浪费是设计缺陷,而不是不可避免的结果。
Waste is a design flaw, not an inevitable outcome.
人性的弱点总是充满贪婪、恐惧或者是愚蠢,这是完全可以预测的,但是我们无法预测这种人性弱点的发生顺序。
In Journey, we wanted players to feel the intertwining of loneliness and companionship.
家不是一个地方,而是一种感觉。