This month we take a stroll through the desert with a game that has been described as the birth of indie gaming on Playstation. Joined by Jake from Polykill and the RF Generation Playcast crew we take a look at Journey.


 


Panel


Jake


Twitter: @theMcAxl | Website: www.polykill.com


 


Rich


Twitter: @thesinglebanana | Website: http://www.rfgeneration.com | Podcast: http://rfgenplaycast.podbean.com


 


Shawn


Twitter: @MrShawnGray | Website: http://www.rfgeneration.com | Podcast: http://rfgenplaycast.podbean.com


 


Cartridge Club Intro/Outro Music


Ser Flash


Twitter: https://twitter.com/Serraxor | YouTube: https://www.youtube.com/user/serraxor | Website: https://smpmusicproductions.bandcamp.com | Twitch: https://www.twitch.tv/serraxor | vidme: https://vid.me/serraxor


 


Cartridge Club Logo


Will Pruitt


Twitter: https://twitter.com/willopruitt | Facebook: https://www.facebook.com/willopruitt/ |  Website: http://willpruitt.com


 


Level 1  5:00


P2(Mark) gives a quick overview of Journey and panel discusses their memories of the game and first impressions.


 


Developer: thatgamecompany

 


Publisher: Sony Computer Entertainment

 


Designer: Nicholas Clark, Bryan Singh, Chris Bell

Director: Jenova Chen

Composer: Austin Wintory

Series: Journey

Platform(s):

 


PlayStation 3
PlayStation 4

 


Release Date:

PlayStation 3

 


NA: March 13, 2012
EU: March 14, 2012
JP: March 15, 2012

PlayStation 4NA: July 21, 2015
JP: July 23, 2015

 


Genre: Adventure, art game

 



Level 2


Discuss story of the game: 13:15


Journey's story is told wordlessly through gameplay and using cutscenes. The player's character begins on a sand dune in a seemingly endless desert. In the far distance looms a large, foreboding mountain with a glowing crevice that splits its peak. As the character approaches the mountain, they find remnants of a once-thriving civilization, eroded by sand over time. Scattered throughout the ruins at the end of each area are stones at which the traveler rests; these stones give the traveler the vision of meeting a larger, white-robed figure in a circular room, with art on the walls describing the rise and fall of the civilization mirroring the player's journey. The player must also contend with the ancient automatons left over from a war which ended the civilization, and which still roam the city looking for intruders.
Cut scenes
Symbolic?
Did you catch feels?

Discuss gameplay mechanics: 32:21


Walking simulator?
Smooth learning curve
Puzzle difficulty
Float, Jump, Interact

 


Discuss sound: 58:05


Favourite tracks
Discuss sound effects

 


Discuss graphics: 1:04:26


Favorite stages
Character design

 


Level 3 1:15:46


Lasting Impressions, overall rating and final thoughts. Did this make you want to play it again and if not, what would need to be changed? Would you suggest it to friends?


 


Level 4 1:27:55


3 Word Review #CC3WR from Twitter first followed by panel


 


Level 5 1:32:55


Outro (thank panel and plug)


Announce the game for next month (Mega Man 2)

Twitter Mentions