IGN
The review that helped the world understand a game with no words.
IGN is a major video game and entertainment media outlet whose coverage of Journey played a significant role in shaping the game's public reception and long-term legacy. As one of the most widely read gaming publications, IGN's review and editorial treatment of Journey helped introduce thatgamecompany's wordless, emotionally driven adventure to a broad audience at the height of the PS3 era.
This entry examines IGN's editorial relationship with Journey: how the outlet framed the game's design philosophy, the creative decisions behind its coverage, and the ripple effects that coverage had on both the fan community and the broader industry's understanding of non-verbal storytelling in interactive media.
- Subject
- IGN (gaming media outlet)
- Role
- Reviewer and cultural amplifier of Journey
- Game covered
- Journey (thatgamecompany)
- Creative Director of Journey
- Jenova Chen
- Platform at launch
- PlayStation 3
- Release year
- 2012
- Genre
- Adventure / Emotional experience
Lore & Background
Journey arrived in December 2012 as a quiet, luminous anomaly in a market saturated with spectacle. Thatgamecompany, already known for Flower, delivered a 60-minute pilgrimage across desert, city, and mountain where the player never speaks, never sees a health bar, and never reads a line of exposition. IGN's editorial team was tasked with the unusual challenge of reviewing a game that defied the vocabulary of traditional game criticism. The review had to convey the emotional architecture of a game whose entire design language was absence: no HUD, no dialogue, no objective markers.
The broader cultural moment mattered. In 2012, the gaming press was still largely structured around mechanics checklists and score-driven frameworks. Journey forced outlets like IGN to articulate something closer to a personal essay than a product review, asking readers to trust that a 45-minute experience could carry the weight of a 60-hour campaign. That editorial pivot—treating a short, wordless game as a legitimate artistic statement rather than a niche curiosity—echoed through the industry for years.
IGN's sustained coverage, from early development interviews with Jenova Chen to post-launch retrospectives, helped cement Journey in the public consciousness as a touchstone for what games could be beyond score-chasing. The game's presence in IGN's editorial canon became a reference point for later titles that prioritized atmosphere, player autonomy, and emotional pacing over traditional progression loops.
In Their Own Story
The office is quiet past midnight. A reviewer sits cross-legged on a couch, the PS3 humming, the screen a wash of amber sand and distant blue sky. There is no dialogue box. No quest log. Just the soft chime of a stranger's voice—two syllables, a greeting, nothing more. The reviewer types slowly, searching for a word that captures the feeling of being led by a stranger through a ruined city toward a mountain that might not exist. The cursor blinks. The sand keeps moving. They delete the paragraph. They start again, this time writing about the wind.
Reader's Guide
IGN's coverage of Journey represented a notable editorial shift for the outlet. Rather than defaulting to a mechanics-driven review structure—controls, difficulty curve, replay value—the editorial team leaned into experiential language, framing the game as a short, self-contained emotional arc. This mirrored Jenova Chen's own design philosophy, articulated in pre-release interviews, that the game should feel like a single breath: in, out, done.
The creative decision to treat Journey as an artistic work rather than a product had a ripple effect. It opened the door for later reviews of titles like Abzû, Gris, and Celeste to be discussed in terms of emotional resonance and pacing rather than feature checklists. The fan community, in turn, began to demand that short, wordless experiences be taken seriously, pushing back against the prevailing assumption that length equaled value.
Specifically, IGN's early development coverage highlighted thatgamecompany's use of a custom engine and the deliberate decision to strip away every UI element. That emphasis on subtraction as a design tool influenced a generation of indie developers who cited Journey as the proof that less could be the entire game. The outlet's willingness to champion a 45-minute experience in a market that rewarded 80-hour epics helped normalize the idea that games could be experiences rather than products.
Did You Know?
- Journey's entire narrative is conveyed without a single word of written dialogue, making it one of the most extreme examples of non-verbal storytelling in mainstream gaming, and IGN's review had to account for that absen
- Thatgamecompany, Journey's developer, had previously made Flower, and the studio's philosophy of 'games as emotional experiences' was a central theme in pre-release coverage that IGN and other outlets picked up.
- The game's co-op design—where a second player can appear at any moment and the two must communicate only through simple vocal sounds—was a deliberate anti-competitive choice that reviewers at IGN and elsewhere noted stoo
- Journey's 60-minute runtime was a conscious design decision by Jenova Chen to create a single, unbroken emotional arc, a choice that challenged the industry norm of maximizing playtime for value.
More in Development & Legacy
Elsewhere in the Journey universe
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