Adventure Game June’s Journey Archives

Adventure Game June’s Journey Archives

Adventure Game June’s Journey Archives

Adventure Game June’s Journey Archives

When Big Blue Bubble discovered that the Google Play Instant program allows players to try an app or game before committing to the full install/purchase, the company decided to use AppOnboard Studio. AppOnboard Studio allows users to create app experiences quickly and effectively without needing to know how to code.

Instead of waiting to finish developing its new game, Kingdoms of Solitaire, to begin allowing users to try the gameplay, Megu Games partnered with AppOnboard Studio to help give users a sneak peek at the game and begin garnering pre-registrations on the Google Play Store.

AppOnboard Studio, a new #nocode toolset that enables the creation of interactive experiences (e.g. instant apps, playable ads, prototype apps & games), proved to be a crucial tool in the development and creation of Kongregate’s instant apps for its hit game, Adventure Capitalist (over 3 million monthly active users! According to Apptopia).

Kabam decided to partner with AppOnboard to create its MARVEL Contest of Champions instant app because AppOnboard’s platform is able to create instant apps that maintain gameplay quality (even 3D) in lightweight file sizes. By partnering with AppOnboard, Kabam was also able to keep its engineering teams focused on the development of the actual game.

Together, Fumb Games and AppOnboard, worked to create a second version of a Google Play Instant app that was shorter and focused more on quick interactions that unlocked special zombies. Not only did the instant app’s completion rate increase, but it saw a nearly 50% increase in install rate (+48%) when compared to the original version.

Last September, we highlighted indie developer (Superheart Studios) on Try Now Tuesday for driving over 10,000 daily pre-registrations on Google Play upon launch. The studio was one of the first to leverage the Google Play Instant program and AppOnboard’s App Store Demos to measure user interest for a game (Ocean Reef Life) before actually building the full version!

When considering ways to get new potential gamers engrossed in these storylines, Wooga recognized the Google Play Instant program as a new, innovative, interesting way to explore and contacted AppOnboard to help get to market faster with a Google Play Instant app.

At the end of last month, MARVEL Strike Force, a hit Mobile Squad Based Superhero game from FoxNext, partnered with AppOnboard to enable its “Try Now” button on the Google Play Store. The game has been successful in monetizing its users and recently reached #1 on the Top Grossing chart on Google Play.

When Google announced its Google Play Instant program as a “faster way to try apps and games,” Mammoth Media viewed it as a way to further bring its user-first experience to its app store optimization efforts. The startup contacted AppOnboard to help enable Yarn’s “Try Now” button on the Google Play Store through AppOnboard’s new product, App Store Demos.

When the Game Insight team heard about Google Play Instant, they were eager to take advantage, allowing potential new users to try Guns of Boom instantly upon landing on the Google Play Store. The company is now leveraging AppOnboard’s App Store Demos to enable its 3D Instant App experience and Google Play Store “Try Now” button.

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Источник: [https://torrent-igruha.org/3551-portal.html]
, Adventure Game June’s Journey Archives

Journey (2012 video game)

2012 indie adventure game

Journey is an indieadventure game co-developed by Thatgamecompany and Santa Monica Studio, published by Sony Computer Entertainment, and directed by Jenova Chen. It was released for the PlayStation 3 via PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later ported to Microsoft Windows in June 2019 and iOS in August 2019.

In Journey, the player controls a robed figure in a vast desert, traveling towards a mountain in the distance. Other players on the same journey can be discovered, and two players can meet and assist each other, but they cannot communicate via speech or text and cannot see each other's names until after the game's credits. The only form of communication between the two is a musical chime, which transforms dull pieces of cloth found throughout the levels into vibrant red, affecting the game world and allowing the player to progress through the levels. The developers sought to evoke in the player a sense of smallness and wonder and to forge an emotional connection between them and the anonymous players they meet along the way. The music, composed by Austin Wintory, dynamically responds to the player's actions, building a single theme to represent the game's emotional arc throughout the story.

Reviewers of the game praised the visual and auditory art as well as the sense of companionship created by playing with a stranger, calling it a moving and emotional experience, and have since listed it as one of the greatest video games of all time. Journey won several "game of the year" awards and received several other awards and nominations, including a Best Score Soundtrack for Visual Media nomination for the 2013 Grammy Awards. A retail "Collector's Edition", including Journey, Thatgamecompany's two previous titles, and additional media, was released in August 2012.

Gameplay[edit]

The robed figure running in the desert along with another player's figure. One of the figures' scarves is glowing as it charges due to proximity to the other player.

In Journey, the player takes the role of a robed figure in a desert. After an introductory sequence, the player is shown the robed figure sitting in the sand, with a large mountain in the distance.[1] The path towards this mountain, the ultimate destination of the game, is subdivided into several sections traveled through linearly. The player can walk in the levels, as well as control the camera, which typically follows behind the figure, either with the analog stick or by tilting the motion-sensitive controller.[2] The player can jump with one button, or emit a wordless shout or musical note with another; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the background music.[3] These controls are presented pictorially at the beginning of the game; at no point outside of the credits and title screen are any words shown or spoken.[1]

The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf. The scarf's runes are recharged by being near floating pieces of red cloth, or a variety of other means.[4] Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of cloth, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. The robed figure does not have visible arms to manipulate the game world directly.[3] Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf.[2]

In each level, the player may come across one other player temporarily connected to their game. When players approach each other they charge one another's scarves. They cannot communicate with each other beyond patterns of singing. Players can help each other by activating strips of cloth or showing paths, but cannot hinder each other and are not necessary for completing any level.[2] When two players finish a section at the same time they remain together into the next one; otherwise, they are connected to new players when they move on. While all the figures generally look the same, without distinguishing characteristics, individual players can be told apart by unique symbols which are shown floating in the air when they sing and are displayed on their robes at all times.[5] The entire game takes about two to three hours to complete.[2]

Story[edit]

Journey is a wordless story told through gameplay and visual-only cutscenes. The player's character begins near a small sand dune in a vast desert. Walking to the top of the dune, the character can see looming in the far distance a large, mysterious mountain with a glowing crevice that splits its peak. As the character approaches the mountain, they find the remnants of a once-thriving civilization, eroded by sand over time. Scattered throughout the ruins at the end of each area are stones where the traveler rests and has visions of meeting a large, white-robed figure in a circular room. Art adorns the walls, describing the rise and fall of the player character's civilization, which also mirrors the player's journey. As the player journeys into the remains of a once sprawling city at the base of the mountain, they find they must also contend with roaming, ancient and hostile automaton weapons left over from a war that ended the civilization.

