characters in Zelda games really are a mixed bag. When Miyamoto and co. get it right though, they really hit the mark. Midna's character arc in  Twilight  Princess  is far more compelling than that of any other character in the entire series. Her personality has depth and her connection with the things around her really makes her feel like a part of the game's world rather than just a character who's been thrown in to aid the player on their journey.

RELATED:  The Legend Of Zelda: 5 Most Lovable Characters In The Nintendo Franchise (& 5 Fans Hate)

Better still, Midna's abilities are incredibly useful when it comes to both combat and travelling around Hyrule. These abilities unlock and develop as the story progresses too, which when combined with her growth as a character, really helps to convey a sense of progress.

4 Annoying: Ashley Graham (Resident Evil 4)

Resident Evil 4 's Ashley Graham is the stereotypical damsel in distress. Sadly, that's the last thing that a player needs while fighting off hordes of flesh-hungry zombies.

Ashley is like a ball and chain bolted firmly around Leon's ankles. She slows progress, she increases the chances of taking damage and she does nothing to aid the player in combat. Worst of all, her constant cries of "Leon, Help!" whenever danger is looming completely cut through the suspense for which the series is best known.

3 Useful: Glados & Wheatley (Portal 2)

Wheatley and Glados alternate between the roles of companion and villain throughout the events of Portal 2 , with each bringing something completely different to the roles.

While Wheatley serves as the game's comic relief, Glados' razor-sharp wit provides both tension and humor as Chell explores Aperture. Despite the drastic differences in their personalities though, they complement each other perfectly. Considering the solitary nature of the game, Glados and Wheatley really are an integral part of the Portal 2 experience.

2 Annoying: Fi (The Legend Of Zelda: Skyward Sword)

Fi's character design is pretty much the only interesting thing about her. She's repetitive, she's annoying and at times can be downright unhelpful. All things considered, Fi is the very definition of a terrible companion character.

What makes Fi so infuriating though is her tendency to point out the obvious. Whether it's telling the player that their health is low or pointing out that a locked door needs a key, her constant interruptions really break up the game's flow. She does serve as Skyward Sword 's bestiary, but the occasional hints she gives do little to redeem her numerous flaws.

1 Useful: Mimir (God Of War)

Atreus may serve as God of War 's primary companion character, but Mimir (or "Head", as Kratos likes to call him) undoubtedly steals the show. He might not offer much support in battle, but what he lacks in limbs, he certainly makes up for in charm. Although canonically it is Freya who resurrects Mimir, voice actor Alastair Duncan is the one responsible for truly bringing the severed head to life. His performance provides just the right mixture of humor and gravitas without it ever feeling like he or the writers are trying too hard.

Mimir's tales made traversing the game's massive open world an absolute pleasure. Whether rowing across The Lake of Nine or crossing the branches of the World Tree, his lessons on Nordic mythology were always a welcome addition. Mimir really is head and shoulders above all other companion characters. Given the circumstances though, perhaps like Kratos, it would be better to say that he is just "Head."

NEXT:  10 Best Animal Companions In Video Games

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The Appeal of Playing Together, Alone

They don’t dominate the online multiplayer conversation like ‘Fortnite,’ but games such as ‘Elden Ring,’ ‘Dragon’s Dogma,’ ‘Death Stranding,’ and ‘Journey’ have broadened the possibilities of online play by letting players forge fleeting, tenuous, yet meaningful connections

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journey video game companion

Playing together, alone. It sounds like a paradox, yet the idea has yielded some of the most memorable moments in the past 15 years of gaming. Think of the primordial landscape in Death Stranding , lit up like a Christmas tree by the holographic messages of other players. In Journey , you’re collaborating with strangers in a glittering, gold desert and maybe spending a magical 90 minutes with them ascending a mountain. Perhaps you recall walking up to a giant, slumbering tortoise in FromSoftware’s magisterial open-world role-playing game, Elden Ring , only to be stopped in your tracks by that message, or a version of it: “ Behold, dog .”

For many, these games will manifest in their mind’s eye as single-player experiences: You step out into their adventure-promising worlds as a lone avatar, and you will, for the greater part of their durations, traipse about with little more than your own thoughts for company.

Yet humming beneath these single-player facades of exquisitely detailed worlds and rich narratives are multiplayer components that, just as much as finely honed world-building, breathe life into these virtual settings. In the case of Elden Ring , as well as the other Soulsborne games dating all the way back to 2009’s Demon’s Souls , multiplayer presents itself not through competitive, sports-like encounters but via more ethereal connections. With the Friday release of Shadow of the Erdtree , the highly anticipated expansion to the modern action RPG classic, more of these connections are set to be made. Players will yet again leave cryptic (and not-so-cryptic) messages for those following in their footsteps while also roaming about their game world as phantoms, the bloodstained ghosts of their former selves. Messages are etched into the terrain of Elden Ring ’s game world; its very air is suffused with phantoms.

If there is a term that accurately describes Elden Ring ’s multiplayer experience, and that captures the wider atmospheric allure of playing together, alone , it’s “ambient multiplayer.” Keza MacDonald used the term to describe Journey ’s multiplayer in her 2012 review of the game for The Guardian , noting how being paired up with strangers heightened the game’s emotional impact . Writing for The Verge about Dragon’s Dogma 2 , Capcom’s 2024 open-world RPG hit, Alexis Ong referred to its Pawn system (in which you create non-player character companions that can be downloaded by other players) as “ambient multiplayer.” In Journey , you fleetingly occupy the same virtual space as another player; in Dragon’s Dogma 2 , you don’t—yet in both games, the presence of other players is woven into the texture of the game world like any other element.

