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In Journey, the player takes the part of a robed figure in a desert. After an early on grouping, the player is demonstrated the robed figure sitting in the sand, with a vast mountain in the distance.The way towards this mountain, a definitive destination of the diversion, is subdivided into a few areas went through straightly.
The player can stroll in the levels, and additionally control the camera, which regularly takes after behind the figure, either with the simple stick or by tilting the movement delicate controller. The player can bounce with one catch, or emanate a silent yell or musical note with another; the length and volume of the yell relies on upon how the catch is squeezed, and the note stays tuned in to the foundation music.These controls are introduced pictorially to start with of the diversion; at no time outside of the credits and title screen are any words appeared or talked.