Enter the pages of the hand painted world of Journal. A journey through the life of a young and troubled girl as she tries to face up to the choices and responsibilities that come with childhood. An experience that questions the reliability of how we choose to remember events and explores the truths hidden within our dreams.
用户评测:
总体:
多半好评 (293 篇评测) - 293 篇用户的游戏评测中有 79% 为好评。
发行日期: 2014年2月17日

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关于这款游戏

Enter the pages of the hand painted world of Journal. A journey through the life of a young and troubled girl as she tries to face up to the choices and responsibilities that come with childhood. An experience that questions the reliability of how we choose to remember events and explores the truths hidden within our dreams.

Journal is a narrative driven adventure game by Richard Perrin, the creator of Kairo and the white chamber, with art and writing by Melissa Royall.

系统需求

Windows
Mac OS X
SteamOS + Linux
    最低配置:
    • 操作系统: Windows XP
    • 处理器: 2GHz Dual Core
    • 内存: 2 GB RAM
    • 图形: Shader Model 3.0
    • 存储空间: 需要 250 MB 可用空间
    最低配置:
    • 操作系统: OSX 10.6
    • 处理器: 2GHz Dual Core
    • 内存: 2 GB RAM
    • 图形: Shader Model 3.0
    • 存储空间: 需要 250 MB 可用空间
    最低配置:
    • 操作系统: Ubuntu 10.10
    • 处理器: 2GHz Dual Core
    • 内存: 2 GB RAM
    • 图形: Shader Model 3.0
    • 存储空间: 需要 250 MB 可用空间
消费者评测
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总体:
多半好评 (293 篇评测)
最近发布
Sing Pricefield
( 7.7 小时(记录在案的) )
发布于:6月21日
Keylol評測Pixnet評測奶牛关
《Journal》遊戲設定圍繞著女主的校園生活展開,玩家將扮演女主渡過5天。完成每天回家會播放一小段的皮影戲作為章節過渡,小劇場相當有特色。雖然有英文語音,但只有獨白和皮影戲才有配音,其餘對話包括女主自身皆是文本沒語音。

地圖以尺子、便箋等文具阻斷道路,每渡過一天(章節)都會開放新地圖,解鎖的方式像是描繪故事的畫家移開了文具,很特別、有意思。

遊戲中有很多不可避免的情節,卻是需要玩家選擇完才經由NPC的口才知道事情的真相,令人無所適從。
訊息不對等的情況下叫人做決定….就像是我什麼都選好作決定後買了,你才跟我說"哈哈,不好意思,這是冒牌貨。你選錯啦!” (無名火起)

另外想吐槽劇本急轉過於突兀,第五天母親突然要求女主去醫院。世界像在崩潰,沿途所有人不見了,卻在新地方一個個站一字排開,有點毛骨悚然的感覺。全部對話也有點不對勁,到達醫院更顯陰森。

之前劇情只是說艱難的時刻,沒有轉畫風的預兆,我這是拿錯劇本了吧!(掀桌)


看似塗鴉手繪般的畫風,悅耳的BGM…你一定以為這個會是描述清新故事的遊戲。其實不然,這是個充滿著形形色色極其戲劇性情節、自虐的遊戲,因為女主和出場角色的情緒化言談、扭曲的性格(女主性格被塑造成自私、任性的熊孩子)和套路劇情簡直是為了最大化激起玩家的自我厭惡。

由於女主是一個典型的反叛期中二病的少女,她所犯的錯大多是青少年有機會觸及到的。劇情包含一般電視劇元素,有困難的時刻,有愛情,有校園常見的瑣碎事等等。當中部份句子具有教育性(?)或思考的價值,可能你陷入某些自認為的困境而絕望,但這並非世界末日,其實事情沒有那麼壞。

作者似乎都知道女主性格有問題,結尾說了句 “That’s just…Who I am.” 嗯,好吧。也對,你有很多的不足,總會有人喜歡或討厭你,但這就是你。(雖說我正好討厭這種人)

遊戲當中言談有機會與之前的選擇有所衝突,比如前一項我選擇是理解,然後與另一個人交談時態度轉變為不理解。
還是說作者想表示女主是個人前人後一個樣,見人說人話,見鬼說鬼話的主人翁?