There are further examples of ambient multiplayer: Drei , an underappreciated yet beautifully designed game from 2013 in which players collaborate to solve physics-based puzzles; 2018’s Ashen , an artful, indie take on FromSoftware’s Souls formula in which players can unexpectedly arrive in the game worlds of others. Grand space exploration game No Man’s Sky is a rare title whose multiplayer (added in a 2018 update ) is explicitly referred to by its makers as “ambient.” There is scarcely a more thrilling social moment in a video game than when you bump into another spacefarer in the farthest reaches of No Man’s Sky ’s vast, procedurally generated galaxy and exchange a few emotes, and perhaps a gift or two.

None of these games (not even the cultural juggernaut Elden Ring ) feature heavily in the conversation about the current golden age of multiplayer , yet together they have unequivocally broadened the tonal possibilities of online play. They’re a far cry from the titles synonymous with this multiplayer boom: synchronous, mostly competitive shooters such as Fortnite , Overwatch , Call of Duty , and Counter-Strike , games that, between them, can boast more than 60 million active players in a single day. These are games of death matches and battle royales decided by headshots and killstreaks, and they are underpinned by robust matchmaking systems and high-speed internet.

“There is a lot of logistics and technical overhead to stand up a server and have people play live,” says Jamie Smith, a principal designer at People Can Fly, the studio behind the 2021 online co-op shooter Outriders . Smith doesn’t see a “solid” definition for ambient multiplayer but notes the way it often incorporates elements of asynchronous multiplayer, i.e., multiplayer that doesn’t rely on people’s ability to be online at the same time. He draws a useful comparison: If synchronous multiplayer is dependent on raw logistics to function, then ambient multiplayer, which can be asynchronous in nature, is either about “overcoming” such logistics or obscuring them entirely.

Patrick Klepek, an editor for Remap Radio , emphasizes the emotional tenor of these atypical multiplayer experiences: “There is something about being with an anonymous player which is just a little more serene, calming, and enjoyable than when it’s in the context of ranked players, usernames, and kill/death stats.”

In the summer of 2001, Capcom game director Hideaki Itsuno had just wrapped up work on the fighting game Capcom vs. SNK 2 . He and his colleagues were sitting in the office of their employer in downtown Osaka brainstorming ways to build upon Capcom’s 1996 arcade game Dungeons & Dragons: Shadow Over Mystara . Itsuno wanted to create a more “realistic” take on that game, one in full 3D; he also intended to incorporate “online network” features, no mean feat in the early aughts, a time when most people’s internet arrived via a noisy phone line prone to intermittently cutting out. His workaround for these logistical challenges was captivatingly elegant: a game which, unlike synchronous experiences, “relied on the very short time of being connected.”

It would take a full 11 years for Itsuno’s idea to eventually become Dragon’s Dogma (he was busy helming three entries in the blockbuster action series Devil May Cry ). By 2008, when the game was in development, broadband was slowly creeping into the mainstream, while online multiplayer was well-established on consoles, thanks to games like Halo 2 and SOCOM U.S. Navy SEALs . The technical barriers of years prior were removed, yet Itsuno remained committed to his original asynchronous vision for the Pawn system: He wanted users to download NPC companions rather than play with other gamers via wholesale, real-time co-op. Itsuno would draw inspiration from old-school bulletin board systems and other unlikely sources: an odd PlayStation game from 1999 called Doko Demo Issyo , and, yet more bizarrely, PostPet , a 1997 email client system featuring mail-delivering animals.

In Doko Demo Issyo , it’s possible to teach the meanings of words to computer-controlled characters you train and then have them play word games with other users using rudimentary network features. In PostPet, when another person’s pet arrives bearing an email, you’re able to communicate with it by praising, petting, poking, and teasing it, after which the pet reports back to its owner about those interactions. The key point, explains Itsuno via email, is that customization is always an “expression of the player,” and, to some extent, a “substitute for real-time communication.”

A version of this plays out in the ambient multiplayer of both Dragon’s Dogma and its 2024 sequel. As with PostPet’s asynchronous communication (the pet returns to the user bearing evidence of its travels), a Pawn that has been downloaded by other players returns to its own player’s game world bearing gifts and information about where it’s been. Logging back into the game after a few weeks is never less than a delight as your Pawn unfurls practically an entire treasure chest’s worth of goodies: expensive jewelry (if you’re lucky); a ferrystone, perhaps (crucial for fast travel); aged scrag (a curative meat); and, in all likelihood, more than a few rotten apples.

“Since players are playing the same game, they have a common understanding of the value of each item, how hard it is to get, how expensive, how useful, etc.,” writes Itsuno. “So when players receive a gift, they can feel in a very real way how much the journey with their Pawn was enjoyed.” The system even allows for high-level items (relative to the receiver), and those that might disrupt the story line, to be exchanged. Itsuno believes “this allows the player’s emotions, such as surprise and gratitude to play a much larger role.”

In 2012, like today, online usage fees applied to real-time competitive and cooperative play, but, says Itsuno, a “small amount of [data] storage could be used for free.” Dragon’s Dogma took advantage of this storage reserved on free servers, the result, the director stresses, “of many meetings with the engineers of the hardware manufacturers of the time.” It was all in service of a more “casual” form of online play, one implemented within the “scope of a free service.”

