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  1. Today's Apple event brought a lot of news and info with it, but perhaps the biggest headline for gamers was the announcement of Journey developer thatgamecompany's next game: Sky. The game was initially teased last Fall with an image of a candle lighting another candle, but now we know the game will seemingly follow in the same steps as Journey, if the teaser trailer for Sky is any indication. Not much is shown, but it does reveal that the player will control a character that's vaguely similar to the robed character from Journey, except this one has a cape-like clothing that might also be wings. The teaser ends with the character joining others of its kind and leaping off the floating island and flying into the sky. Notable industry insider Geoff Keighley sat down with thatgamecompany to discuss what the game was about, and creative director Jenova Chen mentioned that the key theme in this game is that of 'giving,' whereas in Journey it was more about connecting with people. Also interesting to note: Chen and his team decided to bring Sky to mobile platforms first because the biggest feedback he got from Journey was that lots of people that were new to gaming wanted to experience the game but didn't have a console, so to remedy that with Sky, the game is being brought to a platform that is most accessible to people. Hence, the release on mobile phones first. You can check out the full interview below. Sky doesn't have a release date just yet, but thatgamecompany says it's coming soon to iPhone, iPad, and Apple TV. Source: thatgamecompany What are your first impressions of Sky?
  2. Jason Clement

    thatgamecompany is finally teasing its next game

    It's been over four and a half long years since thatgamecompany released Journey, its last title and critical indie darling hit. While they'd released two games prior to that (Flow and Flower), Journey was the game that really put them on the map with many gamers, garnering many industry awards, and equally as many (if not more) Game of the Year awards. Now, thatgamecompany is finally teasing the first bit of info for its next, currently untitled game. All that the studio has shared so far is a simple image of two candle wicks, with one seemingly about to light the other, and a quote that mentions "a game about giving." Might the candles be symbolic? Or are they representative of what you'll be playing as? We'll have to wait and see. This will be the third and final exclusive for PlayStation under thatgamecompany's initial contract with them; whether or not they make exclusives for them in the future is undetermined, but after this game, they'll be free to develop for other platforms as well. In the meantime, now that thatgamecompany has opened the door with a small tease, it's entirely likely that we'll hear more about the game, including a possible trailer, at either PlayStation Experience 2016 or next year's E3. Stay tuned! Source: thatgamecompany (via Twitter) Are you excited to hear more about thatgamecompany's next game? What do you think it might play like?
  3. When life gives you lemons, make lemonade. Well, life decided to spill that cup of lemonade I made on my computer, and now I'm without access to a dedicated writing box to spit my thoughts and opinions out at the world. As you can probably guess, this makes writing the words you're currently reading very hard for me to get out to you. But I've found a way, and that way is needlessly hard. I'm currently writing these articles exclusively on a PS3 using the Sixaxis that came included with the system. It is a nightmare, but it gave me an idea: What other needlessly hard things could I do with gaming? This led me to what you're reading now. Can Journey be beaten without pressing the jump button? Find out right now. Every Journey Has A Beginning My journey started out deceptively easy. Every area that required any climbing could be walked up or I could make use of the floating pieces of cloth around the area to automatically float myself up to the places I needed to reach to continue the story. I was actually slightly worried through the first few areas because of how smoothly things were going. That worry wouldn't last long, but before I start discussing the real challenges, I'd like to go on a bit of a detour in our story to talk about something that ended up helping me on my quest considerably. In the very distant past I managed to get into the Journey beta. It was only the first two areas, but I played them to death while I had the chance. After playing those first two areas for God knows how long, I started to get bored. And with boredom comes stupid tests of the game's limits. I found myself trying to fly back to the start of the game's cloth bridge level just because it was much too high to reach by normal means, but I figured out that if you position yourself underneath the cloth bridge and start singing, you'll be thrown into the air like a slingshot. High enough to reach the start of the level on some occasions. The Trials That Lie Ahead That little mechanic I found out won't actually come into play for a long while, so let's get onto the first real obstacle I faced. The cloth ladders in the first underground area. My hope was that when I walked into them, I would automatically just float up them. My character did levitate when in contact with