
It looked more like a 2600 game than anything the studio was known for, with the main character appearing as a circle with a line sticking out -- "like a little tank," says Hunicke -- next to flat blocks in a top-down view. Focus testers moved from point A to point B, with mechanics designed to reward them for interacting with one another -- when one left a path on the ground, the other could run along it for a speed boost; if the two stuck close together, the camera zoomed out to let them see farther into the distance.

Shaz from GL: "The way Journey evokes emotions through its narrative without using traditional storytelling methods is something no game has been able to replicate."

The composer behind Journey, Austin Wintory, recently had a chance to revisit the classic game, just in time for its tenth anniversary.
My fav indie game ever, played this on ps4 and ps5. Too bad it does not have a plat trophy.

Jenova Chen told us about the development of the game.