Ah, it has been many months since i’d last played Journey , an experience that was beautifully sublime the first time through (i have completed it twice to date, and currently have a 57% trophy completion rate). Since it’s release via PSN digital download on the ps3 over a year ago (mar13th2o13 in North America), there have been countless fan-art created and blogs written about the game, with some reading religious themes within its wordless tale. I personally see the entire experience of that game as an allegory for life and reincarnation, the latter of which is a concept that i find fascinating to read about, but am uncertain about when it comes to belief. I consider myself agnostic, and i feel it’s more truthful to say that i want to believe—rather than do believe—in something greater than our tangible human experience…whatever that means.
With its unspoken philosophy that has been deliberately left open to various interpretations, Journey stands a shining paragon of video games as an art form, and a fine contemporary example of how the story of a game can be told through visuals and music, rather than through text or recorded speech. And my, are the atmospheric visuals truly something to behold.
As for the music, the game surrounds one with a layered, epic score as varied in tone and mood as the environments that one will traverse throughout the quest.
The image at the beginning of this post is one that i’d created for my sackiCon series in adobe illustrator (i love vector art!), with the look for this particular sackiCon based on the Journey Costume in littleBigPlanet .>[:)
here we have what is essentially a geekified version of my room, modeled in Maya and mapped with 128×128 textures (think Nintendo 64 era graphics). while i do (irl) have a habit of making my bed everyday, the bed is admittedly a bit spartan. i think all of my cast shadow are way on the light side, too; the whole thing could certainly benefit from some ambient occlusion baked-in. and the rug design is too light to read as any intelligible image. the shelves on the wall need some cast shadows. there’s some oddness to the grass around the base of the Moai in the corner…it could use a couple mounds of dirt around there—and speaking of the Moai Ester Isle head, there’s no friggin’ way that the architectural structure of an average Spanish-style house in the Bay area could support that kind of weight on the second floor… sweet mother of—someone hand me a Gravity Hammer, now! we’re tearing this puppy down!
how many game/geekery characters or icons can you spot in the room above?
like, sure, i could bake up a nice, fresh, steaming bullshit-pie about how i had this dream where Dr. Right gave me a magical mushroom, then i found this lightsaber in a hidden Power-Up Capsule before falling down some long shaft full of giant killer lasers, at the bottom of which i encountered these really cool tangiblewood-block pixelArt sculptures and found that the blocky metroid larva had developed a literal attachment to my leg, and then Rock appeared out a giant seashell and handed me a SackBoy hamburger thingy (un Royale du Sackgarçon, as @antikris77 called it?), and that’s what inspired me to draw this in adobe illustrator and blah blah blah… (btw, that’s not engrish. Dr. Right is the good doctor’s official Japanese name in theロックマン games. but you probably already knew that. Rock & Roll, baby!)
but that’s not true. it’s simply that i’ve been following the Blue Bomber since the days of MegaMan4 on the NES/Famicom (which i, ironically, still have yet to play), and drawing pixelArt combined with other stuff is fun.
now that dragon in MegaMan2 isn’t going to beat itself, so if you’ll all excuse me…>[:)