Reviews from

in the past


Arte. Em sua mais pura essência e importância.

Uma forma única e emocionante de se retratar o luto e suas fases através da simbologia das cores.

A dor da perda, a dor de um forçado "adeus" a pessoas que amamos, o paralelo entre perder alguém, ao mesmo tempo que perdemos parte de nós mesmos, restando apenas uma paleta cinza, ausente de cores vivas.

Grande parte do luto também se concentra no processo que passamos com nós mesmos. A luta diária e cada vez mais difícil com fins de nos reencontrarmos, reestabelecer nossas cores vívidas, seguir em frente.

O caminho até a aceitação passa por rotas complexas, muitas vezes com ares de obstáculos impossíveis. Ironicamente, a força se encontra justamente na própria fraqueza.

Tornar memórias que inicialmente o fariam se afogar em lágrimas movidas pela saudade, em lágrimas movidas pela nostalgia de recordações que trazem sorrisos sinceros.

GRIS é, acima de tudo, uma forma de reflexão, uma obra que todos deveriam experienciar ao menos uma vez na vida.

Beautiful things don't ask for attention

Beautiful and charming are not two words associated with a game from a small developer. These two words are more often directed at giant games with big budgets that are designed to replicate real-world conditions, from textures to the quality of lighting. That when dynamic weather effects appear or the change of day makes the lighting effects look realistic at various angles, this is the kind of reaction and praise that the audiences will give. However, it is not uncommon to encounter situations where indie games, with all their creative abilities, actually appear stunning in this aspect. Not taking the same approach as most AAA games, but offering something unique, beautiful and strong at the same time. And Gris is the definitive example of this made by Nomada Studio.

Like most games with an "art" approach like this, GRIS is a game that from the start of playing clearly has a strong metaphorical meaning. That the real story is not what you see on the screen, but the metaphorical meaning that flows from every action, consequence and storyline that flows. Everything is conveyed implicitly, without really clear dialogue. Above the surface, you play as a nameless female character who at the beginning is seen trying to restore the colorless world around her, which is also represented by a giant statue of a nameless woman. In the midst of the confusion that occurred, he fell from the giant's hands. A situation that makes him, like it or not, have to keep moving to find a definite solution. The woman finally found a special point that allowed her to move in four different directions to collect a point of light that symbolized the stars in the sky.

Beautiful is the first reaction you might have when you see what Nomada Studio has achieved with Gris. The visual approach is made in such a way that you feel like you are playing a painting that now moves interactively with the actions you take with the existing keyboard or controller. The details offered are not aimed, for example, at capturing the main character's body anatomy as realistically as possible, but rather at trying to capture an atmosphere that suits the world he is facing. What you will find is a character with a face full of details, attractive color design, fantastic motion animation, but only moves with legs and arms which are simply drawn as straight lines. Something that really suits her abstract world.

With an implicit story approach like this, the only way for you to understand what the developer wants to convey via Gris is simply to "feel". Through empathy and sympathy, trying to understand what kind of struggle the main character has to go through to fix so many things can end up being a symbol of a problem faced in the real world. However, considering that this style of storytelling will not require specific clarification to justify or blame, you are given the freedom to make your own interpretation. Well as for me myself, Gris seems to be aiming at a portrait of a woman who is experiencing complicated problems and has a messy body image who is struggling, in the midst of her sadness and anger, to rediscover her self-confidence and self-love. The positive emotions presented by this nameless main female character.

Appreciations of course has to be mention for the sound and music in Gris which really captures the emotional side without dialogue that he wants to inject, while building the right atmosphere to build the playing mood. The approach and quality must be given a thumbs up because there are several moments that strangely, with the help of music, managed to make us tense, sad, and even get goosebumps with the hair on the back of our necks standing up when faced with certain scenes. For a game with no dialogue and only offering motion and facial animations as expressions, this is an achievement worth talking about.

At the start, Gris feels like a walking simulator game, where you just have to run and jump over various obstacles. However, as the story progresses, there will be more challenges that require a little of your brain power. Slowly but surely, the girl will gain new powers that will help her overcome various obstacles at once, accessing deeper, higher or further places. At the start, she can turn her dress into a heavy and hard block. Changing this dress means she can't be hit by strong winds for example. You can also use it as a crack floor destroyer or just a weight to make the building structure unbalanced or slightly stressed. The girl will then be strengthened with the ability to float, swim and sing. Levitation can be used to access higher ground and singing can make specific nearby plants bloom and reveal new puzzle solutions or platforms to jump onto.