而且Bug出現的情況嚴重,部份對話框文字亂碼不停滾動或者是空白,有些地方顯示有事件但又沒反應(先前已完成)

總結
畫風好評,然而劇情是敗筆,更別說bug太多。
+ 手繪小清新畫風

+ BGM不錯

+ 章節過渡及新地圖開放有特色

+ 教育性/思考價值



- 扭曲的性格

- 戲劇化套路情節

- 言談相違

- Bug太多
是否有价值? 欢乐
Double Uppercut
( 2.0 小时(记录在案的) )
发布于:6月13日
I don't know. I really don't know.

It's hard to say whether I enjoyed Journal or not. Like Omikron: The Nomad Soul, there were certainly a lot of things I did like, but just as many things that I just didn't enjoy.

"Journal" is a game that follows a young girl suffering problems after an emotionally traumatic and pivotal moment in her life, and you proceed to play as her for the five days that follow.

For started, I really enjoyed the visual aesthetic... to a certain degree. I love the hand-drawn look (reminds me of "Close Your Eyes", which I played and beat very recently). I like how you actually play in a 3D journal, and as you unlock areas, the items that cover their entrances are removed and set beside the journal. I like the little shadow shows that describe the different carnival members between the days. It feels like I'm going through someone's actual journal and looking at their personal thoughts.

It seemed strange that the world looked all cracked and broke when I was played, but after being revealed the big spoiler and seeing the ending, it actually made a lot more sense that in the girl's imagination, the world would look that way. So good on the designers for making that.

However, I'm not a fan of the characters' art. They all lack faces and proper voices to make them feel real. They just look like puppets. Perhaps another layer to the way the girl perceives the world, but it was one I didn't enjoy. I felt like I could have been immersed more if all the characters had voices.

I also found the portion where you control the girl walking off the pages and across her room a little goofy. It's just weird to see this tiny hand-drawn girl walking across a 3D rendered world. I found something funny in it. And I didn't enjoy how preachy the game got about it's point. I like the little subtleties that support the underlying point, but I also believe that underlying point should be something subtle. Something that you let the player discover for themselves.

Along with that, the music was just... okay. It wasn't memorable. It felt like a person hitting different keys within the five-finger space he had for each location. Even the big, momentous, reveal feels mundane and ordinary because of the music. Along with that, the sound on the girl's voice is terrible. It sounds like she's in a recording room with a mic in front of her. The guy who talked during the carnival shadow shows sounded great, so it seemed odd that her audio quality was so low.

While the world and the character designs did follows the mentality of the girl after this big moment in her life... it doesn't feel like the story relates to it in anyway. It just seems like you walk around and talk to people with little consequence, because the game ends with a text crawl and a montage of a family that had no signigicant important to the writers, it seemed (as their last names are different. But who knows? Maybe Melissa Royall's last name is marital.)

Along with that, the controls just suck. You slide too much to the point that you might leave one area and slide into another one right after without intending to. And there were a host of glitches in the game, from conversations cutting off randomly, to the interact button appearing over things I couldn't interact with, to certain text just being a ton of random letters (Although, I think that was intentional, but I don't know. It was never explained in the story).

I can't say I hate Journal. I just feel apathetic for it, but within my apathy lies just a little bit of sympathy. And maybe you can find some empathy within me for that. I just hope there is no antipathy between me and you, dear reader.

What I mean by that, is that this game has some good stuff that outweighs its flaws, but it just didn't do much for me. However, I know it could be effective for anyone who's gone through a traumatic event in their life and can relate more. I never went through anything similar to the girl, so that might be why my heart doesn't go out ot Journal that well. I can see people loving this game, but for my money I just didn't. I'm giving Journal a 6/10
是否有价值? 欢乐
Lyrian
( 2.1 小时(记录在案的) )
发布于:6月5日
Heartbreaking and beautiful all in one.
是否有价值? 欢乐
Leac
( 2.1 小时(记录在案的) )
发布于:6月5日
故事挺有趣的,画风也很好看
是否有价值? 欢乐
CorvusCorax
( 2.2 小时(记录在案的) )
发布于:6月5日
Journal is a narrative-driven adventure game presented in a very unique way - the game itself takes place inside a diary and while it can be found in a 3D room the stages within are presented in 2D, hand-drawn pages. As you go from one "screen" to another a page is turned revealing a new area. If no further progress can be made the game just puts a post-it before you to see that particular area is yet to be revealed.

Basically, each chapter consists of exploring the surrounding area and conversing with the individuals encountered. The basis of the story is your protagonist's problem: suddenly, all the things she'd written down in her journal disappeared. She sets out to find answers but then the game focuses on things such as friendship, love, family issues, problems in school and things that eventually make you reminisce about your life and your childhood. Some of the conversations can feel eerily nostalgic - but then again you have to be in the right mood to play this game.