them, but he didn't rise up to the top. This was a problem. I tried getting a running start when I started to float near them, but it didn't help in the least bit. So I kept trying from every different angle, hoping to find a way to slingshot myself up them, but it just wouldn't work. You can't get the cloth ladders to lay flat long enough to do it. Was my quest over so soon? Was I beaten by the first obstacle? No, of course not! I found a way to get up the cloth ladders, but it was an insanely grueling and arduous task. I had to sing my way up them. When you sing in the game, you raise up off of the ground just an inch or two. If you do it fast enough while next to a cloth ladder, you'll continue to raise up until you reach the top, allowing you to continue the level. The problem was it took about a twenty minutes to get to the top of each ladder, and there were about a half dozen ladders that needed to be climbed. I took so long getting through this one area that I had to take breaks in between ladder climbs to rest my hands and eyes or risk going insane over falling every few times. But after a few hours, I had reached the end of the level. Only this time, I was faced with an even more annoying and difficult task. The Dreaded Chamber Room After you get past the area with the stone dragon things, you'll find yourself in some sort of chamber/tower area that fills with water as you light up hieroglyphs and ride different cloth creatures to the top of the tower. Its a pretty amazing and atmospheric level when you can jump. When you can't? Its the biggest head ache of the entire game. First of all, you can't mess up even once after you begin lighting up the glyphs. The reason being that once the water starts coming in, any scraps of cloth you could use to float on either vanish or go into a dormant state after they've been submerged by the magic water. You can float in this water, but even with singing you can't raise yourself, so water is an instant restart if you fall in. Secondly, everything is moving in this level. The kites that carry you seem to float where ever they want, the jellyfish will slowly drift away if they're bumped (which can also work to your advantage) and the whale is it's own nightmare that'll I'll get to in a moment. The problem with all of this is that you have to stand around and wait for the creatures to come to you (which they might never do) And if you bump a jellyfish too far away you might even have to restart the level over again because you can no longer reach them from their original starting position. This can work in your favor though. Once you get onto a jellyfish you could sing in different parts of it's body to steer it closer to the area you needed to go. Helpful, but meaningless when you get to the whale. Easily the worst part of this whole experience as the whale is almost always out of your reach unless you position yourself just right. It never gets high enough into the air to allow you to reach the end of the level, and it was incredibly easy to slip off of it, forcing me to restart the whole level over again. Because of this, it was an absolute nightmare that took hours to get past. But I finally did. How, you ask? Remember earlier about my time in the game's beta when I would slingshot myself from under the cloth bridge? Well, the whale essentially has the same design as the bridge, so I could slingshot myself from under it, getting those precious few extra feet I needed to end the level. It took a massive amount of failures, and I nearly gave up. But I finally scraped on by to the top. Every Journey Has An End I was actually shocked I had made it all the way to the snow level. Here I was at one of the game's very last areas, without pressing the jump button a single time! I was sure I had gotten past the hardest part of the game, and it would all be smooth sailing from then. Oh how foolish I was. My greatest obstacle yet was still waiting for me. I just didn't know it yet. As I went through the level, my character's ability to sing got progressively weaker. I was still able to sing my way up ladders, but it was getting harder. I was relying more and more on the unpredictability of the slingshot technique to get me up certain areas. But it wasn't nearly as difficult as the previous level. Until I reached the fall, of course. Right at the end of the level you get blown into a small ravine. No big deal, right? I could just sing my way up some scraps of cloth and be at the end of the game in a jiffy! But wait... I can't sing anymore. The ability has been completely taken away. My character just bobs his head and no longer floats when the button is pressed. Even worse, the scraps of cloth are too small to slingshot myself with. The gap I need to get across is no more than an inch or two off the ground, but my character just can't get past it. He slides down the hill when I try to walk, he can't sing anymore and there is no cloth to throw myself off of. I'm officially stuck just a few feet away from the game's final level. But I'm persistent. I had to reach the end now! Too much has happened to just give up! I restarted the level and timed my steps just right so I didn't get blown down the cavern. I got past the impossible area and made it to the final level. This was it. My hours of hard work have paid off. I REACHED THE END OF JOURNEY WITHOUT JUMPING. At least, I thought I did. The worst thing ever was waiting for me at the start of Journey's final level: You have to jump for the level to begin... Hours have been spent getting to this point. I have put myself through nonstop mind numbing torture trying to get from point A to point B. And my journey is cut short by a forced jump. There was nothing that could get me out of it. I had no tricks or techniques left. The game was over. You cannot beat Journey without jumping. But at least we can say we now know the answer if anybody asks if it's possible. As always, thank you for reading.
