Gold Microphone Episode 4: Journey

It seemed this day would never come, but Drew’s and Callie’s journey has finally come to an end.

(Transcription Pending)

A screenshot of gameplay from Journey. An image is featured in the upper right portion of the screen, while the game's text occupies the upper center and upper right. Across the bottom are character names and actions that can be selected by the player.

Between Elden Ring, Festivals Acadiens et Creoles, and Batman, it seemed that Drew and Callie would never complete their episode about Marc Blank’s Journey. It’s one of Infocom’s least-played (and perhaps least-liked) games. Will D&C jump on the hate train? Yes and no! Tune in and find out for yourself. As always, the ‘cast is hosted at Anchor, but you can find it on your platform of choice (Apple, Spotify, Amazon, etc.).

Next up: Zork I.

Links and Resources:
ยป Journey The Digital Antiquarian (filfre.net)
The CRPG Addict: Game 51: Journey: the Quest Begins (1988)–[1/3]
Journey – Details (ifdb.org)
Arcade Idea (wordpress.com)

In the episode, we asked for recommendations for essential choice (Twine, etc.) game. What are your faves? Have something else on your mind? We love hearing from listeners. You have many options for getting in touch:

email: golmac@golmac.org
Drew Cook: Gold Machine (@GolmacB) / Twitter
Callie Smith: Gold Microphone (@golmac_callie) / Twitter
Gold Machine: Interactive Fiction | Facebook

2 thoughts on “Gold Microphone Episode 4: Journey

  1. I would say that the concept of Journey, aside of a banal Lord of the Rings ripp off, is very worthy. You know, a choice based game, that contains some world modeled problems, and a narrative that always go fordward… is quite innovative for digital games.

    The problem arise when the need of the genre obligues the author to insert puzzles inside, and puzzles that put you in a dead man walking state of the game.

    I think a similar game, with a modern design where loops of farming needed reagents (like in Elden Ring, or Dark Souls) are strategically placed; or bad endigs that are more satisfactory, like the proper ones in CYOA and gamebooks; could be a really good design and a really good game.

    Of course, that is not the current case of the game.

    Great program!

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