The game is, unfortunately, quite short, but tells an interesting story with memorable characters and great accompanying music. Again, I would like to emphasize the presentation - this hand-drawn world with its faceless characters can be very intriguing. The only downside for me was that when I was presented with a choice during some key dialogues I did not really feel the result of my selection. These choices can be the polar opposite of one another: you can be nice to your counterpart or can hurt your relationship with that person picking a more harsh response. Still, in the end it didn't matter, at all.

As much as Journal looks like a game for children it is actually for adults. It is very difficult to categorise it - to tell who it is for. I can easily imagine most people will find this uninteresting or quite the opposite - it can evoke emotions that will eventually make you uncomfortable and quit the game.

Nevertheless, I like giving such games a chance and I think you'd better do the same.
是否有价值? 欢乐
✪Novaz
( 2.3 小时(记录在案的) )
发布于:5月29日
10/10 beautiful game, makes u rethink bout life. i dunno why, anyway gr8 game m8
是否有价值? 欢乐
ElizaJane
( 14.4 小时(记录在案的) )
发布于:5月29日
You play this game feeling you must have control because you ARE the main charactor and you get to decide what she decides to say, to a certain extent. You soon see you have little control over her actions, however, and its confusing and a bit frustrating to try and understand why she doesn't seem to listen to you as you play as her. The game is a fairly eye opening symulation that makes sense only at the very end. Its short and simple with a few extra acheivments. On sale, I believe it was totally worth it.
是否有价值? 欢乐
[DUFF]purzel
( 4.8 小时(记录在案的) )
发布于:5月27日
A strong story which keeps you uncertain about the situation the main character is in until the end! I highly recommend this game if you want to be on the edge of you seat until its end!
是否有价值? 欢乐
Yorkin
( 2.0 小时(记录在案的) )
发布于:5月23日
I was in the mood for a quick, single sitting, interactive narrative experience but I couldn't even make it to the end of this short game.

I'll start with what I like about this game. I like the storybook graphic design, music, voice acting and general story delivery.

What I don't like is the story itself or any of the characters. At best, the story is excruciatingly boring. At worst, it's frustrating to witness all the schoolyard drama play out in front of you.

As a big fan of walking simulators or interactive narratives or whatever you choose to call them, I would not recommend this game to anybody.
是否有价值? 欢乐
AccidentlyOnPurpose
( 14.3 小时(记录在案的) )
发布于:5月22日
7/10 - A Heavy Offering of Nostalgia; Blast from the past!

My girlfriend caught me playing this game; It's the same feeling as being caught masturbating. I was embarrassed and a little defensive. If you really wanted to engage in this activity... it should be done in private!

This game hooked me in and kept me interested mainly due to the fact that I felt as though I was reliving my past. If you are at least 20 then you probably at some point utilized AOL instant messenger. This game takes place entirely within the confines of your computer.

The game spans several years through college; you begin talking to a girl from your past and each year the dynamic of the relationship changes. Things get real pretty fast and the path you choose may differ from time to time. Just when you think you have this one figured out... You may be wrong.

Worth $5 or so; it’s better than I thought it would be, but grab on-sale!

Accidently Reviewed
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是否有价值? 欢乐
最有价值的评测  在过去的 30 天内
21 人中有 21 人(100%)觉得这篇评测有价值
有 8 人觉得这篇评测很欢乐
不推荐
7.7 小时(记录在案的)
发布于:6月21日
Keylol評測Pixnet評測奶牛关
《Journal》遊戲設定圍繞著女主的校園生活展開,玩家將扮演女主渡過5天。完成每天回家會播放一小段的皮影戲作為章節過渡,小劇場相當有特色。雖然有英文語音,但只有獨白和皮影戲才有配音,其餘對話包括女主自身皆是文本沒語音。

地圖以尺子、便箋等文具阻斷道路,每渡過一天(章節)都會開放新地圖,解鎖的方式像是描繪故事的畫家移開了文具,很特別、有意思。

遊戲中有很多不可避免的情節,卻是需要玩家選擇完才經由NPC的口才知道事情的真相,令人無所適從。
訊息不對等的情況下叫人做決定….就像是我什麼都選好作決定後買了,你才跟我說"哈哈,不好意思,這是冒牌貨。你選錯啦!” (無名火起)