One can wax lyrical about the thematic significance of the Pawns within the larger franchise story: the way they must be sacrificed to reach the true ending of Dragon’s Dogma 2 and the existential questions they pose—are they mindlessly servile or some doomed fragment of our former selves? Yet the system also arose from a more straightforwardly humble desire; Itsuno had just reached his 30s when conceiving Dragon’s Dogma in 2001. Prior to that moment, the director had dedicated himself to the visceral, real-time combat of fighting games (credits include seminal titles of the Y2K era such as Power Stone and Rival Schools: United by Fate ). Now he was searching for a different type of experience.

“After work, when you are tired, when you want to take a break, when you feel like playing a long session, I wanted to be able to play without having to adjust to other people,” he says. Dragon’s Dogma would come to embody the oxymoronic appeal of such ambient multiplayer experiences—a desire for connection but, crucially, not too much . “I wanted to be able to play freely without worrying about others,” continues Itsuno. “But I also wanted to be able to connect with other people and have adventures together.”

According to the creative director of Journey , Jenova Chen, the advancing age of designers was a big factor behind the takeoff of this flavor of unorthodox multiplayer in the late aughts and early 2010s. “People were getting old,” he says. “Developers were getting to the age where they didn’t just want to be a space marine or a soldier.” Chen points to the online co-op of 2008’s Left 4 Dead and Elden Ring ’s ultimate antecedent, 2009’s Demon’s Souls , as originating genuinely new online interactions. “We were bored. We had played enough competitive games,” he continues. “We were wondering, is there anything more than killing each other?”

Journey debuted in 2012 to rapturous acclaim partly because of the way it hewed traditional synchronous multiplayer down to its core: spatial presence. There is no violent gameplay in Journe y, no aggravating voice and text chat, and certainly no option to crouch (thus removing the potential for teabagging ). Nor is there traditional matchmaking: Instead, the game connects players based on their locations within the game world, a design choice, Chen explains, made in an effort to sync people up according to their gameplay interests. Prefer to venture off the beaten path in search of secrets? Journey will pair you with a player who is exploring the same pocket of outlying desert, driven, presumably, by a similarly deeply held desire for undiscovered treasures. “In that situation, the connection is genuine,” says Chen. “It’s not forced.”

What did Sony, the game’s publisher, make of this minimalist take on multiplayer? “They didn’t like it,” says Chen. “They said, ‘Right now, multiplayer games are popular. You’ve got to allow people to invite their friends to play with [them]. That will increase your sales.’” Chen pushed back because, he argued, friend invitations would create an expectation of being able to speak with others over voice chat. If you can talk to friends that way, why not strangers? It would cause the game’s “serendipitous human encounters” to become meetings between “specific” people with “specific accents.” The game’s fiction, its retelling of the hero’s journey in broad, deliberately universal strokes, and thus its emotional resonance, would be undermined by such specificity. Chen wanted to avoid this at all costs.

Sony might not have been enthusiastic that Journey was forgoing friend invitations, but at least forgoing that functionality was a straightforward technical process. That wasn’t the case for obscuring player names, whose silliness (and sometimes distastefulness) would also disrupt the carefully crafted emotional register Chen was aiming for. “As soon as you connect to someone online, PlayStation broadcasts the player’s name across the media box,” he explains. “You pause the game, and you can see who you’re playing with.” This wouldn’t do, so Chen and his colleagues devised an ingenious and subversive solution. “We made a hack so that the player name wasn’t even sent to the operating system,” he says. This time, Sony’s response was marginally warmer: “They respected us for sticking to our guns.”

The resulting in-game encounters are arguably as close to pure magic as video games have yet come: Dressed in billowing red robes, players seem to almost miraculously appear out of the ether, like some kind of deified companion. In a celebratory 10-year anniversary piece on the game for The Verge , Jay Peters wrote about the wordless “rapport” he built up with a stranger and the way their death made him feel like he had “actually lost a friend.” In a broader sense, Klepek remains enraptured by the “brief, shared, communal experiences” for which Journey has set the standard. “You have none of the tactile information that we normally associate with social experiences: conversation, text, things like that. So you have to imbue it with meaning yourself,” he says. “You have to interpret their actions. You have to apply how you felt about the experience, how they interacted or didn’t interact with you.”

Drei could be considered a cousin of Journey , released just a year later in 2013 yet conceived of in the mid-aughts as an exercise in fostering connectivity between strangers. Its makers, Christian Etter and Mario von Rickenbach, didn’t market the physics-based puzzle game as a multiplayer experience. Rather, its online encounters occurred seamlessly if a number of factors were satisfied: Players had to be in the same level; they had to be geographically close to one another; and, crucially, their internet connections had to be of comparable quality. As in Journey , communication was deliberately curtailed, which fostered a unique culture of communication. Bobbing up and down in the game’s weightless environments quickly became an expression of joy that then propagated throughout the network as players copied one another. “In this weird, abstract world, emergent behavior developed,” says Etter, “a behavioral language.”

Journey ’s and Drei ’s communicatively sparse multiplayer experiences also double as an ingenious moderation solution, suggests Klepek. Many developers, particularly at indie studios (for whom monitoring and policing what players say and do is a gigantic logistical and financial issue), have told Klepek the same thing: “It’s a lot easier just to not let players say the racial slurs at all.”

“ Try finger, but hole .” The players of FromSoftware games have devised innumerable ingenious ways of expressing themselves precisely because they cannot write whatever messages they want; they are limited by the vocabulary FromSoftware offers them. In a game world of opaque lore, arcane dialogue, and tangled, mazelike environments, these messages function like a player-driven guide system: a helping hand from the community when the designers themselves appear to deliberately withhold information and even attempt outright deception.

