Pandora's Tower Review
Sticks and stones may break my bones, but swords and chains excite me. Should you climb the towers in Xseed's JRPG/adventure hybrid to save your cursed (and tragically whiny) girlfriend?
[ Editor's Note: As Nick Olsen is a writer for Theory of Gaming, this won't be counted in the monthly Vox Pop prize. However, it is very much a worthy read. ]
By Nick Olsen
Co-founder, Theory of Gaming
In 1985 Nintendo started a revolution when it...
HomeFeatures Why Journey Is Still The Best Game Of 2012 (So Far)
Why Journey Is Still The Best Game Of 2012 (So Far)
But why? What makes thatgamecompany so special? What makes the little red-hooded figure so memorable?
Here's why Journey is fantastic, more so than other games released in 2012 so far:
You can be quite the little chatterbox in Journey. What starts out as a fun, little gimmick quickly turns into an annoyance and then a tool. We'll see more of that later, but right now, think about the way Journey presents itself to the player. There's very little conveyed to you directly throughout the game.
What's more, absolutely nothing is written out for you. Even the initial control instructions use images to teach the player. Still, Journey speaks volumes through its themes and the way players interact with the world. In effect, giving the player only one means of communication and having it be a curt, musical whistle encourage the player to speak with actions rather than words, much like the narrative itself.
I'm reminded of Batman: Arkham City when I take in Journey's environments—not in the style but the way they invite you in for closer inspection. My natural inclination as a player is to GOGOGOGO, but Journy makes me want to investigate every nook and cranny.
In Journey, my curiosity leads me into the building, if only to explore the space and see what the view is like. In the clip above you can see that I could certainly dive right in, but what if there's something in there? I have to find out!
Journey's moment-to-moment gameplay is seamless. The collectibles are rewarding in the gameplay, so they have an impact on your world outside of a statistic. The story doesn't interrupt the action for long and plays out in between jumping puzzles as a reward for your mini-accomplishment.
That might sound silly to some. You don't need to be rewarded every step of the way. But it's this methodology that has made games like Call of Duty such a success and Journey certainly implements the idea less obviously than other games before it.