另外想吐槽劇本急轉過於突兀,第五天母親突然要求女主去醫院。世界像在崩潰,沿途所有人不見了,卻在新地方一個個站一字排開,有點毛骨悚然的感覺。全部對話也有點不對勁,到達醫院更顯陰森。

之前劇情只是說艱難的時刻,沒有轉畫風的預兆,我這是拿錯劇本了吧!(掀桌)


看似塗鴉手繪般的畫風,悅耳的BGM…你一定以為這個會是描述清新故事的遊戲。其實不然,這是個充滿著形形色色極其戲劇性情節、自虐的遊戲,因為女主和出場角色的情緒化言談、扭曲的性格(女主性格被塑造成自私、任性的熊孩子)和套路劇情簡直是為了最大化激起玩家的自我厭惡。

由於女主是一個典型的反叛期中二病的少女,她所犯的錯大多是青少年有機會觸及到的。劇情包含一般電視劇元素,有困難的時刻,有愛情,有校園常見的瑣碎事等等。當中部份句子具有教育性(?)或思考的價值,可能你陷入某些自認為的困境而絕望,但這並非世界末日,其實事情沒有那麼壞。

作者似乎都知道女主性格有問題,結尾說了句 “That’s just…Who I am.” 嗯,好吧。也對,你有很多的不足,總會有人喜歡或討厭你,但這就是你。(雖說我正好討厭這種人)

遊戲當中言談有機會與之前的選擇有所衝突,比如前一項我選擇是理解,然後與另一個人交談時態度轉變為不理解。
還是說作者想表示女主是個人前人後一個樣,見人說人話,見鬼說鬼話的主人翁?

而且Bug出現的情況嚴重,部份對話框文字亂碼不停滾動或者是空白,有些地方顯示有事件但又沒反應(先前已完成)

總結
畫風好評,然而劇情是敗筆,更別說bug太多。
+ 手繪小清新畫風

+ BGM不錯

+ 章節過渡及新地圖開放有特色

+ 教育性/思考價值



- 扭曲的性格

- 戲劇化套路情節

- 言談相違

- Bug太多
这篇评测是否有价值? 欢乐
3 人中有 3 人(100%)觉得这篇评测有价值
推荐
2.2 小时(记录在案的)
发布于:6月5日
Journal is a narrative-driven adventure game presented in a very unique way - the game itself takes place inside a diary and while it can be found in a 3D room the stages within are presented in 2D, hand-drawn pages. As you go from one "screen" to another a page is turned revealing a new area. If no further progress can be made the game just puts a post-it before you to see that particular area is yet to be revealed.

Basically, each chapter consists of exploring the surrounding area and conversing with the individuals encountered. The basis of the story is your protagonist's problem: suddenly, all the things she'd written down in her journal disappeared. She sets out to find answers but then the game focuses on things such as friendship, love, family issues, problems in school and things that eventually make you reminisce about your life and your childhood. Some of the conversations can feel eerily nostalgic - but then again you have to be in the right mood to play this game.

The game is, unfortunately, quite short, but tells an interesting story with memorable characters and great accompanying music. Again, I would like to emphasize the presentation - this hand-drawn world with its faceless characters can be very intriguing. The only downside for me was that when I was presented with a choice during some key dialogues I did not really feel the result of my selection. These choices can be the polar opposite of one another: you can be nice to your counterpart or can hurt your relationship with that person picking a more harsh response. Still, in the end it didn't matter, at all.

As much as Journal looks like a game for children it is actually for adults. It is very difficult to categorise it - to tell who it is for. I can easily imagine most people will find this uninteresting or quite the opposite - it can evoke emotions that will eventually make you uncomfortable and quit the game.

Nevertheless, I like giving such games a chance and I think you'd better do the same.
这篇评测是否有价值? 欢乐
3 人中有 3 人(100%)觉得这篇评测有价值
不推荐
2.0 小时(记录在案的)
发布于:6月13日
I don't know. I really don't know.

It's hard to say whether I enjoyed Journal or not. Like Omikron: The Nomad Soul, there were certainly a lot of things I did like, but just as many things that I just didn't enjoy.

"Journal" is a game that follows a young girl suffering problems after an emotionally traumatic and pivotal moment in her life, and you proceed to play as her for the five days that follow.

For started, I really enjoyed the visual aesthetic... to a certain degree. I love the hand-drawn look (reminds me of "Close Your Eyes", which I played and beat very recently). I like how you actually play in a 3D journal, and as you unlock areas, the items that cover their entrances are removed and set beside the journal. I like the little shadow shows that describe the different carnival members between the days. It feels like I'm going through someone's actual journal and looking at their personal thoughts.