A vision shows the traveler crumble before reaching their destination, but the traveler chooses to continue on. Eventually making it safely to the mountain itself, the traveler begins to make their way up it, struggling as they enter the colder climates and encounter deep snow and high winds. With the crevice still a fair distance away, the traveler falls and collapses in the snow. Six of the white-robed figures appear before the character and grant the traveler new energy, allowing the player to reach the summit of the mountain and walk into the crevice as the screen fills with white. The player is then shown the game's credits, playing over the ending cinematic scene. This scene shows a shooting star emanating from the crevice and traversing the path the traveler took through the ruins, and shows glimpses of other robed travelers heading towards the mountain. Eventually, the star comes to rest at the sand dune where the game began, and the player is given the option of starting the game again. As the credits end, the player is shown the usernames of the other travelers who shared part of the journey.

Development[edit]

Journey was the last game made under a three-game contract between Thatgamecompany and Sony Computer Entertainment, the first two being Flow and Flower. Development of the game began in 2009, after the release of Flower. The 18-person development team for Journey was composed mainly of creators of the company's previous games; co-founder Jenova Chen was the creative director and Nick Clark returned as lead designer.[6]Kellee Santiago, producer of Flow and Flower, did not reprise her duties, concentrating instead on her role as the company's president, and was replaced by Robin Hunicke.[7]

When development began, Sony expected the game to be completed in a year, rather than the more than three it finally took.[8] Thatgamecompany always expected to need an extension; according to Hunicke, they believed finishing the game within a year was "unrealistic".[9] Development ended up taking even longer than anticipated, as the team had difficulties paring down their ideas for the game and maintaining efficient communication.[9] Over the course of development the team grew from seven to eighteen people.[6][8] At the end of the second year, when Sony's extension had run out, the game did not spark the emotions in the player that the team wanted. Sony agreed to another one-year extension, but development ultimately exceeded even that.[10]

The stress of the project led to the feeling there was not enough time or money to complete everything the team wished to, which added to the stress and caused arguments about the design of the game. The developers ended up reducing the overtime they spent on the project to avoid burning out, though it meant further delays and risked the company running out of money as the game neared completion. In a speech at the 16th annual D.I.C.E. Awards in 2013, Chen admitted the company had indeed been driven to bankruptcy in the final months of development and that some of the developers had gone unpaid at the time.[10] Hunicke described the solution to finally finishing the game as learning to let go of tensions and ideas that could not make it into the game and be "nice to each other".[8]

The game is intended to make the player feel "small" and to give them a sense of awe about their surroundings.[11] The basic idea for the game, as designed by Chen, was to create a game that moved beyond the "typical defeat/kill/win mentality" of most video games.[12] The team initially created a prototype named Dragon that involved players trying to draw away a large monster from other players but eventually discarded it after finding it was too easy for players to ignore each other in favor of their own objectives.[12]

The developers designed the game like a Japanese garden, where they attempted to remove all the game elements that did not fit with the others, so the emotions they wanted the game to evoke would come through.[13] This minimalism is intended to make the game feel intuitive to the player, so they can explore and feel a sense of wonder without direct instructions. The story arc of the game is designed to explicitly follow Joseph Campbell's monomyth theory of narrative, or hero's journey, as well as to represent the stages of life, so as to enhance the emotional connection of the players as they journey together.[14][15][16] In his D.I.C.E. speech, Chen noted that three of their 25 testers had cried upon completing the game.[10]

The game's desert setting is largely based on the Middle East, and incorporates Arabic culture, art and architecture. Jenova Chen and art director Matt Nava did not want the setting to be too Western or Eastern, so they felt the Middle East was an ideal middle ground. In addition, the game also incorporates Chinese and Tibetan cultural influences, drawing from Chen's childhood in China.[17][18]

The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition.[13] It is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them.[11] The plan was "to create a game where people felt they are connected with each other, to show the positive side of humanity in them".[13] The developers felt the focus on caring about the other player would be diluted by too many game elements, such as additional goals or tasks, as players would focus on those and "ignore" the other player.[13] They also felt having text or voice communication between players or showing usernames would allow players' biases and preconceptions to come between them and the other player.[19]

The game was released on March 13, 2012, for download on the PlayStation Network.[20] A PlayStation Home Game Space, or themed area, based on Journey was released on March 14, 2012, and is similar in appearance to the game.[21] A retail "Collector's Edition" of the game was released on August 28, 2012. In addition to Journey, the disc-based title includes Flow and Flower; creator commentaries, art, galleries, and soundtracks for all three games; non-related minigames; and additional content for the PlayStation 3.[22] In September 2012, Sony and Thatgamecompany released a hardcover book entitled "The Art of Journey", by the game's art director Matt Nava, containing pieces of art from the game ranging from concept art to final game graphics.[23]

On July 21, 2015, Journey was released on the PlayStation Network for the PlayStation 4, ported by United Kingdom studio Tricky Pixels;[24] owners of the digital PlayStation 3 version of the game were able to download the new version for free.[25] The PlayStation 4 version of the game features improved graphics over the original, with a higher resolution and framerate and improved texture quality.[26][27] According to Tricky Pixels, the original PlayStation 3 game was "a masterpiece of PlayStation 3 programming" and porting the game to the PlayStation 4 was "an immense technical challenge".[26]