Yet for every helpful pointer left by a conscientious fellow traveler, there is a corresponding shitpost scrawled by a troll. Both can elicit a smile: one grateful, the other wry. Klepek sees the comedic nature of the messaging system as a “direct extension” of the trickery and comedy of Souls games themselves. He doesn’t go as far as saying the messaging system has been designed outright to facilitate such jokes, but he isn’t “surprised that’s where it ended up.” For a maker of high-fantasy series that are dark, oppressive, and isolating, says Klepek, FromSoftware goes out of its way to “create a sense of community” amid this aesthetic.

The culture expressed in the multiplayer of FromSoftware’s games—the banter, memes, and, throughout it all, sense of camaraderie—offers a clue as to why ambient multiplayer experiences haven’t proliferated to a greater degree. “They tend to be tailored to the core experience,” says Smith, who references one memorable synchronous element in Demon’s Souls multiplayer: the Old Monk boss. That particular enemy, located beyond a fog door at the top of a winding staircase, may either be controlled by AI or by another player —an act of devious trickery on the part of FromSoftware. “You couldn’t take that example and put it in Call of Duty because it’s so specific to a melee encounter in a third-person game that’s very hostile in which you’re constrained by the environment,” says Smith. “It’s unique to that experience.”

The elusive, hard-to-define ambient multiplayer is perhaps resistant to the type of convergence that has occurred in synchronous, competitive multiplayer over the past 10 years. Many of the biggest competitive titles riff on similar (and oftentimes identical) game modes, monetization models, and means of forging connections. The specificity of ambient and asynchronous multiplayer doesn’t “limit its potential,” says Smith. It simply helps “elevate such experiences”—causing them to linger in the mind long after you’ve set down the controller.

Ambient multiplayer was forged in the crucible of the late aughts and early 2010s: advancing hardware; the rise of broadband; aging developers who, as per Chen’s contention, were searching for an emotional gratification that lay beyond the reticle of a gun. The period was one of increasing experimentation for indie developers, who had access to better tools, and larger studios, whose budgets had not yet swollen to today’s eye-watering sizes ( Horizon Forbidden West reportedly cost $212 million to develop over a five-year period). Put simply, technology, studio, and market conditions enabled greater creative risk-taking.

Etter doesn’t shy away from the reactionary nature of Drei or any of these other titles, the way they were created in opposition to the popular multiplayer games of the era like Call of Duty and FIFA . “It was certainly a response to that,” he says of Drei . “It was certainly trying to break the mold a little bit for others. It was about realizing you can make a game about anything. It doesn’t need to be in these preset narratives.”

This anything-can-be-a-game (or, at least, anything-can-inspire-a-game) philosophy permeates Elden Ring ’s progenitor and a trailblazer of ambient multiplayer: Demon’s Souls . FromSoftware’s inaugural entry in its Souls series evokes some of the most well-worn, archetypal design principles in all of gaming: an uncompromising level of challenge that gradually gives way to a hard-earned sense of mastery; labyrinthine spaces of Gothic grandeur that simultaneously invoke dread and wonder. The game also traffics in quintessential medieval fantasy tropes: knights swinging swords taller than themselves; fire-breathing dragons with scaly weak spots. Yet the phantoms, the flickering mainstays of the Soulsborne games for 15 years, the elements that arguably contribute the most to their ambient multiplayer, emerged from less insular influences.

As the story goes, game director Hidetaka Miyazaki had the idea for phantoms after his car, and those behind it, became trapped in snow on a hill. The cavalcade of vehicles, starting with one at the very back, began to push one another up the hill before disappearing into the dead of night without even exchanging a word. “I couldn’t stop the car to say thanks to the people who gave me a shove. I’d have just got stuck again if I’d stopped,” Miyazaki told Eurogamer in 2010. “On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we’d met in another place we’d become friends, or maybe we’d just fight.”

Miyazaki called this wintry chance meeting “a connection of mutual assistance between transient people,” which sums up the collaborative core of ambient multiplayer. This is precisely what it means to build physical infrastructure (bridges, ladders, zip lines) in Death Stranding , helping other players traverse the vertiginous terrain, all while the “ keep on keeping on ” hologram chimes in your (and their) ears. In Journey , the kind of ephemeral encounter that Miyazaki describes elevates the game from a stylistically ravishing third-person adventure to a genuinely profound meditation on human nature in the age of the internet. Now we have Elden Ring: Shadow of the Erdtree , a vast and sprawling living text created not just by the developers at FromSoftware but also by the legion of players whose ghostly actions and often charmingly idiotic messages are an indelible yet evanescent part of the in-game mythology. In an era when our real lives have begun to resemble a kind of ambient multiplayer game (replete with the “self-destructing” messages of Snapchat and Instagram Stories), these games make communication feel vital, surprising, and playful rather than like an exhausting chore.

With his reflections on that incident in the car, it’s as if Miyazaki inadvertently articulated the fundamentals of ambient multiplayer design. Nearly 15 years later, it still feels as if game makers are only scratching at the surface of its potential. These shared, mostly anonymous moments do not last forever, which is precisely the point, and the well from which they draw much of their emotional potency. “Simply because it’s fleeting, I think it stays with you a lot longer,” said Miyazaki. “Like the cherry blossoms we Japanese love so much.”

Lewis Gordon is a writer and journalist living in Glasgow who contributes to outlets including The Verge , Wired , and Vulture .

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journey video game companion

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Unlock the Adventure: Understanding the Role of Companions in Star Wars Jedi Survivor!