It seemed strange that the world looked all cracked and broke when I was played, but after being revealed the big spoiler and seeing the ending, it actually made a lot more sense that in the girl's imagination, the world would look that way. So good on the designers for making that.

However, I'm not a fan of the characters' art. They all lack faces and proper voices to make them feel real. They just look like puppets. Perhaps another layer to the way the girl perceives the world, but it was one I didn't enjoy. I felt like I could have been immersed more if all the characters had voices.

I also found the portion where you control the girl walking off the pages and across her room a little goofy. It's just weird to see this tiny hand-drawn girl walking across a 3D rendered world. I found something funny in it. And I didn't enjoy how preachy the game got about it's point. I like the little subtleties that support the underlying point, but I also believe that underlying point should be something subtle. Something that you let the player discover for themselves.

Along with that, the music was just... okay. It wasn't memorable. It felt like a person hitting different keys within the five-finger space he had for each location. Even the big, momentous, reveal feels mundane and ordinary because of the music. Along with that, the sound on the girl's voice is terrible. It sounds like she's in a recording room with a mic in front of her. The guy who talked during the carnival shadow shows sounded great, so it seemed odd that her audio quality was so low.

While the world and the character designs did follows the mentality of the girl after this big moment in her life... it doesn't feel like the story relates to it in anyway. It just seems like you walk around and talk to people with little consequence, because the game ends with a text crawl and a montage of a family that had no signigicant important to the writers, it seemed (as their last names are different. But who knows? Maybe Melissa Royall's last name is marital.)

Along with that, the controls just suck. You slide too much to the point that you might leave one area and slide into another one right after without intending to. And there were a host of glitches in the game, from conversations cutting off randomly, to the interact button appearing over things I couldn't interact with, to certain text just being a ton of random letters (Although, I think that was intentional, but I don't know. It was never explained in the story).

I can't say I hate Journal. I just feel apathetic for it, but within my apathy lies just a little bit of sympathy. And maybe you can find some empathy within me for that. I just hope there is no antipathy between me and you, dear reader.

What I mean by that, is that this game has some good stuff that outweighs its flaws, but it just didn't do much for me. However, I know it could be effective for anyone who's gone through a traumatic event in their life and can relate more. I never went through anything similar to the girl, so that might be why my heart doesn't go out ot Journal that well. I can see people loving this game, but for my money I just didn't. I'm giving Journal a 6/10
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最有价值的评测  总体
13 人中有 13 人(100%)觉得这篇评测有价值
推荐
3.9 小时(记录在案的)
发布于:2015年10月23日
《日记》是一部比较神经质(褒)的作品。作者很用心,谜题从一开始就抛给了玩家,把答案留在最后,
故事一点点展开,玩家一点点发掘,直到整个故事脉络呈现出来,故事本身也就结束了~
休闲类的游戏,值得一试!
这篇评测是否有价值? 欢乐
9 人中有 9 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
推荐
1.4 小时(记录在案的)
发布于:2014年11月6日
既然标题是日记,这个故事就是全部发生在桌面上的日记中,女主角(玩过太久名字忘了)翻开本开始写日记,故事就开始了,当日的日记写完,本子合上,游戏中的一天就过去了。游戏画面也是一种彩色速写的风格,和日记简略记录的风格一致,当然因此画面场景大都很清新,有大量的留白,只有重要的地方,笔画才会多一些。
故事讲的是女孩忽然发现自己每天都写的日记变成了空白,之前记下的事情都没了,自己又完全想不起来,于是她开始四处询问,这几天发生了什么,一点点的,她发现很多她不记得或者觉得不可能的事情,有很多事情不对劲,但日记又被擦掉了,到底是事情本来就这样,还是这一切都是一个“阴谋”,她不得而知, 但这让她心中愈加增多了疑问,在随后的几天内,她开始想弄清到底是怎么回事,而与此同时,她不知道,她的行为本身就是在形成日记记录下来,而在她消失的日记和当今的日记相互影响中,似乎有很多东西在互相形成蝴蝶效应。
游戏剧情是开放的,多选择相互影响形成多线式发展,影响到故事进展,文字忒多,这种扑朔迷离的感觉配上梦境一般的画面是挺迷人的。
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3.6 小时(记录在案的)
发布于:2014年11月13日
原来给的是好评,不过稍微斟酌了一下,还是给差评比较合适……觉得这游戏现在的评价过好了一些,我个人觉得是个65/100 的作品。

