I have always thought that graphics don’t do as much at making a game beautiful as it’s art style. The visual medium that video games employ allow them to show us anything literally so why stick with a realistic render of everyday people when it’s so easily forgettable?
Games that have a more realized, distinctive look to them always have more staying power in our hearts, particularly older games.
The game Gris is one such example, it rendered me speechless when I started playing it, made me laugh with amazement at how it’s world moved, looked and breathe as though something like a different reality.
There is so much construction in Gris, so many meticulous careful design choices that it’s amazing it even plays as smoothly as it does. This is a video game about the exploration of grief, every level and scenario and cutscene is speaking in a intriguing metaphor of death, life and utterness of destruction and loss.
However, Gris never forgets it’s video game roots and this is what impresses me the most about it. From the first button you press to the last walk-off moment, every level and puzzle is designed with an expert knowledge of how metroidvania games execute exploration. What I mean by that is that the developers very clearly have thought of how the camera angle affects what path we take, the sound cues to inform you of an action without telling you outright, the visual cues and then the level design itself that is so nonlinear in it layout but still ends up to the exact point from where you continue forward. It never feels like you’re going along a straight line, it feels like you’re discovering your own path forward, as if the game world is opening itself up to you and maintaining that illusion showcases the thought and effort put into each of Gris’s amazing looking levels.
I don’t want to talk about the story a whole lot because of how abstract it is, there are no dialogues, not even screen texts beyond explaining the button prompts and new powers. There is a lot to think about and a lot of visuals and music that you experience as you play through it that talking about it feels like diminishing the effects of it.
What I can talk about is that, it is short and of course I really liked the gameplay specially the later stages because of the amount of control you get as you unlock more powers in the game. The puzzles become really alive and though they are never difficult to figure out they still have that satisfying “a-ha!” feeling to them when you figure out what to do. Exploration is always rewarded with collectables and there is an in-game achievements section as well to encourage replayability and a chapter select after the game ends.
Overall, 8.5/10 Gris is a short but memorable experience about death, loss and ultimately acceptance and while it never gets to be dark and harrowing in terms of visuals, it still makes you feel plenty of sadness. Highly highly recommended and it’s on Game Pass.
Great write up! I’m really looking forward to Neva from the same developers. Similar art and play style, it seems.
Looking forward to playing it as well if I get a chance! It is released btw (sorry if I didn’t understand ur meaning)
No sweat, I wasn’t exactly clear with my wording. It’s currently in my “to buy” queue.
So I have played both and while I like both be aware Neva plays different. There are fail states unlike gris. So the flow is different but still good. I never got frustrated with gris and did slightly with Neva
Good to know! Thanks for the heads up!
I really enjoyed my play through. It’s a genuinely beautiful game.