Annapurna Interactive helped to publish a port of Journey to Microsoft Windows, released to the Epic Games Store on June 6, 2019, then to Steam on June 11, 2020.[28][29]

Music[edit]

The music in Journey was composed and orchestrated by Austin Wintory, who had previously worked with Thatgamecompany on the soundtrack for Flow. Wintory worked closely on the soundtrack with sound designer Steve Johnson, as well as the programming team, so the music would dynamically tie in to both the actions of the player and to sound effects caused by nearby game objects, and feel as if it were "unfolding in real time".[30] Johnson felt having short pieces of music that looped without reacting to the player would be a "missed opportunity", and wanted to create music that changed while still containing a composed emotional arc. Jenova Chen met with Wintory at the start of the game's development to describe his vision for the project, and Wintory left the meeting and created the core of the main theme before he reached his car, and composed and recorded the main cello theme for the soundtrack that night. He continued to work on the soundtrack for the next three years in a collaboration with the development team; he would create a track, which the team would use while creating an area in the game, and Wintory would play the section while revising the music and then send it back. Wintory spent time experimenting and discarding many ideas; while the first track, "Nascence", came easily, the final track, "Apotheosis", went through several widely varied attempts.[31][32]

Unlike many games, where different songs have different themes for each character or area, Wintory chose to base all the pieces on one theme which stood for the player and their journey, with cello solos especially representing the player. Wintory describes the music as "like a big cello concerto where you are the soloist and all the rest of the instruments represent the world around you", though he describes it as not necessarily orchestral due to the inclusion of electronic aspects.[30][33] The cello begins the game as "immersed in a sea of electronic sound", before first emerging on its own and then merging into a full orchestra, mirroring the player's journey to the mountain.[34] Whenever the player meets another person, harps and viola are dynamically incorporated into the music.[32] While the game's art style is based on several different cultures, Wintory tried to remove any overt cultural influences from the music to make it "as universal and culture-less as possible".[30]Tina Guo features as the cellist for the soundtrack. She is a close friend of Wintory and has performed "Woven Variations" with him, an eight-minute live orchestral variation on the Journey soundtrack.[33] All the non-electronic instruments in the soundtrack were recorded with the Macedonia Radio Symphonic Orchestra in Skopje, North Macedonia.[35].[31] A "Woven Variations" performance influenced the ending of the game: at the conclusion of development, Wintory was having difficulty with the ending to "Apotheosis", the final track of the game, while the development team was unsure how to end the player's journey at the top of the mountain. While they were planning a large, dramatic conclusion to both, in the concert Wintory had the orchestra fall away at the end of the piece to showcase Guo's cello performance. Inspired, Wintory and the team ended "Apotheosis" and the game the same way, with the game world fading away to leave only the player.[32]

The soundtrack was released as an album on April 10 on iTunes and the PlayStation Network.[36] The album is a collection of the soundtrack's "most important" pieces, arranged by Wintory to stand alone without the context of the player's actions.[30] The album comprises 18 tracks and is over 58 minutes long. It features the voice of Lisbeth Scott for the final track, "I Was Born for This". After its release, the soundtrack reached the top 10 of the iTunes Soundtrack charts in more than 20 countries.[34] It also reached No. 116 on the Billboard sales charts, with over 4000 units sold in its first week after release, the second-highest position of any video game music album to date.[37] The soundtrack was released as a physical album by Sumthing Else Music Works on October 9, 2012.[38] In 2012 Wintory released a download-only album of music on Bandcamp titled Journey Bonus Bundle, which includes variations on themes from Journey and Flow.[39] The soundtrack itself was subsequently released on Bandcamp on June 19, 2013.[40] An album of piano arrangements titled Transfiguration was released on May 1, 2014, on Bandcamp as both a digital and a physical album.[41] A two-record vinyl version of the album was released in 2015.[42]

In January 2016, Wintory started a Kickstarter for a Journey Live concert tour, in which the fifteen-piece Fifth House Ensemble from Chicago will perform the music from the game while a player works their way through the game. The ensemble will react to the player's actions, using a specially-scored version of the soundtrack, composed by Patrick O'Malley with Wintory's oversight, that breaks the music into small pieces to enable this reaction. Wintory had wanted to do a performance of the Journey soundtrack in this interactive manner but did not have the time to rework the soundtrack for this purpose. Wintory came to know Dan Visconti, the composer for Fifth House Ensemble, after Visconti published his praise for the Journey soundtrack and had encouraged other members of the ensemble to play the game. The group saw how Journey's soundtrack had been used for various Video Games Live concerts and believed they could pull off Wintory's vision of an interactive concert, doing most of the reworking of the soundtrack under Wintory's direction.[24] Sony has provided Wintory with a version of the game developed by Tricky Pixels that disables the music to allow the ensemble to provide this, and other modifications required for the concert performance.[24] The Kickstarter was launched for $9,000 in funding for a four-city tour, but within a few days already surpassed its funding levels, allowing for more cities to be included.[43]

Reception[edit]

Journey received critical and commercial success worldwide. After its release, it became the fastest-selling game to date on PlayStation Store in both North America and Europe.[53] At E3 2011, prior to release, the game won awards for best downloadable game from 1UP.com, GameSpy, and GameTrailers.[54] After publication, the game was heavily honored at end of the year awards. At the 16th Annual D.I.C.E. Awards, formerly known as the Interactive Achievement Awards, Journey won eight awards, the most honors received of the night, which includes "Game of the Year", "Outstanding Innovation in Gaming", "Casual Game of the Year", "Outstanding Achievement in Game Direction", "Outstanding Achievement in Art Direction", "Outstanding Achievement in Online Gameplay", "Outstanding Achievement in Original Music Composition", and "Outstanding Achievement in Sound Design"; it was additionally nominated for "Downloadable Game of the Year", "Outstanding Achievement in Gameplay Engineering", and "Outstanding Achievement in Story".[55][56]Journey was selected as the best game of the year by IGN and GameSpot, among others.[57][58]

