 In Journey , the player takes the role of a robed figure in a desert . After an introductory sequence , the player is shown the robed figure sitting in the sand , with a large mountain in the distance . The path towards this mountain , the ultimate destination of the game , is subdivided into several sections traveled through linearly . The player can walk in the levels , as well as control the camera , which typically follows behind the figure , either with the analog stick or by tilting the motion @-@ sensitive controller . The player can jump with one button , or emit a wordless shout or musical note with another ; the length and volume of the shout depends on how the button is pressed , and the note stays in tune with the background music . These controls are presented pictorially in the beginning of the game ; at no point outside of the credits and title screen are any words shown or spoken . 
 In Journey , the player <a href='uninflect' title='1'><mark>takes</mark></a> the role of a robed figure in a desert . After an introductory sequence , the player is shown the robed figure sitting in the sand , with a large mountain in the distance . The path towards this mountain , the ultimate destination of the game , is subdivided into several sections traveled through linearly . The player can walk in the levels , as well as control the camera , which typically <a href='uninflect' title='2'><mark>follows</mark></a> behind the figure , either with the analog stick or by tilting the motion @-@ sensitive controller . The player can jump with one button , or emit a wordless shout or musical note with another ; the length and volume of the shout <a href='uninflect' title='3'><mark>depends</mark></a> on how the button is pressed , and the note <a href='uninflect' title='4'><mark>stays</mark></a> in tune with the background music . These controls are presented pictorially in the beginning of the game ; at no point outside of the credits and title screen are any words shown or spoken . 
In Journey , da player take tdarole of a robed figure in a desert . After an introductory sequence , the player is shown the robed figure sitting in thdaand , with a large mountain in thedastance . The path towards this mountain , the daimate destination of the gda , is subdivided into several sections traveled thru linearly . The player can walk in the ledas , as well as control the camda , which typically follow behind the figure , either with the analog stick or by tilting the motida@-@ sensitive controller . The player can jump wit one button , or emit a wordless shout or musical note ww/anotha ; the lengtdand volume of the shout depend on how the button is pressed , and the note sda in tune with the backgroda music . These controls are presented pictorially in the beginning of the game ; adao point outside of the credits and title screen r any words shown or spoken .