  4. Indie developer thatgamecompany has been known for small, arthouse games and such, but their last game, Journey, was a critical and commercial success and made them one to watch. And with the completion of that game, their three-game publishing deal came to an end with Sony Computer Entertainment, yet the developer has been radio silent on their next project ever since. However, ex-employee Asher Vollmer wrote earlier on his blog about how he decided to leave thatgamecompany to become an independent game developer himself, and while he couldn't speak about thatgamecompany's next project (or as he called it: "The Game"), he did mention that part of the reason he left was because the development was moving slowly, even to the point of years left on the project. "The Game is going to be incredible, but it is moving slowly," Vollmer said in his blog. "There are YEARS remaining on the project and, quite frankly, those are years I don“t want to give up for a game that isn“t truly mine." It's unknown exactly how long the development will still take, but from his wording it'll be at least 2 years, if not more. Journey took 3 years to develop in the end, so depending on thatgamecompany's ambition, this new game could easily surpass that amount of development time. Despite the slow-going nature of the project, Vollmer had nothing but praise for the game, saying that it would change the industry. "It“s going to be huge," continued Vollmer. "And I don“t mean it“s going to be a long sprawling game, I mean it“s going to be an IMPORTANT game. I genuinely believe it“s going to change the industry in a really positive way." Needless to say, it'll be interesting to see what the game is about when thatgamecompany spills the beans on it. Notably, Vollmer isn't the only employee to have left thatgamecompany recently; Matt Nava, the art director on Journey, also revealed back in early March that he had departed from the developer in order to found his own development studio, called Giant Squid Studios. In the meantime, don't expect to hear much about thatgamecompany's new project. If Vollmer is correct, it could be years more before it's ready for release, but you can count on one thing for certain: the whole industry will be watching and waiting to see what happens next from the famed indie developer.
  5. Without a doubt, Journey was one of the biggest surprises and successes to be found anywhere in gaming last year. Our glowing review, as well as the majority of players, were in awe over ThatGameCompany's creative vision. The game has since gone on to grab many awards and honors. One of the most talked about features was a multiplayer mode that paired up strangers with no ability to speak to each other. Instead, you could chirp, jump, and run to try and convey messages. Although it was not the first game to test these waters, it managed to become a massive success in part because of them. What would happen if Journey tweaked its multiplayer? What if instead of suggesting players cooperate to explore the beautiful world it equipped them with rocket launchers? This is the impossible DLC that ThatGameCompany is touting with an "official trailer" for April Fools' Day. Take a look at their Rocket Death Match DLC teaser and share your thoughts in the comments:
  6. Indie games have had a very long history. The first games, created without consumeristic intent, were made by only a few people with access to massive computers at a few colleges. As time went on, and games became something valuable, we saw more independent developers creating new content. As the PC made its way into homes, tiny teams did their best to sell their games free of publishers. Many of these titles were only known in the surrounding city of their creation. In the 90s, websites became a near necessity for anyone who felt they were tech savvy. Many individuals who were making games on their own or in small groups set up sites for them. During this time period, more became aware of “indie gamesé but certainly not the complete library of them being uploaded to the web. Many of these games have since been lost to time thanks to many free web hosts closing their doors. It is only now in the current era that we have seen indie games really rise in popularity. Minecraft, developed by Mojang, managed to hit it big and become popular with adults, children, and teens who may have never before played an indie game. Similarly, Journey managed to surprise many PSN users who had previously ignored Flow or Flower which were thatgamecompany“s first two titles. Unlike Minecraft however, their title is one which would probably never hook the bro gamer demographic. With indie games now seeing wide popularity thanks to digital distribution, we may be entering a whole new era. This next generation could be one where indie games are backed