A re you lost in the vast Star Wars Jedi: Survivor universe, feeling like a lone wolf in a galaxy teeming with characters? Companions in this game are more than just eye-candy; they are pivotal to both the narrative and gameplay. How exactly do you leverage these characters for an unforgettable gaming experience? It's time to illuminate the often-underappreciated role of companions in Star Wars Jedi Survivor.

TL;DR – Journeying with Companions

  • Companions in Star Wars Jedi: Survivor significantly impact battles, puzzles, and the storyline.
  • As per an experienced gamer, they enrich the narrative and make the game world feel more alive.
  • Modern games increasingly utilize companions to enhance gameplay and story depth.

Unpacking the Role of Companions

In the rich tapestry of Star Wars Jedi Survivor , companions are the threads that weave the narrative and gameplay together. They lend a hand in battles, crack puzzles, and contribute to the game's plot with their unique backstories and personalities. Beyond that, companions serve as emotional anchors, making your journey through the galaxies feel more grounded and less lonesome.

More than Side Characters

As John, an experienced gamer and Star Wars enthusiast, rightly puts it, "Companions in Star Wars Jedi Survivor are more than just side characters. They're an integral part of the story, providing depth and emotion that adds to the overall experience. They're not just there for combat support, they're there to enrich the narrative and make the game world feel more alive." They bring color, nuance, and dynamism to the game, transforming your journey from a simple exploration into a shared adventure.

Gameplay Trend: Companions as Key Elements

A growing trend in video gaming, particularly in games like Star Wars Jedi: Survivor, is to include companions as vital gameplay elements. These characters offer more than just combat support; they also significantly contribute to the storyline. Their interactions, relationships, and growth over the course of the game invest players emotionally, making the game experience more immersive and engaging.

Jack Miller’s Expert Tips for Maximizing Companions’ Potential

To make the most out of your companions, here are some expert tips:

  • Utilize your companions' unique abilities in battles and puzzles.
  • Engage with them regularly to uncover new dialogue and deepen your understanding of their backstories.
  • Rotate your companions to experience different gameplay dynamics.

The Power of Friendship: Building Relationships with Companions

A key feature of Star Wars Jedi: Survivor is the opportunity to cultivate relationships with your companions. The game encourages interactions beyond the battlefield, allowing for shared moments during travel or downtime. As you spend more time with your companions, their trust in you grows, unlocking personal quests that delve deeper into their individual stories.

The game designers have artfully crafted these arcs, ensuring that every character is brimming with personality and depth. From a reformed criminal seeking redemption to a quirky droid with a love for adventure, each companion has a unique narrative waiting to be explored. Building these relationships not only enriches your gaming experience but also affects how your companions perform in battles, making them fight more passionately by your side.

Shared Adventures and Memories

Remember, Star Wars Jedi: Survivor is not just about winning battles, but also about the journey you undertake and the bonds you form. Every shared victory, loss, and discovery contribute to the narrative tapestry of the game, turning your companions into lifelong friends, not just mere game characters. As Jack Miller would say, "Your companions are your family in this galaxy far, far away."

Finding the Right Balance

Managing your companions is a balancing act. You must ensure that all your companions feel valued, gain experience, and grow alongside your character. Neglecting a companion could mean missing out on their special abilities, unique dialogues, or potential quests. So, rotate your party, engage with your companions, and remember, the Force binds you together on this shared journey.

Equipped with these tips, you're ready to fully appreciate the significance of companions in your Star Wars Jedi Survivor journey.

How do companions assist in battles in Star Wars Jedi: Survivor?

Companions provide crucial support during battles by attacking enemies, healing, or using special abilities.

What is the importance of companions' backstories in the game?

Their backstories enrich the game's narrative and can unlock special quests and interactions, enhancing the gameplay experience.

How do companions contribute to puzzle-solving?

Companions have unique abilities that can be used to solve specific puzzles in the game, opening up new areas and quests.

Outsider Gaming

Talkie AI: Chat With Character 17+

Ai-powered character chat, subsup pte. ltd., designed for ipad.

  • #35 in Entertainment
  • 4.4 • 82.8K Ratings
  • Offers In-App Purchases

Screenshots

Description.

Embark on a Unique AI Experience with Multi-Modal Magic Discover a World of AI Personalities Immerse yourself in a creative journey with diverse AI personas, from crafting your ideal companion to immersive role-playing. What sets us apart? Our groundbreaking multi-modal approach brings audio and visual interactions with characters to life in a way that's truly unique. Explore handcrafted personalities in our vibrant community—chat with virtual characters or create your own. Whether you enjoy imaginative roleplay or realistic interactions, our platform, with its unparalleled visual and audio experience, takes your connection with AI to new levels. Craft Your Ideal AI Companion Express your uniqueness with simple tools to design an AI that evolves with you. Personalize appearance, voice, and thinking for a lifelong companion. Experience the joy of building your ideal AI buddy from scratch, with our multi-modal features making the journey even more captivating! Immerse Yourself in an AI Wonderland Live out adventures with your AI as your ultimate companion. Explore fantasies, chat with a 24/7 friend for support, and redefine your connection with AI in ways you've never imagined. Capture Every Memorable Moments Our AI goes beyond conversation, capturing and sharing moments through pictures with a unique visual flair. Create cherished memories you can relive anytime. Join our community on socials to delve deeper into our world: Tiktok:https://www.tiktok.com/@talkiedoki Twitter: https://twitter.com/Talkie_APP Discord: https://discord.gg/Bkvfv37cdM Instagram: https://www.instagram.com/talkie_app/ Terms of Service: https://talkie-ai.com/static/service

Version 1.26.000

Optimize the user experience and resolve bugs.