-----我是原评测-----
这游戏游戏时间偏短(3~4小时就能通关),而且女主妹子性格也稍微有点问题,不喜欢这两点的筒子建议不要入了。不过成就不多,照着攻略打就能轻松全成就,而且75OFF之后性价比还算可以,所以想攒个徽章或者全成就的也可以玩玩看。

整个游戏都是帮女主妹子找日记,不过与其说是找日记更不如说是写日记更妥当一些。日记世界是简单的手绘风格,个人觉得很有特色;章节之间是类似皮影戏的专场,小剧场内容也和故事主线互相衬托。游戏不是很难,主要的玩点就是人物对话的不同分支以及引发的一系列事件,玩家也可以通过日记查看之前所做的选择。BGM还可以,配音虽然不是全程配音但是也OK,我自己通关之后最想吐槽的地方就是剧情。

虽然这游戏的一大卖点是自由度,不过玩完之后感觉更像是多支线的单线单结局结构。也不知道制作组是不是故意的,女主被塑造的非常孩子气、任性和自私,就是个人设不错的熊孩子;而且她做的所有错事 砸玻璃、说谎陷害朋友、考试作弊,偷慈善商店东西 都是剧情不可避免的,玩家能做的就是怎么处理后续。最可恶的是游戏本身对此毫无提示,有些地方直到NPC提醒之后玩家才会发现自己做了错事,但女主似乎对此相当明白,这让我这个善良阵营的玩家非常不爽。最后的结尾倒是很有意思, 虽然也说不上是恶有恶报,不过一个自私任性的女主配个消极中二的结局还是很合适的,这点额外加个分吧- +

最后总结一下,这游戏就是看个及格水平的故事,所谓的多选择有点无聊,也没什么多周目的价值(幸好二周目成就不算难拿)。虽然能看出来制作组有点想法,但最后出来的结果实在是……打折的时候拿来喜+1还是蛮不错的。
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3.7 小时(记录在案的)
发布于:2014年2月17日
Journals are personal things; housing our thoughts, experiences, and deepest secrets as we pour our hearts out into their pages. In a similar way Journal the game is also deeply personal to its developer, Richard Perrin, being kicked around for nearly a decade and only just coming to fruition after passing through numerous different forms and surviving setback after setback. It's a passion project that needed to see the light of day regardless of how long it took to do so, but as any artist should know, after spending so long with your creation it's easy to lose sight of where it's headed and what it has become. For all the time and devotion put into it, Journal is not the masterpiece its creator no doubt envisioned it to be, unfortunately materializing as something far less profound and memorable.

Journal is the story of a girl. A girl having a very hard time attempting to come to terms with the recent upheaval of her life, as well as the general pains of youth attempting to find who she is in the world. It's a melancholy tale that attempts to deal with heavy problems in a realistic, relatable manner, but for all its endeavors to tell a more down-to-earth story than you often see in games, it overplays its hand by throwing its character through far too many hardships without ever elaborating on any of them. It comes off as disingenuous and almost exploitative, like an outsider trying to explain someone else's troubles without anything more than a surface knowledge of what someone experiencing them actually feels like. It's hard to feel empathetic when events unfold like those of a soap opera; without any explanation or justification, only serving to move the narrative onto yet another contrived moment.

The cliches extend to the characters themselves, all of which encompass some form of clique or extreme to better fit into their role of providing the protagonist with a wall to bounce questions off of, with the answer being largely insignificance. One of my biggest issues with the characters and narrative on the whole is how it presents an illusion of choice with no real changes or consequences to speak of. Something you say may affect a handful of lines of dialog (usually not beyond the immediate scene) but the plot itself remains the same, with the most important moments being completely out of the player's control despite the dialog options continually alluding to something more, as if you actually have some control of the outcome.

The worst of these moments are those that retain pertinent information until after you've had to make seemingly important decisions, without being given the facts to do so. For example, early on a friend of your character is accused of breaking a window, an act she denies and you are inclined to agree with, only later finding out that you were the one who accused her in the first place (and as is soon revealed, actually broke the window and were hiding the blame). These revelations come too late though, as you are forced to choose a side prior to being made aware of what actually transpired. It's like walking into a play during the second act; you're expected to already know the characters, their motives, and the the events that have occurred.

