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Journey (1989 video game)

From Alfawiki
Infocom
IndustryVideo games
Founded1979
FounderMarc Blank (one of the creators)
Defunct1989
FateCambridge branch shut down by parent company Activision; brand name continued
ProductsInteractive fiction games, including Journey: The Quest Begins
ParentActivision

Journey: The Quest Begins is an interactive fiction title created by Marc Blank with artwork by Donald Langosy, released by Infocom in 1989. It debuted simultaneously across leading platforms such as the Commodore 64, Apple II, and IBM PC compatibles. Distinctively for Infocom, Journey enabled complete gameplay through mouse or joystick controls, eliminating the need for typed commands. This was Infocom's thirty-fifth and final release before its parent company, Activision, shut down the Cambridge branch, relegating Infocom to a brand name for subsequent releases.

Journey stands as the only entry in the "Infocom Roleplay Chronicles" series and included illustrations reminiscent of those found in James Clavell's Shōgun and Arthur: The Quest for Excalibur. It represents the last title both developed and published directly by Infocom.

Plot

Drawing inspiration from J. R. R. Tolkien, Journey unfolds in a realm similar to Middle-earth, suffering under a mysterious malevolence that brings widespread decay and sickness. After an initial party sent to seek aid from the reclusive wizard Astrix vanishes, a second group composed of four members—Bergon (a carpenter), Praxix (a wizard), Esher (a healer), and Tag (a merchant)—is tasked with locating them and securing help. The narrative is primarily conveyed through Tag’s viewpoint, while Bergon leads their expedition.

Gameplay

Departing from Infocom’s traditional text parser approach, the game features an interface divided into two main sections: the upper window displays both imagery and descriptive text of the current location, while the lower window contains menus for group commands like "Proceed" alongside individual options such as Praxix’s "Cast" spell. Players utilize keyboard, mouse, or joystick inputs to navigate menus instead of typing commands.

When players reach endings other than victory, they are presented with narrator "musings" that provide reflections on errors made and offer guidance for improved results.

Release

Included with the game are physical extras:

  • a red cloth pouch holding a "crystal"
  • a detailed map of the game world

Reception

G.M. magazine commended Journey's narrative as a welcome shift away from conventional tile-based RPGs prevalent at the time. Computer Gaming World praised its command-driven interface and described it as "rich with engaging puzzles, exceptional prose, and finely crafted legends."

Games magazine lauded Journey as "interactive storytelling at its finest," highlighting its intriguing side routes and secret paths. The publication also ranked it among the top computer games of 1989.

With an 82% rating, Amiga Format recommended the title for players who appreciate thoughtful gameplay, applauding its straightforward keyword system alongside well-designed puzzles.

According to Game Players, Journey resembles more of a novel than a classic text adventure, focusing heavily on narrative rather than puzzle complexity. They described it as featuring "some of the finest interactive fiction writing ever," complemented by appealing illustrations. The review noted its shorter duration compared to previous Infocom games and suggested it signals a shift toward interactive fiction as a storytelling medium beyond traditional gaming.

Dragon magazine honored Journey as the best Macintosh fantasy role-playing game released in 1989.

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