The soundtrack was nominated for the Best Score Soundtrack for Visual Media at the 2013 Grammy Awards, the first video game soundtrack to be nominated for that category, though it did not win.[59] Additionally, the game won the award for best music and was nominated for the best graphics award from IGN, and was selected as the best PlayStation Network game by GameSpot.[60][61][62] At the Spike Video Game Awards, Journey won awards as the best PlayStation 3 game,[63] the best indie game,[64] and the game with the best music,[65] and was additionally nominated for game of the year,[66] best downloadable game,[67] best graphics,[68] and best song in a game for "I Was Born For This".[69] It received the 2013 Annie Award for video game animation.[70] It won five awards at the 2013 British Academy of Film and Television Arts awards: Artistic Achievement, Audio Achievement, Game Design, Online Multiplayer, and Original Music, and was nominated for Best Game, Game Innovation and Story.[71][72] In March 2013, it won six awards at the annual Game Developers Choice Awards: Best Audio, Best Game Design, Best Visual Arts, Best Downloadable Game, the Innovation Award, and Game of the Year.[73]

Journey received high acclaim from critics who praised the visual and auditory art direction as well as the emotional response playing with a stranger created. It received the IGN Best Overall Game Award for 2012 and Ryan Clements of IGN described the game as "the most beautiful game of its time", saying, "each moment is like a painting, expertly framed and lit".[3] Jane Douglas of GameSpot concurred, calling it "relentlessly beautiful" and lauding the visual diversity of the world and the depiction of the rippling sand; Matt Miller of Game Informer added praise for the animation of the sand and creatures, saying the game was visually stunning.[1][2] The music was also complimented, with Miller describing it as a "breathtaking musical score" and Douglas calling it "moving, dynamic music".[1][2]

Reviewers were especially pleased with the emotional experience of playing the game, particularly with other players. Christian Donlan of Eurogamer described it as a "non-denominational religious experience" that, with the addition of another player, moves beyond metaphors and becomes a "pilgrimage" to the player.[4] A reviewer writing for Edge magazine said the emotional arc of the game hits with "occasionally startling power", while Patrick Shaw from Wired said the game made him feel a "wide range of emotions ... wonder, fear, even sadness". Miller said all three times he played the game, "each time, without fail, individual moments... managed to give me goosebumps, and those moments have remained on my mind for weeks afterward".[5][50] Joel Gregory of PlayStation Official Magazine praised the game's story for being open to the player's interpretation, leaving an ambiguity that drew him in.[48] The addition of an unnamed second player was described by Donlan as brilliant and as a "master stroke", and Edge said it made for "a more absorbing, more atmospheric experience".[4][5] In 2019, Journey was ranked 48th on The Guardian newspaper's The 50 Best Video Games of the 21st Century list.[74]

The few criticisms for the game centered on its length and pacing. Clements noted that not all players would appreciate a game with a "deliberate, melancholic pace" and short duration, comments echoed by the Edge review.[3][5] Miller noted the lack of complex gameplay elements in Journey, and Shaw was disappointed that the game was only a few hours long, though Douglas said the length was perfect.[1][2][50] Miller concluded the game could be compared to "a musical concert, a well-directed film, or a long-awaited book", while Clements concluded, "completing Journey will create memories that last for years".[1][50]

References[edit]