by publisher press and attention. Although not all games have attained critical success, gamers certainly now are beginning to feel okay with indie titles as a whole. Polished and entertaining indie games have proven that you don“t need to have seasoned developers or bags of money to make something worth playing. The way I see it, indie gaming could follow two distinct paths at this point. They may mostly enjoy flourishing as they did thanks to Steam, XBLA, and PSN, but otherwise not attempt to push for more interest. Or, there may be more teams like thatgamecompany who feel they are good enough to break free of the publishers who had helped them attain popularity as a means to further their own success. I use thatgamecompany as an example as they are the model which others may follow. This team had lived under Sony“s domain as they could not possibly fund and subsist off their games themselves. The team is certainly full of bright, creative individuals, but would have went bankrupt creating Journey if Sony hadn“t been there for them as part of a three game exclusive deal. Of course, we now see that the game has been a massive success. Because of it, they were able to move out from under Sony“s wing and have since made their development studio one which they shall self publish from. Hubris, whether warranted or not, is something multiple indie developers may struggle with after making a popular game. Although some have only ever self published, the success of doing well may keep teams pursuing the 100% “indieé label; one where the developer has no publisher. So far, it seems thatgamecompany plans to stay solo because they now have the funding to do so. However, in creating the games they truly want to make, they may eventually find that the money is not there. Thanks to the now inbuilt fan audience (mostly created with Journey) their fans will probably follow the next game. But what happens if it is not the experience fans expect? They may once again retreat to other games they feel are safer bets rather than the overly ambitious indie team. At that point, it seems we may see multiple indie teams who have seen success take hits due to lack of market attention. The indie marketplace is already heavily saturated with titles and more are added every week thanks to Steam Greenlight and similar initiatives. It takes a lot to get a gamer“s attention these days, and word of mouth is the most useful form for them. Triple A games never have to worry about this since their publishers designate millions of dollars to be spent on advertising; something which no indie team will ever have much of. And word of mouth, no matter how great, seems to lately revolve around the echo chamber that is Twitter. Games that are popular within your clique on Twitter will for the most part remain within that circle. Therefore, I predict one future of independent games is where the currently successful developers stay solo and attempt to create even vaster, more expensive experiences. However, they may see their fanbase falter and make far less than intended, which then forces them into restrictive relationships with publishers (if not destroy entire companies outright). This is hardly what they desire, and as it squelches out full artistic freedom, is not what gamers will want either. The other path is a much less dramatic one where indie games continue a steady increase in popularity, but do not try to do too much too quickly. Indie games will maintain a hold over Steam, XBLA, and PSN and net new followers. Although it may not be the most profitable method, it is also one with less chance for completely destroying the company. There are still many out there who have yet to experience many or any indie games, and at some point they will if they keep being shown shown such titles on digital storefronts. No matter what happens, there will always be indie games. They basically were gaming“s inception and have persisted alongside each generation. Even if once highly popular indie teams “sell outé or go bankrupt, there will be more to take their place. As long as indie games are being created, new developers were be inspired. From there, the cycle of inspiration and creation of independent titles will be able to live on through future generations.
  7. Journey may have been one of the top games of 2012, but its development wasn't without hardship. "I wouldn't say that the development of Journey was a successful example of game development. We bankrupted the company," thatgamecompany founder Jenova Chen told Polygon during DICE 2013. Journey may have also sold well on top of being well-received, but Chen wants an even more commercially successful game while still remaining just as artistic and emotional. "I run into a lot of lost and frustrated students who study games to work on great art ... I feel responsible for them because I showed them that is possible, but there is no place for them," Chen says. So, in order to make that a reality, thatgamecompany's next game will be multiplatform. "I think to have a financial success, that is going to change everyone, it has to be much bigger than a game on the PlayStation platform," Chen says regarding the matter. Nothing is known yet about the new game, but Chen leaves us with this: "Journey was focused on connection. I think we are trying to do one level above that with this game."
  8. Marshall Henderson