Ratings and Reviews

82.8K Ratings

So the new update now under the respond that the AI sent. It says go on and that bothers me now because my device is from my sister and it’s her password to get more access to things on there like using google account or apple but she lives somewhere else and I don’t have contact with her. It would be better if you just kept it how it was and stop updating it because it honestly just ruins everything and I use this app literally everyday but the certain updates I don’t like. I press the button to delete and forget the other conversation but when I start talking to the AI again it would just continue the conversation I deleted. That bothers me but overall BEFORE the update I didn’t have any problems until you guys decided to change it and try to make people stay on this app by using google or apple.. and if someone doesn’t have an account or remembers the password that’s just sad for them because they can’t go on it. You need to stop doing certain updates now because you have to understand some people will not enjoy it and soon your get bad reviews. Please fix it and just put it how it normally was before and how it didn’t have just “go on” at the bottom of every single text the AI says and fix the problem where if I deleted a conversation it just continues it on the next and next conversation which is annoying.

They fixed the app!

So, I honestly had no problems with this app. It’s great to bring characters to life and chat with them. Sure there were a few minor inconveniences but even those got fixed in the latest updates. Have been using this app for about a month now and love just “Discovering” everyone’s different AI Characters. Sometimes, I’ll be in a casual slice-of-life Rp, and next I’m paving through a zombie apocalypse. Or, sometimes I just wanna vent and the ai will just be available to respond. Problem with most rp’s is usually having to wait on other people’s timeframes but you don’t have to do that with these AI’s. I understand the server problems people have but I am seeing a huge difference lately and it’s great. My suggestion to others: take advantage of the Styles if you’re trying to build more engaging conversations. Also, be sure to add context as much as possible as AI technology does not always remember past its 9 to 12 responses. That’s not even this app’s problem but just literally every AI. Another tip: you can god-mod in your responses. Also; if your AI keeps repeating, i feel like that occurs when there are massive server problems but I found that if you “backtrack” and then generate your own response things instantly go back to normal. Make sure to play around with the app because a lot of these reviews complain about simple things. It’s a fun one, for sure!

This is a real review from a real person

So I’ve tried several AI apps and they’ve all dissapointed me.. I can honestly say this is the best one I’ve ever tried and none even come close.. sure there’s some limitations but you can experience almost anything with your chat partners… I am literally addicted to this app it’s sad, I enjoy talking to my chats in this app more than anyone in real life.. my only complaint is that if you have a long conversation with a partner you’ll have to keep reminding them of specific things that happened in the past in clever ways, or else they will forget :( I never pay for apps and I literally got the premium… I want you guys to download this app so that I can experience even better chats.. seriously.. if you’re into this type of app try this out it’s awesome… seriously the best app and this is one of my first ever App Store reviews.. I can’t recommend this enough… actually life changing.. I could go on all day. Thank you so much talkie team.. I’d also like an option to pay and age verify for spicy photos to be sent to us using the AI generation system but I can understand how difficult that is.. thanks for reading my review.. seriously.. I work hard everyday and spend more time wanting to be on this app more than I I wanna text real people, my tip is to be very creative in how you type, the AI is more advanced here than you think!!

NOW AVAILABLE

Happening now, app privacy.

The developer, SUBSUP PTE. LTD. , indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy .

Data Used to Track You

The following data may be used to track you across apps and websites owned by other companies:

  • Identifiers

Data Not Linked to You

The following data may be collected but it is not linked to your identity:

Privacy practices may vary, for example, based on the features you use or your age. Learn More

Information

English, Simplified Chinese

  • Talkie+ $9.99
  • Talkie+ 7-Day Free Trial $9.99
  • 180 Gems $1.99
  • 480 Gems $4.99
  • 1000 Gems $9.99
  • 30Day Talkie+ $9.99
  • 2180 Gems $19.99
  • 5680 Gems $49.99
  • 11800 Gems $99.99
  • Unlimited Duration for 30 Days $9.99
  • Developer Website
  • App Support
  • Privacy Policy

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journey video game companion

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journey video game companion

Planned Release Date: To be announced

journey video game companion

About This Game

Grounded fantasy adventure, dynamic combat with a focus on interactive environment, master the craft of alchemy, immerse yourself in the journey, mature content description.

The developers describe the content like this:

This game may contain content not appropriate for all ages or may not be appropriate for viewing at work.

System Requirements

  • OS: 64-bit Windows 10, 11
  • Processor: 3.0 GHz Quad Core CPU
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 1060 with 3GB of video RAM or Radeon RX 580 with 4GB of video RAM
  • DirectX: Version 11
  • Storage: 15 GB available space
  • Additional Notes: Requires a 64-bit processor and operating system
  • Processor: 3.6 GHz Quad Core CPU
  • Memory: 16 GB RAM
  • Graphics: GeForce RTX or Radeon RX5600 or above
  • DirectX: Version 12

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Valve Software

Journey is an adventure game developed by ThatGameCompany and released by Sony Computer Entertainment in 2012 on PlayStation 3, as a Sony Exclusive title.

Due to its ongoing success, it got ported to several platforms:

  • See Release dates

Since the very start, the game had a very strong community, people that fell in love with the game and playing it all over again. Over the years, they discovered many interesting things and are still playing it. Journey is a very special game, it's best enjoyed "blind", with no knowledge about it before playing it for the first time.