  1. ^ abcdefgMiller, Matt (March 13, 2012). "Journey Review: Beauty Trumps Complexity". Game Informer. GameStop. Archived from the original on June 4, 2012. Retrieved June 27, 2012.
  2. ^ abcdefghDouglas, Jane (March 2, 2012). "Journey Review". GameSpot. CBS Interactive. Archived from the original on October 28, 2013. Retrieved June 27, 2012.
  3. ^ abcdeClements, Ryan (March 1, 2012). "Journey Review". IGN. Ziff Davis. Archived from the original on June 20, 2012. Retrieved June 27, 2012.
  4. ^ abcdDonlan, Christian (March 1, 2012). "Journey Review". Eurogamer. Gamer Network. Archived from the original on October 16, 2012. Retrieved June 27, 2012.
  5. ^ abcde"Journey Review". Edge. Future. March 1, 2012. Archived from the original on June 27, 2012. Retrieved June 27, 2012.
  6. ^ ab"Journey: Development Team". Thatgamecompany. Archived from the original on January 16, 2013. Retrieved July 20, 2012.
  7. ^Sheffield, Brandon (July 1, 2009). "Interview: Kellee Santiago Talks Thatgamecompany's Road Ahead". Gamasutra. UBM. Archived from the original on May 9, 2010. Retrieved February 1, 2011.
  8. ^ abcDyer, Mitch (August 14, 2012). "How thatgamecompany Struggled to Save Journey". IGN. Ziff Davis. Archived from the original on February 5, 2013. Retrieved August 16, 2012.
  9. ^ abKhaw, Cassandra (August 15, 2012). "What went wrong during the making of Journey". Gamasutra. UBM. Archived from the original on November 9, 2012. Retrieved August 16, 2012.
  10. ^ abcNorth, Dale (February 7, 2013). "Journey took thatgamecompany into bankruptcy". Destructoid. Archived from the original on February 9, 2013. Retrieved February 9, 2013.
  11. ^ abVanOrd, Kevin (June 17, 2010). "Journey Impressions". GameSpot. CBS Interactive. Archived from the original on February 5, 2013. Retrieved May 23, 2011.
  12. ^ abGera, Emily (February 11, 2011). "Journey Hands-on Preview". VideoGamer.com. Archived from the original on October 3, 2012. Retrieved May 23, 2011.
  13. ^ abcdSmith, Ed (May 18, 2012). "A Personal Journey: Jenova Chen's Goals for Games". Gamasutra. UBM. Archived from the original on November 9, 2012. Retrieved July 20, 2011.
  14. ^Alexander, Leigh (March 1, 2012). "In-Depth: Journey's rare and magical success". Gamasutra. UBM. Archived from the original on January 12, 2013. Retrieved July 20, 2011.
  15. ^"Journey Game Creator Jenova Chen "Theories Behind Journey" - Full Keynote Speech (at 26:18)". Variety. Penske Media Corporation. February 8, 2013. Archived from the original on April 5, 2017. Retrieved February 8, 2013 – via YouTube.
  16. ^Ohannessian, Kevin (December 3, 2012). "Game Designer Jenova Chen On The Art Behind His "Journey"". Fast Company. Mansueto Ventures. Archived from the original on March 29, 2012. Retrieved December 2, 2012.
  17. ^Ohannessian, Kevin (March 12, 2012). "Game Designer Jenova Chen On The Art Behind His "Journey"". Fast Company. Retrieved May 1, 2020.
  18. ^Malkowski, Jennifer; Russworm, TreaAndrea M. (2017). Gaming Representation: Race, Gender, and Sexuality in Video Games. Indiana University Press. p. 12. ISBN .
  19. ^Sheffield, Brandon (March 6, 2012). "GDC 2012: How Journey was designed to facilitate friendship". Gamasutra. UBM. Archived from the original on January 12, 2013. Retrieved July 20, 2011.
  20. ^Chen, Jenova (September 27, 2011). "Your Journey Begins Spring 2012". PlayStation Blog. Sony. Archived from the original on April 10, 2012. Retrieved October 1, 2011.
  21. ^Gallagher, James (March 13, 2012). "PlayStation Home: Every Journey Starts From Home". PlayStation Blog. Sony. Archived from the original on October 11, 2012. Retrieved April 3, 2012.
  22. ^Yin-Poole, Wesley (June 25, 2012). "Journey Collector's Edition innards confirmed". Eurogamer. Gamer Network. Archived from the original on October 16, 2012. Retrieved June 25, 2012.
  23. ^Chen, Jenova (August 27, 2012). "The Art of Journey Releases in September". PlayStation Blog. Sony. Archived from the original on October 16, 2012. Retrieved August 27, 2012.
  24. ^ abcSarkar, Samit (February 16, 2016). "How Austin Wintory Brought 'Journey Live' to Life". Polygon. Vox Media. Archived from the original on April 12, 2016. Retrieved February 16, 2016.
  25. ^Kaufman, Aaron (July 21, 2015). "Experience Journey, Out Today on PlayStation 4". PlayStation Blog. Sony. Archived from the original on August 10, 2015. Retrieved July 21, 2015.
  26. ^ abLinneman, John. "Face-Off: Journey on PS4". Eurogamer. Gamer Network. Archived from the original on August 8, 2015. Retrieved February 24, 2017.
  27. ^
Источник: [https://torrent-igruha.org/3551-portal.html]
Adventure Game June’s Journey Archives