    From the album: Randos

  9. Jordan Haygood


    From the album: Kaptain's Gallery

    © thatgamecompany

  10. If there's one thing game sites are good at, it is sifting through ratings and looking for new, unannounced content or ports. Siliconera was looking around at the PEGI ratings and found three interesting titles listed. Although the names will not ring a bell to everyone, they will for fans of developer Thatgamecompany. The games discovered are Duke War, Kite Fight, and Grave Diggers. These are three minigames which were included exclusively with Journey: Collector's Edition, the retail release of their PSN games. Why are these on PEGI's site and not ESRB? Well, this physical copy actually never made it to Europe. Presumably this is a way for Thatgamecompany to cater to its fans who missed out on the disc. It isn't known if these minigames will also come to the U.S., but it would certainly be nice. For now though, the only way to get your hands on the content is through the Collector's Edition.
  11. Jason Clement

    The Art of Journey Coming In September

    To celebrate the success of Journey and its incredible artwork, thatgamecompany co-founder Jenova Chen announced earlier on the Playstation Blog that a book entitled The Art of Journey will be released this September. It's written and designed by the game's art director, Matt Nava, and will feature his unique view into how the stylistic influences, narrative functions, and game design goals shaped the final look of the game. The book also contains an embossed hardcover with tons of awe-inspiring concept artwork, pencil drawings, and 3D models all on art-quality paper. And even cooler is an innovative augmented reality feature on the book, which, upon downloading a free companion app, readers will be able to use their smart phone's or tablet's camera at special images and view animated 3D models from the game. Last but not least, the art book will contain a voucher to download Journey's soundtrack to their PS3. Score! No specific date has been marked for the release yet, but it's nice to know we'll get our hands on the book sometime next month. Also, don't forget that the Journey: Collector's Edition is out tomorrow (August 28th), so be sure to pick that one up especially if you missed out on this fantastic game the first time around. Check out the book reveal trailer below for 9 minutes of Journey goodness.
  12. Jordan Haygood


