風ノ旅ビト

風ノ旅ビト

レビュー
PC
遺跡の上を飛揚し、煌めく砂漠を滑り降りて、かつての文明を思わせる『風ノ旅ビト』の世界の謎を解き明かしましょう。
94%Steam レビュー3.5万 件のレビュー93OpenCritic/100
発売日: Jun 11, 2020
Beautiful · Atmospheric · Adventure · Indie · Exploration
Fetching prices across storesComparing current offers from Steam, official stores, and partners
希望価格
設定後、選択した地域の利用可能な価格が希望価格以下になると、メールでお知らせします。

価格履歴

直近 36 か月 · 毎日更新
全期間の下限価格~ ¥3542024-04現在の全ストア最低価格~ ¥410Fanatical下限価格との差+16%
~ ¥931~ ¥1,457~ ¥1,983~ ¥2,50925-0925-1226-0326-0626-09~ ¥450

価格は Steam 公式と 39 社の正規ストアを対象とし、正規の提示価格のみを集計しています。グラフは直近 36 か月について、週ごとの市場下限価格と Steam 公式価格を表示します。

価格履歴は米ドルで記録しています。表示金額は 2026-09-18 時点の欧州中央銀行レートで JPY に換算した参考値です。実際のお支払い額はストアのページをご確認ください。

制作スタッフ

陈星汉
ディレクター
陈星汉
游戏设计师、thatgamecompany联合创始人
罗宾·汉妮卡
プロデューサー
罗宾·汉妮卡
American video game designer and producer
代表作风之旅人
音楽
奥斯丁·温特里
開発
thatgamecompany
販売
Annapurna Interactive
9.0
総合スコア
外部評価94%Steam レビュー3.5万 件のレビュー93OpenCritic/100
グラフィック
9
サウンド
9.5
ゲーム性
8.5
ストーリー
9
ボリューム
6.5

Would you spend two hours walking a road beside a stranger whose name you'll never learn, without saying a single word? Journey is built for that question — it pours its craft into feeling and that silent companion, not into systems to grind.

編集部の総評

Two Hours, One Scar, and a Stranger You’ll Never Meet Again

Journey screenshot

Journey landed back in 2012 and didn’t just get praised — it steamrolled the conversation. It swept GDChoice with six wins, including Game of the Year and Innovation, which tells you exactly how people saw it at the time: not as another indie oddity, but as something that changed the shape of what a game could feel like. And honestly, that verdict has aged well. Even now, the thing that makes it stick isn’t some deep combat system or a giant upgrade tree. It’s the fact that you can spend the whole ride with a stranger, never say a word, and still end up feeling weirdly connected to them.

That anonymous co-op setup is the secret sauce. No names, no voice chat, no social baggage — just chirps, scarf-charging, and a shared push through the ruins and dunes. You help each other stay aloft, you trade energy without talking, and the game saves the reveal for the credits. That’s a huge part of why Journey is so hard to copy. ABZÛ shares the same artistic bloodline and the same visual confidence, but it doesn’t carry that human weight. Beautiful water is great; beautiful water plus a silent stranger who might vanish forever is the part that actually lands. On top of that, Austin Wintory’s score rides with you rather than sitting in the background — there’s a reason people still bring up the Grammy nomination — and the art leans on color, light, and sand simulation instead of raw polygon flexing, so even today the game reads as deliberate rather than dated. The catch is that all of this serves one specific shape: a single clean, emotional run, not a systems playground.

Buy It If You Want the Feeling, Not the Grind

Journey screenshot

My blunt take: Journey is perfect for players who want one uninterrupted emotional pass and pretty rough for anyone chasing depth, buildcraft, or replay loops. A full run is only about two hours. There are no difficulty settings, no side quests, no long progression tracks, and basically nothing here that’s trying to keep you grinding for weeks. That’s not a flaw if you know what you’re buying. It is a flaw if you expect your money to stretch like a bigger adventure game.

The replay value is limited on purpose. Sure, there are hidden glyphs and the white-robe achievement, but once you’ve seen the path and felt the surprise of your first anonymous companion, a second run loses most of its spark. The emotional punch depends on the first time through, when every chirp and every shared burst of scarf energy feels like you’re figuring out a language with someone who may disappear before the credits roll. That’s the whole trick, and it only really works once.

So who’s it for? If you want a two-hour experience you can finish in one sitting without getting interrupted by systems noise, this is absolutely your game. If you want long-term build planning, deep mechanics, or a game that keeps giving you new toys every few hours, this is not going to feed you. Steam’s 94% Very Positive rating from 34,175 reviews lines up with that split pretty cleanly: people who click with it really click with it, and people who want more game per dollar usually bounce off.

Steam Is the Cleanest Way to Play It

Journey screenshot

If you’re buying Journey today, I’d point you to the PC version on Steam without much hesitation. It’s the most flexible release, with ultrawide support and uncapped frame rates, so it simply gives you the highest ceiling. And because the game is so much about mood, motion, and the way the desert breathes around you, those technical extras matter more here than they might in a louder, busier game. It’s also the easiest way to get into it now, which matters for something this short and self-contained.

That said, the launch history wasn’t spotless. The 2020 PC release had shaky matchmaking at times, and sometimes the game would list companions you never actually met. That’s a real blemish on a game whose best idea is the anonymous bond between strangers. Still, if you’re judging the version that’s most worth playing now, Steam comes out ahead because it gives you the best performance and the most headroom for the art to breathe.

So yeah, the recommendation is pretty simple. Play the PC version if you want the cleanest, sharpest run at the game. Pick it up if you want that rare, two-hour emotional experience that doesn’t ask for commitment beyond showing up and letting it work on you. Just don’t come in expecting systems depth, endless replay, or long-term progression, because Journey isn’t that kind of game — and trying to make it one misses the point entirely.

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