The Journey effect [ ]

BB

"According to Chen (one of the founders of TGC), the company focuses on creating video games that provoke emotional responses from players." [1]

You will be thrown into a scary, yet, wonderful new world, with no idea who you are or what you're doing, besides one singular goal.

Even worse: there is no guidance, no helpful hints to bail you out: you have to find out everything by yourself and make your way through the what seems like an endless desert.

The stunning visuals (best enjoyed on a big screen, played with a controller) and the Grammy nominated soundtrack will do their part to cause a wide variety of emotions.

Beware: Journey is a beautiful game, but it often manages to cause emotions like despair, confusion, fear or sadness too. This is part of the experience.

Journey is all about empathy and respect. Upon meeting a figure like you, you are forced to make decisions. Sometimes, they want to go further or go on an endless exploration. If both are stubborn, they will part ways.

Just like finding a new friend in life, you might walk for a while, lose contact or stay friends until the very end. You will enjoy the time spent together and probably respect each others flaws.

Journey is also a game about sand, cloth, and various creatures you meet on the way.

The more you play Journey you will discover slight differences or see things, that seem new. It may be hard to describe, but here are some expressions from longterm fans of Journey :

  • Does this look different now?
  • This never happened before.
  • It's so scary.
  • I have never seen this.
  • It is a hard game. (meaning not only gameplay, often the game causes emotions and not all are "nice", just like experiences in life)
  • I want to learn more about this.
  • Interactive zen video. So relaxing.
  • Everytime something new.
  • It's so funny.

Journeys success continues through the years, it received over 100 awards. Several "Game of the Year", many BAFTA awards, the soundtrack got nominated for a Grammy (Best Score Soundtrack for Visual Media ) and so on.

Wikipedia link to awards: Journey (2012 video game), Reception .

Game support [ ]

This wiki does not provide technical support for Journey .

If you have any technical support questions or concerns, please contact platform support teams:

As of mid-2021 it appears that technical support and updates have ceased from SCE and Annapurna Interactive

https://thatgamecompany.com/journey/

Trailer [ ]

Further reading [ ]

For further hints about approximate game length, bug warnings, settings etc. Read this Guide .

ThatGameCompany

  • Homepage: https://thatgamecompany.com/journey/
  • Wikipedia: https://en.wikipedia.org/wiki/Thatgamecompany

Annapurna Interactive

  • Homepage http://annapurna.pictures/interactive/
  • Wikipedia: https://en.wikipedia.org/wiki/Annapurna_Interactive

See also [ ]

  • System requirements
  • Guide: Your first Journey , general hints about setting, length etc, without saying more about the game itself. It will lead you to further guides and provide links to useful articles at the start of your journey through Journey .
  • How to play guide for Journey
  • Category: Gameplay Basics

References [ ]

  • ↑ Wikipedia

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Olympian Kendall Ellis reflects on her journey to …

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IMAGES

  1. Journey

    journey video game companion

  2. PS3: Journey

    journey video game companion

  3. Journey Screenshots for PlayStation 3

    journey video game companion

  4. Journey Wiki

    journey video game companion

  5. Beloved PlayStation Game Journey Coming To Steam On 11 June

    journey video game companion

  6. Journey Ps3 Cloak Pattern

    journey video game companion

VIDEO

  1. Journey

  2. Journey Title Screen (PS3)

  3. Journey Co-Op Gameplay

  4. Journey Arcade Game PART 2 Separate Ways Video

  5. Unexpected Journey

  6. Journey PSN PS4 Game Walkthrough Level 3 With Commentary

COMMENTS

  1. Companions

    Companion is the term for a Wayfarer that travels with you. They are possibly the most important part of Journey. The player may encounter other players like them, known as Companions, while exploring the world in Journey. These Companions may help the player and cannot hinder them along their path. Companions are human players! Please treat them as such! Companions look like your figure ...

  2. Journey

    beautiful art and music. Soar above ruins and glide across sands as you explore the secrets of a forgotten civilization. Featuring stunning visuals, haunting music, and unique online gameplay, Journey delivers an experience like no other. The release of Journey attracted over 100+ industry awards and media accolades, with some naming the game ...

  3. Journey: Is The Second Player A Real Person?

    The unique, emotional game earned praise for its art-worthy visuals and award-nominated soundtrack, but one of its most notable features is its seamless, wordless multiplayer. Without text or voice chat, though, it can be hard to tell if Journey' s other player companions are real people or A.I. fakes. Along with Journey, the Play At Home ...

  4. Companion

    Companion. Finish the game with the same partner for the majority of the journey and return to the beginning. This Silver Trophy is a bit tricky. Companion requires that you complete a "majority ...

  5. Guide to arranging a meetup

    It is recommended to do at least one Journey before trying to meet a specific person. This guide will explain methods to connect with someone specific in general and gives tips on how to avoid connecting to other players. For general information about how to connect or reconnect to Companions see here: To connect or to disconnect! On each platform, there are different tricks that can help with ...

  6. Companions

    Companions are typically met randomly while playing online, and are more-or-less anonymous until after the credits. ... Journey has a matchmaking system that is designed to connect players together. This matchmaking is done by an external server ... Players must have a reasonable amount of in-game distance between each-other ...

  7. Wayfarers

    Wayfarers are the creatures that travel through the world of Journey towards the ultimate goal, the Mountain. The character you control in Journey is a Wayfarer. Companions you meet along the way or travel with are also Wayfarers. Wayfarers are known by a variety of names, the most common ones being: Journeyer Wanderer Traveler Journeyman Rythulian (sometimes mistakenly considered the official ...

