Since I published my first analysis of Journey last May, I have played the game several more times. Through these playthroughs I have discovered that Journey
 is a near-endless well of insights. This, as well as the fact that 
today is the one-year anniversary of the game's release, leads me to 
make a few more analytical observations in this post, focusing mainly on
 the game's mechanics.
However, this 
scarf-lengthening spiritual buildup is far from a one-way process. We 
will inevitably be led into the temptation that pervades the world, and 
we will all fall to it at one time or another. In Journey, this 
principle is represented by the flying stone creatures.
Though we have 
built up our "scarves" as a result of endless righteous pursuit, it can 
be instantly torn off when we succumb to the wiles of the adversary. 
Such spiritual amputation is not easy to repair - it requires the long 
process of rebuilding your scarf, or in other words, repentance. 
However, even though these scarf-shortenings can and do happen, it is 
far from the end. You see, in Journey, you cannot "die"; no matter
 how far you fall, or how short your "scarf" becomes, you can always 
proceed in your trek to the divine mountain.
The
 final scenes of the game reflect yet another spiritual principle. 
Specifically, I refer to the Gospel's insistence that if we try and 
inevitably fail to reach God by our own tremendous efforts, God will 
make up the difference. This idea is called grace, and it is the central
 climactic theme of the game. When the Journeyer and his companion 
trudge through the snow, they use every fiber of their being to reach 
their mountain goal. However, despite their gargantuan effort, they 
ultimately fail: the Mountain fades from view, and one seems to give up 
hope. But the brilliance of this part of this game is that it is not the
 end. This beautiful scene depicts a being who has tried as hard as they
 can, and though they fail, is elevated by the grace of the divine power
 which helped them from the very beginning - illustrating magnificently 
the principle that "we are saved after all that we can do". 
After
 this resurrection, both symbolic and literal, the game uses this 
spiritual symbol even more. When we are filled with the grace of God, or
 with the Spirit, it suddenly becomes natural to live righteously and 
avoid sin. Things that would be infinitely hard without it become 
suddenly easy, and what took great effort suddenly become effortless. 
And what is the Journeyer's dance through the clouds if not effortless? 
Due to its new, extremely long scarf (and all the connotations that 
entails) it is able to traverse extremely large gaps, something 
inconceivable in earlier parts of the game. But the final "chasm", the 
one ending in the Mountain peak itself, is the most illustrative. When 
he lives that final archway, he become filled with "light". What cloth 
had infused in him temporarily all along his journey is now present in 
him in its fullness, allowing him to soar to his divine goal without 
pain or even effort. 
As the Journeyer settles on the Mountaintop and 
walks into the light, you cannot help but feel the godly relief that 
comes from the Spirit, of a being that has suffered through endless 
struggles, and finally rests in God.
 
Such a beautiful game. I hope to show this to my family one day.
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