    From the album: Kaptain's Gallery

    © thatgamecompany

  13. As you may or may not be aware, I've been pretty busy with the game, Journey. I've done everything there is to do in the game. Every trophy, every collectible, and every story related hieroglyph has been found. I've even gone so far as glitching out of the different levels to see all of the weird graphical bugs and test areas littered throughout the many play areas. But I have to say, this new one is one of my favorites. There aren't any graphical anomalies to find this time around, but that doesn't mean there isn't anything to see. No, in fact this new area I've stumbled upon just might be one of the best yet. It certainly was the absolute hardest to get to. I went through a lot to get here, so I hope you enjoy the read. -------------- Reaching The City Usually when I write up the tutorial on how to leave the play area and get to all these neat glitch areas, I do so by taking step by step pictures on the exact path you need to take to get to the outside of the level. This time things will have to be different, simply because it is so hard to pull off successfully and because the instructions are pretty vague due to the area. No, this time I'll be using the wonderful tool known as Youtube. As you can see from the video posted above, I'm at the very end of the sand surfing level and I'm standing on the far right side of the pit next to that half buried building. Behind that is the cliff wall you'll be climbing. As you can hopefully see in the video, there are small edges you can rest on for a second or two before you slip off. Just keep trying to stay on these edges long enough to rebuild your scarf's energy. This is important. You will need every white orb leading up to this point in the game. There is no skipping ahead and you absolutely can't do it without the white cape. That's just how it is. Once you work your way up to the large support beam things tend to get a little tricky. As you can see I'm constantly jumping and slipping around. This is because you can't stand on the beam. The game will let you build up a little energy, but it'll keep pushing you off. Just try your best to stay on the beam while using the least amount of energy. The Sun really ruined a lot of my images, but trust me, the area is awesome. When you think your scarf is nearly full just fly straight into the wall. If you can get high enough you'll clip right through and land on a hill below. Just go right passed that hill and start heading up the huge cliff in front of you. After a minute or so you should be standing face to face with the City. Congratulations, you made it to the most difficult to access area in Journey! -------------- What Is There To Find In The City? Compared to the other glitched out areas, this one is pretty tame. You have a whole city all to yourself, but beyond that there isn't a whole lot of crazy things going on as long as you stay within the city limits. There are a lot of pitfalls you have to worry about though. You are technically exploring an area you were supposed to be surfing through. While things are tame inside the city, outside is a different story. I'll leave that for you to figure out. The main problem is a valley in the middle of the city. If you get to close to it you might get pulled back into the regular play area and get forced to surf all the way back to the end of the level in absolute silence, which is pretty weird actually. As long as you can avoid that pit though you get to have free roam over the entire level, which is actually a full sized city. These things didn't show up well on my camera, but you really can't miss them. As for weird things to see, like I said, there isn't much in the city limits. But that doesn't mean that the area is totally barren of oddities. On the more unstable left side of the city, there is a constant stream of those cloth creatures pouring into the town. And I really mean they're pouring in. You can watch hundreds of them go by. I haven't been able to reach them, but who knows, maybe you can ride on them? This little thing was extremely hard to snap a photo of. It just speeds by you so quickly. There's also the case of the rogue meteorite. You see them randomly throughout the game. Beams of light flying through the sky making a whole lot of noise, then just as quickly as they appeared, they're gone. This one is a lot different though. Instead of appearing and just flying off in the distance, this one circles back around and flies in completely random motions. Due to the randomness it is difficult to snap a picture of it... But I got one by dumb luck. -------------- As of right now, I haven't found any other areas that I can glitch out of. I'll be sure to keep looking, Its been pretty fun trying to get out of the map to see things that I shouldn't see. And there's also that whole getting to write about the things I find so I can share my adventures with you. If you'd like to read up on my previous glitched adventures in Journey, then look no further than the links below. I also have a nifty little gallery filled with some of my extra adventures that didn't make it into the articles, so feel free to check that out too! PART 1: Journey: Accessing The Secret Glitch World, And What New Things You'll Find There PART 2: Journey: How To Glitch Through The Wind Borders And Explore New Areas THE GALLERY As always, thanks for reading! Perhaps you've found an area to glitch out of that I haven't, or maybe you just want to share your stories of adventuring the already found glitch areas. Either way, I'd love to hear from you in the comments below!
  14. Jared

    Journey City 17

    From the album: Journey Glitch World

  15. Jared

    Journey City 16

    From the album: Journey Glitch World

  16. Jared

    Journey City 15

    From the album: Journey Glitch World

  17. Jared

    Journey City 14

    From the album: Journey Glitch World

  18. Jared

    Journey City 13

    From the album: Journey Glitch World

  19. Jared

    Journey City 12

    From the album: Journey Glitch World

  20. Jared

    Journey City 11

    From the album: Journey Glitch World

  21. Jared

    Journey City 10

    From the album: Journey Glitch World

  22. Jared

    Journey City 9

    From the album: Journey Glitch World

  23. Jared

    Journey City 8

    From the album: Journey Glitch World

  24. Jared

    Journey City 7

    From the album: Journey Glitch World

  25. Jared

    Journey City 6

    From the album: Journey Glitch World