By the end of the game I was thoroughly detached from the protagonist, as her actions became more selfish and out of character as the game progressed, and I was helpless to influence any of it or even be clued in as to WHY she was doing what she was. For what is essentially an adventure game with the puzzles and exploration removed, for the dialog and characters to be so uninteresting and half-baked made for an experience that felt hollow.

It might not seem it, but this was a hard review to write. I wanted so badly to be drawn into the beautiful artwork and somber soundtrack which seem so ready to compliment a deeper story than we've become accustomed to, but it all fell flat. Perhaps it's a side-effect of Journal's tumultuous development process, but something went awry and the end result is less than amazing. It's hard for me to pan something that was obviously close to its creator's heart, but when it is flawed at such a fundamental level I can't write it off as something that can be overlooked, but instead have to dismiss it as a whole. Like the journal from the title, it's almost as if large portions of the game simply vanished, leaving you with a shell of what might have once been.

Full disclosure: this game was reviewed using a copy provided by the developer.
You can read more of my writing on Kritiqal.
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3.3 小时(记录在案的)
发布于:2014年11月11日
I can appreciate games with more focus on storytelling rather than gameplay, but I did not like this game. It's not a bad game, the voice acting is good and sketchy artstyle is really appealing but I could not sympathize with the unnamed protagonist nor did I have any interest in her. She's a troublemaker who lies, cheats, and steals... and breaks windows. Even if you pick the positive moral choices, it doesn't affect the outcome of the story and as a result, she is still a ♥♥♥♥♥.

Throughout the whole game, you're left wondering what it is that she's going through that has caused her to behave this way. I felt like the story was a bit of a muddle and that it wasn't really going anywhere as they leave out details for pretty much everything such as her parent's divorce, her grandmother's sudden change of behaviour, and the package you have to pick up from the post office. They don't really contribute to the story as the ending explains why she has been acting out.

The ending (which I won't spoil) was very cheesy and it was clearly meant to be sentimental but it just happened so abruptly. Nothing in this game has lead to the events of the ending. That has been told through the carnival interludes (that serves as a backstory), in which you end your day by going back to your journal. I feel like I would've sympathize with the character more if they told us this in the first place rather than trying to make it a huge twist.

Is this game trying to tell us a story about the life of a teenage girl or was it meant to be deeper? Either way, the disjointed narrative structure of the game just shoehorns more mysteries and it feels pointless. I bought this game with my disposable income of £1.74 as the game was 75% off. You can complete this game within an hour and a half and the achievements, as well as the game of course, is very easy. They try to tell so much story within the short legth of the game. Unless the game is at that price, I would avoid. It's a love it or hate it game but one with no incentives to play it through the second time.

5/10 - AVERAGE!
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1.8 小时(记录在案的)
发布于:2014年7月13日
Faulty's scorecard :-

1) Essential purchase
2) Recommended purchase
3) Recommended purchase during a sale
4) Not recommended unless heavily discounted
5) Not even recommended for Steam game collectors

A penny for your thoughts

I am not really sure what to make of indie darling Richard Perrin's (the maker of the wonderful puzzler Kairo) latest game - Journal. It's clear from the ending that it must have been a deeply personal project, but I am still not entirely convinced the adventure game medium was the best way to tell this tale. First things first - Journal is not much a game, but more an interactive choose-your-own adventure kind of experience. How you view this in relation to what you consider constitutes the act of gaming will greatly affect the way you will probably feel about the title. Most are probably going to be dismissive about it and that is perfectly fine since Journal exists in a tightly sealed niché vacuum. I am all for games expanding beyond the traditional shoot-to-kill or might-and-magic tropes that have become gaming's hobbyhorse of late but I am not convinced that Journal is going to be the one to breach those shores.

http://steamcommunity.com/sharedfiles/filedetails/?id=343391623
The game opens with an unnamed girl whose diary seems to have lost all its pages. Interrogating friends and family on the various topics that crop up or situations the young girl finds herself in will result in her journal once again fleshing itself out. These engagements will also start to give you some context into this young girls life. We soon learn that her parents are separated but we don't learn the truth behind this separation until the final stages of this brief adventure. The games central themes of loss and grief are slowly recorded within the journal but the problem here is that the journal, a central plot-device, is often left on the sidelines as we endure one too many angst-ridden teenage growing pain moment (the Diary of Adrian Mole this most certainly ain't).