List of graphic adventure games

Game Developer Publisher System Date released Notes Game Engine Mystery HouseOn-Line SystemsOn-Line Systems Apple II1980 ADL (Adventure Development Language) Wizard and the PrincessOn-Line SystemsOn-Line Systems Apple II, Apple II Plus, Atari 400/800, Commodore 64, DOS, PCjr, FM-7, PC-88, PC-981980 ADL (Adventure Development Language) Mission AsteroidOn-Line SystemsOn-Line Systems Apple II, Atari 8-bit, Commodore 641980 ADL (Adventure Development Language) Cranston ManorOn-Line SystemsOn-Line Systems Apple II, FM-7, PC-88, PC-981981 ADL (Adventure Development Language) Ulysses and the Golden FleeceOn-Line SystemsOn-Line Systems Apple II, Atari 8-bit, Commodore 64, DOS1981 ADL (Adventure Development Language) AdventurelandAdventure InternationalAdventure International Apple II1982 The graphic version of a 1978 text adventure game Kabul SpySirius SoftwareSirius Software Apple II1982 Time ZoneOn-Line SystemsOn-Line Systems Apple II1982 TransylvaniaPenguin SoftwarePenguin SoftwareApple II, Atari 8-bit, Commodore 64, FM-7, Macintosh, PC-88, PC-981982 The Dark CrystalOn-Line SystemsOn-Line Systems Apple II, Atari 8-bit1983 ADL Star Arthur Legend: Planet MephiusT&E SoftT&E Soft, JVCFM-7, MSX1983 Portopia Renzoku Satsujin JikenYuji Horii, ChunsoftEnix, Square EnixNEC PC-6001, MSX, Sharp X1, Family Computer, Mobile (i-mode, EZweb, Keitai) June 1983 Rendezvous with RamaTelariumTelariumDOS, Commodore 64, Apple II1984 Below the RootDale DisharoonWindham ClassicsDOS, Commodore 64, Apple II, MSX1984 Dallas QuestDatasoftDatasoftCommodore 64, Apple IIe, Atari 8-bit, TRS-80 Color Computer1984 Okhotsk ni Kiyu: Hokkaido Rensa Satsujin JikenYuji Horii, Login Software ASCII, EnixNEC PC-6001, NEC PC-8801, MSX, Family Computer, NEC PC-98011984 WingmanTamTam EnixNEC PC-8801, FM-71984 King's Quest: Quest for the CrownSierra On-LineSierra On-Line PCjr, Tandy 1000, Amiga, Apple II, Apple IIGS, Atari ST, Macintosh, DOS, Master SystemMay 10, 1984 The Crimson Crown - Further Adventures in TransylvaniaPenguin SoftwarePenguin SoftwareAmiga, Apple II, Atari ST, Commodore 64, DOS, FM-7, Macintosh, PC-88, PC-981985 Déjà Vu: A Nightmare Comes TrueICOM SimulationsMindscape, KemcoApple IIGS, Macintosh, Atari ST, Commodore 64, Amiga, DOS, Game Boy Color, Windows, NES1985 Perry Mason: The Case of the Mandarin MurderTelariumAudiogenic SoftwareAmiga, Commodore 64, Apple II, MS-DOS, MSX1985 King's Quest II: Romancing the ThroneSierra On-LineSierra On-Line DOS, Macintosh, Apple II, Apple IIGS, Amiga, Atari ST, PCjrMay 1985 The Black CauldronSierra On-LineSierra On-Line Amiga, Apple II, Apple IIGS, Atari ST, DOS, PC Booter1986 J.B. Harold Murder ClubRiverhillsoftRiverhillsoft, Micro Cabin, Brøderbund, Hudson Soft, FonFunNEC PC-98, MSX, TurboGrafx-CD, DOS, Nintendo DS, iOS1986 Labyrinth: The Computer GameLucasfilm GamesActivisionApple IIe and IIc, Commodore 64/128, MSX21986 Murder on the MississippiActivisionActivision Apple II, Commodore 64/128, MSX2, Family Computer, Atari 800/XE/XL 1986 The ScoopTelariumTelarium, Spinnaker SoftwareApple II, DOS1986 DOS version released in 1989 Tass Times in TonetownInterplay Productions, Brainwave CreationsActivisionAtari ST, Amiga, Apple II, Apple IIGS, Commodore 64, DOS, Macintosh1986 UninvitedICOM SimulationsMindscape, KemcoApple IIGS, Macintosh, Atari ST, Commodore 64, Amiga, NES, DOS, Windows, Windows Mobile1986 Space Quest: The Sarien EncounterSierra On-LineSierra On-Line DOS, Macintosh, Apple II, Apple IIGS, Amiga, Atari STOctober 1986 King's Quest III: To Heir Is HumanSierra On-LineSierra On-Line DOS, Apple II, Apple IIGS, Amiga, Atari ST, Mac, Tandy Color Computer 3October 1, 1986 Suishō no DragonSquareSquare Famicom Disk SystemDecember 15, 1986 La Abadía del Crimen (The Abbey of Crime)Opera SoftAmstrad CPC, MSX, PC, ZX Spectrum1987 Mortville ManorLankhorLankhor Amiga, Atari ST, Amstrad CPC, Sinclair QL, DOS1987 Police Quest: In Pursuit of the Death AngelSierra On-LineSierra On-Line DOS, Amiga, Atari ST, Apple II, Apple IIGS1987 Leisure Suit Larry in the Land of the Lounge LizardsSierra On-LineSierra On-Line DOS, Amiga, Apple II, Atari ST, Apple IIGS, TRS-80, Windows, OS X, Xbox Live Arcade, PlayStation Network, iOS, AndroidJuly 5, 1987 ShadowgateICOM SimulationsMindscape, KemcoApple IIGS, Atari ST, Amiga, CD-i, Game Boy Color, Apple Macintosh, Nintendo Entertainment System, Palm OS, DOS, Pocket PC (ARM, MIPS), Mobile PhoneJuly 30, 1987 The Faery Tale AdventureMicroIllusionsMicroIllusionsAmiga, Commodore 64, MS-DOS, Genesis1987 Maniac MansionLucasfilm GamesLucasfilm Games Commodore 64, Apple II, IBM PC, Amiga, Atari ST, Nintendo Entertainment SystemOctober 5, 1987 Space Quest II: Vohaul's RevengeSierra On-LineSierra On-Line DOS, Macintosh, Apple II, Apple IIGS, Amiga, Atari STNovember 14, 1987 Déjà Vu II: Lost in Las VegasICOM SimulationsMindscapeApple IIGS, Macintosh; Atari ST, CD-i, Commodore Amiga, Game Boy Color, DOS, Pocket PC1988 Gold Rush!Sierra On-LineSierra On-Line DOS, Amiga, Atari ST, Macintosh, Apple II, Apple IIGS1988 Manhunter: New YorkEvrywareSierra On-LineDOS, Amiga, Atari ST, Apple IIGS, Tandy 10001988 NeuromancerInterplay ProductionsMediagenicAmiga, Apple II, Apple IIgs, Commodore 64, DOS1988 King's Quest IV: The