Over the weekend I had a revelation in gaming. I played Journey on the PlayStation 3 (PS3). For those that have a PS3, the $15 for the game is more than worth it. It’s the story of your journey to the holy mountain. It’s rather gameplay light, and it is more about the experience. Given the amazing Metacritic score, I know I am not alone in believing it is an experience worth playing.
There is one catch to the game. As players go along they are occasionally joined by another player. Creative Director of thatgamecompany, Jenova Chen, likens Journey’s cooperative style to hiking. A player might notice another player behind and make sure the other player stays behind. A player might just let the other player pass, or the player might wait up so they can walk the holy path together. While players can unlock content gates for each other, it’s not like Portal 2’s cooperative mode where the two players have to be in constant communication to move forward.
Out of this simple canvas, magic happened. Each time I met a new red-robed pilgrim, there was a connection. Sometimes we played around not caring about moving forward. Other times we helped guide each other over the next hill. Of my two favorite moments, one I can’t share for spoiler reasons, I had a companion go up ahead, and something bad appeared to happen. I hunkered down, refusing to move for quite some time. Eventually I saw a bling in the distance as my companion was communicating with me via our one communicating button. He was waiting for me… right at the end of the level. He could have just moved on, but instead he had waited to make sure I would be okay. Experiences like that stand out in the noise of games where most human allies act like bots.
Why am I discussing Journey so much with a Guild Wars 2 tag? Continue reading [GW2] Hiking the Cooperative Journey

