It has been 10 years since Thatgamecompany's Journey was first released on the PlayStation 3 via PlayStation Network. Games have changed a lot since then; not just in how they handle narratives, but also in how they incorporate cooperative gameplay. The medium has become a platform in which stories can be experienced by multiple players. Titles like Portal 2 and the more recent It Takes Two have taken full advantage of the cooperative nature of their games; letting players get a deeper understanding of the characters they play and their connection to each other.

Journey is unique in that its gameplay does not require cooperation. Players can complete the game without the help of another person. Puzzles that involve activities like simultaneously stepping on switches or boosting each other up to higher platforms (both of which are found in abundance in a game like It Takes Two) are nowhere to be found. Instead of forcing co-op on its players, Journey instead focuses on creating a unique experience that is better experienced with another player.

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Co-Op Gameplay Is Very Limited In Journey

Two players reaching the end of Journey

Looking at things from a gameplay perspective, Journey players who come into contact with each other can do a limited number of things. They charge their scarves while in proximity to one another, allowing them to levitate. This levitation mechanic is also present in a solo game, the only difference being that the single player has to make contact with floating pieces of red cloth found throughout Journey's world.

Apart from providing their companion with a mobile charging station (i.e. themselves), the only thing co-op players can do is communicate via a series of chirps. There is no voice or text chat in Journey, and the only way players can see the name of their companion/s is by completing the game.

The minimal amount of communication, coupled with the inability for players to "grief" one another by halting each other's progress, allows players to focus on the experience Journey wants them to have. The game is devoid of any understandable speech; instead opting to tell its story through visuals and sound. From the dunes of the starting desert to the snowcapped ruins, to the eventual peak of the mountain that serves as the game's goal, players feel Journey's story rather than have it expressly told to them.

Seamless Co-Op Keeps Journey Going

Journey protagonist in desert.

It was mentioned earlier in passing that Journey allows for multiple companions for a single player. When a player decides to take a break from their journey, they can pause the game and drop out. Doing so will remove them from the other player's game. However, instead of leaving the other player to finish the rest of their game alone, Journey will match them with another person who is going through the same part of the story. This process is seamless for the player, as they will soon come upon another scarf person while on their adventure.

A lot has been said about Journey's art, minimalist style, and of course, the amazing soundtrack by Austin Wintory. However, the way it handles co-op without forcing it on the player shouldn't be understated. Co-op games tend to be a mixed bag. Depending on the way the gameplay is handled, players can either grow to loath their companions or praise them for their helpfulness. Thanks to the unintrusive way Thatgamecompany implemented Journey's co-op, the shared experience players have with each other is as profound, heartfelt, and reflective as playing through the game solo.

Journey is available now on PC, PS3, and PS4.

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