Maybe I am just too old and I have forgotten what it must feel like to be a selfish teenager and all the drama that accompanies those evolving years, but I found I cared less and less about stolen snow globes, broken windows or cheating on math tests and even more so when I was trying to do good by helping a pair of school friends fall into love when beneath the surface of this action it did nothing but cut and scar my young protagonist's heart. There is a bigger theme at play here that eventually gives rise to the reasons why the young girl is behaving the way she is and I am not going to reveal it for those still interested in playing Journal. This late game reveal does try to ground the actions that preceded it, but in the end I found it didn't really move me.

http://steamcommunity.com/sharedfiles/filedetails/?id=343391309
There are some striking things to be found in Journal though. The carnival puppet show that moves each chapter along is engrossing and very well told, eventually tying into the games main story-line and one can't deny it does exude a certain British charm, even if that charm feels as though it has come direct to us from the 1950's. There is a human beating heart at the core of this game - it's just a pity that it's all so surface-level philosophy (ripped straight from psychology 101) than the actual tapping into of one of life's realities - that life can often be a tangled mess when concerned with the likes of human emotion. The game is accompanied by a lovely piano score that while often depressing to listen to suits the tone of the game quite well.

Journal asks that its user be a bit more introspective, but in the end the message it conveys is something one would more likely find written on a milk or cereal carton and that ultimately diminishes its power. Try it - if you dare to be different - but just don't expect your indie world to be spun off its axis.

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5.0 小时(记录在案的)
发布于:1月23日
"Memory is not particularly linear - it is associative, repetitive, subjective and porous." - Dana Spiotta

This whole little game that Richard Perrin was working on for 10 years is actually about memory, and how definitely subjective it is. Any event, any occurrence that we either live ourselves or solely witness, will be retold through a certain perception. There is no such a thing as the truth once an event is recalled from the memory. There is only our own experience, thus, any narrator is eventually an unreliable narrator. Journal is a perfect example of this notion.

The narrative centers a 5 day period in a nameless teenage girl's life when she's been trying to deal with both expected troubles of growing up, establishing a character, making choices, learning hard earned truths and living consequences; and a specific, singular disaster fundamentally too heavy for her young being to deal with. Through detached and off dialogue options, abhorrently selfish exclamations and numbing expressions, we take a walk. Journal is an interesting, yet eventually surreal and nettlesome experience.

The artwork is hand drawn, picking a thin balance between beautiful and creepy, and that many would basically define as being eerie. A melancholy, water color environment combined with slender, faceless characters do create our setting. The whole display screams detachment and an inability of adaptation with the world. A failure to emphasize is written all over the artwork. The music changes as our heroine change places within a side scrolling environment from "feeling blue" to "something's off" any minute. We are given short stories told with shadow plays between chapters to declare some bitter life lessons now and then, and complete a whole playthrough within 2 hours.

I do adore story driven or narrative games mostly. But defining Journal to be either story driven, or narrative would be an understatement and probably even a completely wrong definition. In this collection of personal expressions, the narrative is completely subjective with little to no room for diverse character progression. Contrary to player expectation with the choice options presented in game, our protagonist already displays a precognized set of actions. Her mentality, her actions and reactions are not actually alterable. Any and all events that we encounter within the game, are already lived, thus categorized and concluded within the mind of our heroine. We are solely there to witness her personal recognition of events rather than having a gameplay. She is a bitter, troubled, detached, numb child; stuck in an existential crisis.

Is this a bad thing for us to witness in a game? Quite possibly not. This game was one of the best examples of "unreliable narrator" in any game I've seen before. Yet, it also comes with the direct obstacle of constantly misinforming the player, making him/her walk into dialogues with semi-truths, wrongly presented information and endless defense mechanisms, evading for any kind of truth to be discovered. Being trapped within the narration, you are doomed to make wrong choices inconsequentially. Thus, there is no immersion, no character sympathy or even empathy, no control over any outcome. You are forced to witness endless apathy directed through stereotyped declarations.

The game is most definitely a great art project, and managed to accomplish what it has come to aspire: an ode to memory, perception and illusion of understanding. Yet, I find myself failing to recommend the game in the end. It is not fun to play. It is impossible for one to actually emphasize with the setting. It all is fleeting, surreal and numbing... as it was probably intended to be so. I most certainly appreciate it, yet fail to recognize the beauty of this kind of existentialist numbness as gameplay. There is no hate, no love, no fear, no bravery... "Nothing" wrapped in pretty colors. Pick it on sale if you'd like to take an unusual experience with the grand illusion of choice.

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