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Journey New for PC

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The journey is an outside the box experience game created by Thatgamecompany and distributed by Sony Computer Entertainment. It was discharged for the PlayStation 3 by means of PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later ported to Microsoft Windows in June 2019.

In Journey, the player controls a robed figure in a huge desert, going towards a mountain out there. Different players on a similar voyage can be found, and two players can meet and help one another, however, they can’t convey by means of discourse or message and can’t see each other’s names until after the game’s credits. The main type of correspondence between the two is a melodic toll, which changes dull bits of material found all through the levels into energetic red, influencing the game world and enabling the player to advance through the levels. The designers looked to inspire in the player a feeling of littleness and wonder and to manufacture an enthusiastic association among them and the mysterious players they meet en route. The music, made by Austin Wintory, progressively reacts to the player’s activities, constructing a solitary subject to speak to the game’s passionate curve all through the story

Analysts of the game adulated the visual and sound-related craftsmanship just as the feeling of fellowship made by playing with a more odd, considering it a moving and passionate experience, and have since recorded it as one of the best computer games ever. Voyage won a few “round of the year” grants and got a few different honors and selections, including a Best Score Soundtrack for Visual Media designation for the 2013 Grammy Awards. A retail “Gatherer’s Edition”, including Journey, Thatgamecompany’s two past titles, and extra media, was discharged in August 2012.

Voyage is a silent story told through ongoing interaction and visual-just cutscenes. The player’s character starts on a sand ridge in a tremendous desert. In the far separation lingers a huge, secretive mountain with a gleaming cleft that parts its pinnacle. As the character approaches the mountain, they discover leftovers of once-flourishing progress, dissolved by sand after some time. Dissipated all through the remains toward the finish of every zone are stones where the explorer rests and has dreams of gathering an enormous, white-robed figure in a roundabout room. Craftsmanship enhances the dividers, depicting the ascent and fall of the player character’s human advancement, which additionally reflects the player’s adventure. The player should likewise battle with wandering, old robots left over from a war that finished the human advancement.

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