Perils of RosellaSierra On-LineSierra On-Line DOS, Amiga, Apple IIGS, Atari STSeptember 1988 Leisure Suit Larry Goes Looking for Love (in Several Wrong Places)Sierra On-LineSierra On-Line DOS, Amiga, Atari STOctober 1988 Zak McKracken and the Alien MindbendersLucasfilm GamesLucasfilm Games Amiga, Atari ST, Commodore 64, DOS, FM TownsOctober 1988 Police Quest II: The VengeanceSierra On-LineSierra On-Line DOS, Amiga, Atari ST, NEC PC-9801November 1988 SnatcherKonamiKonami NEC PC-8801mkIISR, MSX2, PC Engine Super CD-ROM², Sega CD, PlayStation, Sega SaturnNovember 26, 1988 B.A.T.Computer's DreamUbisoftAmiga, Amstrad CPC, Atari ST, Commodore 64, DOS1989 EmmanuelleCoktel VisionTomahawk, Coktel VisionDOS, Amiga, Atari ST1989 Future WarsDelphine Software InternationalDelphine Software International DOS, Amiga, Atari ST1989 KULT: The Temple of Flying SaucersExxos, ERE informatiqueInfogrames, Data East Corporation (US) Amiga, Atari ST, DOS1989 Also known as Chamber of the Sci-Mutant PriestessManhunter 2: San FranciscoEvrywareSierra On-LineDOS, Amiga, Atari ST, Mac OS1989 Mean StreetsAccess SoftwareAccess Software DOS, Amiga, Atari ST, Commodore 641989 Part of the Tex Murphy series Transylvania III: Vanquish the NightPolarwarePolarwareApple IIgs, DOS1989 Space Quest III: The Pirates of PestulonSierra On-LineSierra On-Line DOS, Macintosh, Amiga, Atari STMarch 24, 1989 Indiana Jones and the Last CrusadeLucasfilm GamesLucasfilm Games DOS, Amiga, Atari ST, Macintosh, FM Towns, Amiga CDTVJuly 1989 Quest for Glory: So You Want to Be a HeroSierra On-LineSierra On-Line DOS, Amiga, Macintosh, NEC PC-9801, Atari STOctober 1989 The Colonel's BequestSierra On-LineSierra On-Line Amiga, Atari ST, DOSOctober 1989 Codename: ICEMANSierra On-LineSierra On-Line DOS, Amiga, Atari ST, Apple MacintoshNovember 1989 Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating PectoralsSierra On-LineSierra On-Line DOS, Amiga, Atari STNovember 1989 Altered DestinyAccoladeAccolade DOS, Amiga1990 CountdownAccess SoftwareAccess Software DOS1990 Earthrise: A Guild InvestigationMatt Gruson InterstelDOS1990 Hugo's House of HorrorsGray Design AssociatesGray Design Associates DOS, Windows1990 Maupiti IslandLankhorLankhor Amiga, Atari ST, DOS1990 Operation StealthDelphine Software InternationalInterplay Entertainment, U.S. GoldAmiga, Atari ST, DOS1990 Quest for Glory II: Trial by FireSierra On-LineSierra On-Line Amiga, DOS1990 Rise of the DragonDynamixSierra On-LineAmiga, DOS, Macintosh, Mega-CD1990 Conquests of Camelot: The Search for the GrailSierra On-LineSierra On-Line Amiga, Atari ST, DOSJanuary 1990 LoomLucasfilm GamesLucasfilm Games DOS, Mac OS, Amiga, Atari ST, FM Towns, TurboGrafx-16, SteamJanuary 1990 Spellcasting 101: Sorcerers Get All The GirlsLegend EntertainmentLegend Entertainment DOSOctober 1990 The Secret of Monkey IslandLucasfilm GamesLucasfilm Games Original version
Amiga, Atari ST, CDTV, DOS, FM Towns, Mac OS, Sega CD
Special edition
iOS, OS X, Windows, PlayStation Network, Xbox LiveOctober 1990 Special edition released in 2009 King's Quest V: Absence Makes the Heart Go Yonder!Sierra On-LineSierra On-Line DOS, Windows, NES, Mac OS, Amiga, FM Towns, NEC PC-9801November 9, 1990 The Adventures of Willy BeamishDynamixSierra On-LineAmiga, DOS, Macintosh, Sega CD1991 Conquests of the Longbow: The Legend of Robin HoodSierra On-LineSierra On-Line DOS, Amiga1991 Cruise for a CorpseDelphine Software InternationalErbe Software, Interplay Entertainment, U.S. GoldAmiga, Atari ST, DOS1991 EcoQuest: The Search for CetusSierra On-LineSierra On-Line DOS1991 Elvira II: The Jaws of CerberusHorrorsoftAccoladeDOS, Amiga, Atari ST, Commodore 641991 GobliiinsCoktel VisionTomahawk Amiga, Atari ST, DOS, iPhone, Macintosh1991 Heart of ChinaDynamixSierra On-LineAmiga, DOS, Macintosh1991 Hugo II, Whodunit?Gray Design AssociatesGray Design Associates DOS, Windows1991 Martian MemorandumAccess SoftwareAccess Software DOS1991 Part of the Tex Murphy series Police Quest III: The KindredSierra On-LineSierra On-Line DOS, Amiga1991 Sherlock Holmes: Consulting DetectiveICOM SimulationsICOM Simulations DOS, Mac OS, Commodore CDTV, TurboGrafx-CD, Sega CD, DVD, iPad, Windows, OS X1991 Spellcasting 201: The Sorcerer's ApplianceLegend EntertainmentLegend Entertainment DOS1991 TimequestLegend EntertainmentLegend Entertainment DOS1991 Space Quest IV: Roger Wilco and the Time RippersSierra On-LineSierra On-Line DOS, Windows, Macintosh, Amiga, NEC PC-9801March 4, 1991 Metal Slader GloryHAL LaboratoryHAL Laboratory FamicomAugust 30, 1991 Leisure Suit Larry 5: Passionate Patti Does a Little Undercover WorkSierra On-LineSierra On-Line DOS, AmigaSeptember 7, 1991 Monkey Island 2: LeChuck's RevengeLucasArtsLucasArts Original version
DOS, Mac OS, Amiga, FM Towns
Special edition
