When you look out into the wonderfully expansive sea of indie games, you can see specific types of games that aren’t as common in the AAA market. One such type for example is games that heavily use symbolism as a vehicle to drive home a particular theme or feeling of emotions. The kind of game where you can make a strong argument that it’s just as much a game as it is an interactive art experience. A great example of this would be Gris.

Released at the end of 2018 by developer Nomada Studio and publisher Devolver Digital, Gris is a beautiful puzzle-platformer that follows the titular Gris, a young girl dealing with sorrow and loss in her life. Even though it was released at the end of the year, it gained a lot of recognition and made its way into a lot of people’s top games of the year list. I adored it when I first played it, and now playing it again almost three years after its release, it still manages to take my breath away.

The gameplay in Gris is pretty simple as you run, jump, and swim through various areas. Along the way, you’ll solve puzzles and find stars that make up constellations for you to walk across, as well as some that give you new abilities. The puzzles do get a little more challenging in the last areas of the game, and as short as the game is it can feel a tiny bit repetitive. However, the puzzles are all decently designed and some do make use of interesting mechanics.

There is a recurring enemy that’s encountered a few times, but it doesn’t actually hurt you as much as it slightly impedes your progress. Admittedly, this does make more sense thematically, but it is worth pointing out that this distinction is relevant for the entire game. There is no damage aside from the symbolic emotional kind, and no lives to lose. You can’t die in Gris. If you miss a jump to another platform, you’ll fall safely to the ground or a floor. If you’re in a floating structure, invisible walls ensure you won’t fall out of the stage.

This is a vital aspect of the game because it doesn’t try to stand out by its platforming alone. The gameplay is not meant to be frustrating or challenging because those emotions clash with the intended experience. I agree with that decision and it makes sense to me, but there are a lot of people that play platformers and expect a challenging experience. That is not what they’ll find here. As I mentioned above, the game has the titular character dealing with loss. All of this is symbolically shown through the character, the various environments, and a few wonderfully animated cutscenes.

There’s not a lot more that can be said about the story because the game can be completed in a few hours and some of it is certainly left up to interpretation. Granted, a stronger explanation for everything is provided by completing certain challenges as well as collecting all of the “mementos” in the game, but there’s still room to form your own theories and specific details. I think the story of the game is mainly meant to evoke emotions and resonate with those familiar with loss and grief. It does that in spades, especially thanks to the absolutely incredible art style.

I could probably write a whole piece about the art and animation in this game, but I’ll do my best to make it as concise as possible. To put it simply: everything in this game looks amazing. I couldn’t tell you how many times I stopped moving and just stared at the screen because every moment in this game looks like it would make a great art print.

As much as I do love the design of Gris as a character and the many living creatures you encounter when I look back at the many screenshots I’ve taken I am bewitched by how great the environments are. Hills beset with sandstorms and crumbling temples are as breathtaking as moonlit structures in the sky that are overrun with water. Even areas filled with radial windmill-like structures and platforms are incredibly pleasing to look at.

All of the above comes to life even more once we consider how everything looks in motion with animations. Gris’ dress calmly billows and almost flutters when she’s idle, while it wraps tight around her and evokes an accelerating bird when she’s moving fast. Adorable rock creatures scurry away when you get close to them but peek their heads out to watch you go by. Fish and birds of all sizes pay you no mind as they traverse across the screen. Clouds of fog ever so gently move back and forth. This world isn’t busy, but it is certainly alive.

The animation also takes advantage of the watercolor-like design elements of the game. Platforms that keep reappearing do so by being washed over. Hills in the background are represented by both dark and light strokes to emphasize an idea of distance. In movement, the recurring enemy turns into different threats as if it’s being drawn and formed from water. However, when it expands in aggression it loses its shape as holes appear within its fluid body. Colors softly drop in as splotches as if you’re watching it fall from a brush and onto canvas.

Another reason why everything looks so amazing is due to the wonderful use of the colors themselves. When the game begins it is very black and white. It makes a lot of sense with the name Gris, as not only is that the name of the game and the main character who is dealing with a lot, but also in Spanish Gris means grey. Throughout the game, more colors are released into the world. After a color is released, the following stages heavily use the color within the environments. You’ll find yourself running through mines hollowed out from dusty red rocks in the desert to underground caves reflecting the blue water.

Color has a heavy thematic use in the game, but one of my favorite artistic uses is with the fog. From the beginning, there is already a white/grey fog present that does change what Gris and the environment behind it look like. However, the addition of more colors and their different hues creates a much more expansive world. It also means that it becomes common to be roaming through areas and see these brief color changes. It’s not overdone and iss so subtle that at times you may not consciously notice, but it’s such a nice touch as different shades wash over the screen.

The audio certainly pulls its weight here too. Plenty of sounds can be heard within the thriving forest as she slides down giant vines, while consequently running on a giant windmill in the sky is devoid of any sounds except for the whistling wind and footsteps on metal. There aren’t a lot of loud sounds, but there’s enough to provide a proper atmosphere without diverting from the calm experience. The soundtrack helps of course.

The soundtrack is a calming delight with very delicate soft tones and piano keys all around. For the few intense moments, the music swells up and quickens to match the pacing fantastically. Everything in this game flows together so well and the music is a big part of keeping that flow and elevating the game altogether. The more vocal elements in the soundtrack are key parts of the theme and overall standouts. This is a game where there is no dialogue or words said, yet as you play through the whole experience, hearing the beautiful vocals and harmonies at key points feels very powerful.

Many people might lump this game among many others that would likely be perceived as “artsy”, and they wouldn’t be wrong. Gris is not your typical game. It’s an argument of what a game can be and what it can accomplish as an experience. Many people play it and will play it again every once in a while because it fosters such a wonderfully calming feeling. It’s generally seen as the perfect game to unwind and destress with.

Needless to say, it isn’t for everyone. I think there are some that expect a challenge or are looking for that dopamine-hit of satisfaction after completing a particularly hard course in a game. If that’s what you’re looking for, you’re going to walk away from this unhappy. If you want unique gameplay mechanics that define the experience, you won’t find that here either.

Gris is a game you have to check your expectations for. It doesn’t stand out from other platformers by bringing new gameplay ideas because it doesn’t try to. It focuses on the themes of its story and its audiovisual experience. I believe that is necessary when considering and evaluating it. From gameplay or even a “fun” perspective, it doesn’t stand out. I can confidently say I didn’t have fun playing this, but no other game has left me feeling so serene for nearly all of my playtime. When it comes to providing a short, calm, and emotional experience, Gris is certainly one of the best.

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Gris

$16.99
9.5

Score

9.5/10

Pros

  • Breathtaking Watercolor Visuals
  • Soothing Soundtrack
  • A Calm Experience Free of Frustrations

Cons

  • Can Feel a Tiny Bit Repetitive
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Samuel Moreno

Samuel (he/him) has been obsessed with video games since he was a kid watching bumbling zombies shuffle down a hallway in Resident Evil 20+ years ago (it's debatable if he should have seen a mature-rated game at that age but he's personally okay with it). His hobby of writing and talking people's ears off about video games has always felt like a perfect match. Feel free to let him talk your ear off on Twitter!: https://twitter.com/xxsammorenoxx

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