If you have not seen and/or played the game, please read below
Journey's story is told wordlessly through in-game and pre-rendered cutscenes. The player's character begins on a sand dune in a seemingly endless desert. In the far distance looms a large, foreboding mountain with a glowing crevice that splits its peak. As the character moves towards the mountain, they find remnants of a once-thriving civilization, eroded by sand over time. Scattered throughout the ruins at the end of each area are stones at which the traveler rests; these give the traveler the vision of meeting a larger, white robed figure in a circular room, with art on the walls describing the rise and fall of the civilization, mirroring the player's journey.
The player continues to journey deeper into the remains of a once sprawling city at the base of the mountain. Eventually making it safely to the mountain, the traveler begins to climb it, struggling as they enter the colder climates and encounter deep snow and high winds. With the crevice still a far distance away, the traveler falls and collapses in the snow. Several of the white robed figures appear and grant the traveler new energy, allowing the player to reach the summit of the mountain and walk into and through the crevice as the screen fills with white. The player is then shown the game's credits, playing over the ending cinematic showing a shooting star emanating from the crevice and traversing the path the traveler took through the ruins and catching glimpses of other robed travelers headed towards the mountain. Eventually, the star comes to rest at the sand dune where the game started, and the player is given the option of starting the game again.
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 that the player travels 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 PlayStation 3 controller. The player can jump with one button, or emit a wordless shout or 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.
The robed figure wears a trailing scarf. This scarf, when charged by approaching floating pieces of cloth, allows the player to float and fly horizontally briefly when jumping. Floating uses up the charge in the scarf, represented visually by glowing runes on the scarf. Touching glowing symbols scattered throughout the levels lengthens the scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of cloth, forming bridges, or levitating the player. This in turn allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. Later levels also feature creatures made of cloth; although many ignore or help the player, some larger ones can rip off part of the figure's scarf.
In each level, the player may come across one other player temporarily connected to their game. When players approach each other they charge one another's scarves. They cannot communicate with each other beyond patterns of singing. Players can help each other by activating strips of cloth or showing paths, but cannot hinder each other and are not necessary for completing any level. When two players finish a section together they remain together into the next one; otherwise they are connected to new players when they move on. While all of the figures generally look the same, individual players can be told apart by the unique symbols displayed on their robes and shown when they sing. The game takes about two to three hours to complete a playthrough.
Each person will take a color(Red, Green, White, Orange, etc.), that will be the color of their robe. Of course, they will all be traveling in a group, supposing they already know one another in the large expanse of the desert. They will not talk(But in the gameplay they sing notes), so their words will be said through actions(Such as waving, pointing, facial expressions). The only powers they have is bending cloth with strange writing at will(The cloth seem to represent aquatic animals, and the cloth move on their own).
Age: (Thought this is optional)
Color: (Any color)
Personality: (Since you will speak through action, your personality has affect on these actions)
Personality: Falia is a calm and serene female, she takes everything calmly and takes her time. People may depict her as lazy, but in reality she is just being careful with things and taking it slowly.
Well, ya'll better read this shit, or else you won't know how the fuck this works.