iOS, Microsoft Windows, PlayStation 3, Xbox 360December 1991 Special edition released in 2010 Amazon: Guardians of EdenAccess SoftwareAccess Software DOS1992 B.A.T. II – The Koshan ConspiracyComputer's DreamUbi SoftAmiga, Atari ST, DOS1992 Bargon Attack[1]Coktel VisionCoktel Vision DOS1992 The Dagger of Amon RaSierra On-LineSierra On-Line DOS, Windows1992 Dark SeedCyberdreamsCyberdreams Amiga, Amiga CD32, DOS, Macintosh, Sega Saturn, PlayStation1992 Daughter of Serpents (The Scroll)Eldritch GamesMillennium InteractiveDOS1992 DuneCryo InteractiveVirgin InteractiveDOS, Sega CD1992 Unique hybrid of adventure and strategy genres, sequels in the series dropped the adventure element altogether EternamInfogramesInfogrames IBM PC (DOS), FM Towns1992 1993 released in CD-ROMGobliins 2: The Prince BuffoonCoktel VisionSierra On-LineAmiga, Atari ST, DOS, Windows1992 HookOceanOcean Amiga, Atari ST, DOS1992 Hugo III, Jungle of Doom!Gray Design AssociatesGray Design Associates DOS, Windows1992 IncaCoktel VisionSierra On-LineDOS, CD-i1992 Inspector Gadget: Mission 1 - Global Terror!Azeroth, Inc.Azeroth, Inc. DOS1992 KGBCryo InteractiveVirgin EntertainmentDOS, Amiga1992 Leather Goddesses of Phobos 2: Gas Pump Girls Meet the Pulsating Inconvenience from Planet X!InfocomActivisionIBM PC1992 The Legacy: Realm of TerrorMagnetic ScrollsMicroProseDOS1992 Linus Spacehead's Cosmic Crusade/Cosmic SpaceheadCodemasters (NES version), Supersonic SoftwareCamerica (NES version), Codemasters NES, Sega Master System, Sega Mega Drive, Sega Game Gear, Amiga, DOS1992 The Lost Files of Sherlock Holmes: The Case of the Serrated ScalpelMythos Software, Inc. Electronic Arts3DO, DOS1992 The Palace of Deceit: The Dragon's PlightGame Syndicate Productions (Cliff Bleszinski) Innervision SoftwareWindows 3.x1992 Déjà Vu style point and click remake of 1991 DOS text adventure by Atomic Revolution Software (Cliff Bleszinski) Plan 9 from Outer SpaceGremlin IrelandGremlin GraphicsAtari ST, Amiga1992 Putt-Putt Joins the ParadeHumongous EntertainmentHumongous Entertainment 3DO, DOS, Macintosh, Windows1992 Sherlock Holmes: Consulting Detective Vol. IIICOM SimulationsICOM Simulations DOS, TurboGrafx-CD, Mega-CD1992 Spellcasting 301: Spring BreakLegend EntertainmentLegend Entertainment DOS1992 Star Trek: 25th AnniversaryInterplayInterplay Amiga, Macintosh, DOS1992 Nightshade (1992 video game)Beam SoftwareUltra GamesNESJanuary 1992 Frederik Pohl's GatewayLegend EntertainmentLegend Entertainment DOS, Windows 95June 1992 Indiana Jones and the Fate of AtlantisLucasArtsLucasArts DOS, Mac OS, Amiga, FM Towns, Windows, WiiJune 1992 Lure of the TemptressRevolution SoftwareVirgin Interactive EntertainmentDOS, Amiga, Atari STJune 1992 Quest for Glory III: Wages of WarSierra On-LineSierra On-Line DOS, Apple MacintoshAugust 1992 The Legend of Kyrandia: Fables and FiendsWestwood StudiosVirgin InteractiveAmiga, DOS, FM Towns, Macintosh, NEC PC-9801August 1, 1992 King's Quest VI: Heir Today, Gone TomorrowSierra On-LineSierra On-Line DOS, Windows, Mac OS, AmigaOctober 13, 1992 Curse of EnchantiaCore DesignCore Design, Virgin Games(PC CD-ROM)Amiga, DOSNovember 1992 Rex Nebular and the Cosmic Gender BenderMicroProseMicroProse DOS, Mac OSNovember 1992 The Adventures of Melvin FreebushSherwood Forest GamesSherwood Forest Games DOS1993 Blue ForceTsunami GamesTsunami Games DOS1993 Dare to DreamEpic MegaGamesEpic MegaGames Windows 3.x1993 Dracula UnleashedICOM SimulationsViacom New MediaDOS, Sega CD, Mac OS, PlayStation 2 & Xbox1993 Spiritual successor to the Sherlock Holmes: Consulting Detective series of FMV adventures by the same developer. EcoQuest 2: Lost Secret of the RainforestSierra On-LineSierra On-Line DOS, Windows1993 Eric the UnreadyLegend EntertainmentLegend Entertainment DOS1993 Fatty Bear's Birthday SurpriseHumongous EntertainmentHumongous Entertainment 3DO, DOS, Macintosh, iOS, Windows, Android1993 Freddy Pharkas: Frontier PharmacistSierra On-LineSierra On-Line DOS, Macintosh, Windows 3.x1993 Gobliins Quest 3Coktel VisionSierra On-LineAmiga, DOS1993 Inca II: Nations of ImmortalityCoktel VisionSierra On-LineDOS1993 Innocent Until CaughtDivide By Zero PsygnosisAmiga, DOS1993 The Legend of Kyrandia: Hand of FateWestwood StudiosVirgin InteractiveDOS, FM Towns, NEC PC-98011993 Lost in TimeCoktel VisionCoktel Vision, Sierra On-LineDOS1993 Pepper's Adventures in TimeSierra On-LineSierra On-Line DOS, Windows 3.x1993 Putt-Putt Goes to the MoonHumongous EntertainmentHumongous Entertainment 3DO, DOS, Macintosh, Windows1993 Return of the PhantomMicroProseMicroProse DOS1993 Sherlock Holmes: Consulting Detective Vol. IIIICOM SimulationsICOM Simulations DOS, Mac OS1993 The Journeyman ProjectPresto StudiosPresto Studios
Sanctuary Woods
BandaiMac OS, WindowsJanuary 6, 1993 Space Quest V: Roger Wilco – The Next MutationDynamixSierra On-LineDOSFebruary 5, 1993 Tajemnica StatuetkiMetropolis Software HouseMetropolis Software House DOSFebruary 12, 1993 Polish game never released in English; also known as The Mystery of the StatuetteVeil of DarknessEvent Horizon SoftwareStrategic Simulations, Inc.DOS, FM Towns, PC-98March 1993 Shadow of the CometInfogramesInfogrames DOSMarch 25, 1993 The 7th GuestTrilobyteVirgin InteractiveDOS, CD-i, Mac OS, iOSApril 1, 1993 Leisure Suit Larry 6: Shape Up or Slip Out!Sierra On-LineSierra On-Line DOS, WindowsJune 15, 1993 Maniac Mansion: Day of the TentacleLucasArtsLucasArts DOS, Mac OSJune 25, 1993 Return to ZorkInfocomActivisionMacintosh, DOS, PC-FX, PlayStation, Sega Saturn, FM TownsSeptember 15, 1993 MystCyanBrøderbund, Midway Games, Mean Hamster Software, Sunsoft
Источник: [https://torrent-igruha.org/3551-portal.html]
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