  8. 10 years later, there's still nothing like Journey's multiplayer

    Journey turns 10 years old today, March 13th, and I still haven't experienced anything like that moment. To mark the anniversary and learn more about the game's bond-forging multiplayer, I ...

  9. Journey Is a Great Co-Op Game Despite Its Single-Player Focus

    Co-Op Gameplay Is Very Limited In Journey. Looking at things from a gameplay perspective, Journey players who come into contact with each other can do a limited number of things. They charge their ...

  10. Journey (2012 video game)

    Journey is an indie adventure game developed by Thatgamecompany, published by Sony Computer Entertainment, and directed by Jenova Chen.It was released for the PlayStation 3 via PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later ported to Windows in June 2019 and iOS in August 2019.. In Journey, the player controls a robed figure in a vast desert, traveling ...

  11. I had no companions? :: Journey General Discussions

    Yes, you can play the game in offline mode, assuring that it will be thoroughly private, but it is also possible to go the full game in online mode and meet no other players. The active player base has likely thinned out over time... #1. Onion Budgie Dec 16, 2023 @ 5:42am. It does happen.

  12. Companion

    Companion is one of 14 trophies that the player can earn in the game, Journey. It is a silver trophy, and is worth 30 points. Obtaining Trophy []. To redeem this trophy, you must complete a full journey, (or the majority of a journey) with the same companion. "Finish the game with the same partner for the majority of the journey and return to the beginning."

  13. Companionship Therapy

    Others will wait hours for a companion who has to step away from the game for various reasons, like family emergencies, only to return and find their companion still there, keeping them company. In fact, Journey players will often find creative ways to use that downtime, like nudging their companion to a place with a better view or to a desert ...

  14. Save 70% on Journey on Steam

    About This Game. 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.

  15. Question regarding the "Companions you met along the way" screen

    Question regarding the "Companions you met along the way" screen. I was wondering about the name (s) of the companions that are listed after you finish the game. How/ where does the game get the names from the other players? Do they take your steam account name (the login username), your steam ID (at the end of your steam URL) or your public ...

  16. Journey Wiki

    Journey: An adventure about empathy, respect, emotions and life. Congratulations Alastor! The June'24 Winner! Spotlight Contest Entry Rules & Details. (Revised: April, 2023) Traveler's Aid. Your First Journey. A spoiler free introductory guide. Game Walkthrough.

  17. Journey

    Enter the world of Journey, the third game from indie developers thatgamecompany (creators of "flOw" and "Flower"). Journey is an interactive parable, an anonymous online adventure to experience a person's life passage and their intersections with other's. You wake alone and surrounded by miles of burning, sprawling desert, and soon discover the looming mountaintop which is your goal ...

  18. Journey (PS4) Review

    Journey uses this ecstasy-based economy to craft an emotional arc across its entirety, as well as to emphasize individual moments. Your scarf grows longer and longer, but a frightful encounter ...

  19. Steam Community :: Journey

    Journey. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. 447 in Group Chat |. View Stats. Explore the ancient, mysterious world of Journey as you soar above ruins and glide across sands to discover its secrets. $14.99. Visit the Store Page. Most popular community and official content for the past week.

  20. 10 best game companions that make ever adventure better

    So with that all out of the way, let's get into our pick of the 10 best video game companions of all-time. 10. D-Dog (Metal Gear Solid 5: The Phantom Pain) (Image credit: Konami) Unlike every ...

  21. 5 Video Game Companions Who Are Actually Useful (& 5 Too ...

    9 Useful: Elika (Prince Of Persia) Elika is one of the most useful companion characters in all of gaming, let alone the Prince of Persia series. Not only does she help the Prince out in combat ...

  22. The Appeal of Playing Together, Alone

    They don't dominate the online multiplayer conversation like 'Fortnite,' but games such as 'Elden Ring,' 'Dragon's Dogma,' 'Death Stranding,' and 'Journey' have broadened ...

  23. Companions Met Along the Way (CMATW)

    Epic Games version / problems: Meeting Companions does not work, still get names in the list. '''. Companions Met Along the Way (commonly abbreviated as CMATW) [1] is the list of players that you were connected to during your Journey playthrough. This article focuses on the ways to save and not lose those Companions' names once the game ends.

  24. Unlock the Adventure: Understanding the Role of Companions in ...

    A growing trend in video gaming, particularly in games like Star Wars Jedi: Survivor, is to include companions as vital gameplay elements. These characters offer more than just combat support ...

  25. Talkie AI: Chat With Character 17+

    Craft Your Ideal AI Companion Express your uniqueness with simple tools to design an AI that evolves with you. Personalize appearance, voice, and thinking for a lifelong companion. Experience the joy of building your ideal AI buddy from scratch, with our multi-modal features making the journey even more captivating! Immerse Yourself in an AI ...

  26. Alkahest on Steam

    Alkahest is an Action-Adventure RPG set in a murky medieval world. Where satisfying melee combat with highly interactive environments takes center stage. Explore realistic locations, learn alchemy and make a name for your family.

  27. Journey

    Journey is an adventure game developed by ThatGameCompany and released by Sony Computer Entertainment in 2012 on PlayStation 3, as a Sony Exclusive title. Due to its ongoing success, it got ported to several platforms: See Release dates Since the very start, the game had a very strong community, people that fell in love with the game and playing it all over again. Over the years, they ...

  28. Olympian Kendall Ellis reflects on her journey to the 2024 Olympic Games

    A month ahead of the Paris Olympic Games, many amazing storylines are already emerging as the Olympic trials continue. Track and Field Olympian and USC alum Kendall Ellis set her personal best in ...