Of course beautifulness does not make Gris run away with its flaws. In terms of gameplay, there are several areas where exploration can be done freely, this game does not have landmarks or maps that are really clear about the locations that you have actually explored before. Unlike other similar puzzle platformer titles like Inside or Little Nightmares, Gris doesn't have a game over system and because of this the decision to create a boss fight that has a scary design with such sweet animation and visuals ends up having no consequences and actually eliminates the sensation of threat that exists. Even for sequences where you are faced with a clear threat, there is a some kind of like safe zone with automatic animation cuts that make the girl automatically dodge. There's nothing that feels urgent, there's no sensation that you want to protect this girl out of concern, which ultimately makes it lose its meaning.

But after reflecting it a little bit, i think that is what made Gris stands out from others. Gris is a platformer game that can be called "relaxing", where despite the challenges, it is still a game that has a purpose and that is to make you enjoy the world and its atmosphere well. The presentation is amazing in terms of visuals and audio, making it a charming indie platformer game that is ready to amaze the audiences from the very first sight. It can lead to an emotional and powerful playing experience, even though you end up not clearly understanding what the definitive story and the message are actually trying to offer. Everything is covered in level design that is beautiful and remains challenging at the same time.

This game is beautiful visually, musically and thematically from beginning to end. The opening and ending cinematic are extremely powerful and you will feel them at a core level. There's no dialogue or text through the entirety of the game, it's story and meanings are all conveyed abstractly primarily through color and the state of decay of the world around you. The games audio profile consists of the pitter patter of lightly played piano in quiet moments to orchestral swells when the playable character is in the grips of strong emotional transitions. Everything just works really well to pull similar emotions out from within you.

I won't say much about it, but the story is about young woman and her journey through the five stages of grief as outlined by the Kubler-Ross model.

The gameplay works but is the weakest element of the game. You navigate the world primarily linearly, though there are some points where you have a branching path to individual collectibles you need to progress. Most of your interaction will be light platforming with some minor navigation based power-up puzzles. I don't see anyone having too much trouble getting through this game no matter their skill level.

I started this game one evening and really wished I could have completed it in one sitting. I feel it's emotional journey would have been more impactful from start to end without a break. It's definitely doable seeing the game is about 4 hours long, I just couldn't get it done. I ended up finishing the game on a Saturday morning with a cup of coffee. The kids woke up just as I was completing the last few segments. I then was bombarded with kid questions about what was happening on screen as I was going through all the accompanying emotions with welled up eyes. I then had to attempt to distill the meaning of grief and it's five stages in a kid friendly way as my 3 and 5 year old jumped up and down all over the couch.

I highly recommend this game to just about anyone who is looking to go on an abstract artsy emotional journey.

Can probably name a dozen or two other indie games that this feels and looks and acts like, but, I mean, it is not doing those any worse (or better) than any one of those games whose name I put into this hat. Let’s pull one out, now, hm… Oh, it’s She Remembered Caterpillars, a colorful little puzzle game that’s light on story and heavy on themes. Let’s try another, here, um… Ah, yes, it’s Florence, an early Annapurna game that had players engaging with a sweet story using minimal gameplay and sweet, hand-drawn styled graphics. Okay, you get my point. For me, Gris’ biggest deal is that a lot of it feels pretty automatic. This puzzle-platformer is not much of a brain-scratcher or a hand-twitcher. Though, it most definitely stays true to this genre in being designed to entice players to 100% it or try and complete it as fast as possible. There’s a type of game that’s experimenting with little to no UI and trying its hand at guiding the player in ways other than the tried-and-true. I think Gris is interesting, and had curious and thoughtful designers at the helm, but it also feels merely like a stepping stone for a bourgeoning studio. This game was on deck to be crossed off my backlog and I could tell it would be a short stint, so I took some hours out of a vacation day to float through it. Would probably just recommend looking up speedruns for this game. It’ll be just as engaging and probably a bit more exciting, and you’ll see all you’d want to see, anyways.

I bought Gris really cheap on steam, it looked really fun sadly I did enjoy some of the game, but it didn't really hold my interest enough to finish it. After looking it up I think I had roughly 1 hour left to finish but I honestly couldn't be bothered with it. The graphics are beautiful, the score is lovely, but the gameplay and story aren't really hitting for me. I feel like I could have been playing something else instead of this.


Quite a departure of the games I use to review on this site. Whacky chaos, violence, emotionally gripping moments, thought-provoking narratives with a nice sense of style. I'd argue those are the type of games I like to play for the most part, but more ofthen than not I'm willing to give other genres a chance once I get tired, and Gris caught me at the right mood to enjoy it.

Gris doesn't try to be more than what already is. An artsy game that talks about the loss of a loved one and how to ultimately deal with that event, through acceptance. Yeah, it's the so common message about just moving forward with your life facing the reality that it is in front of you. But Gris is subtle as there isn't any dialogue present, just some little interaction between the characters. So, the overall narrative is hidden under a layer of pastel colors and abstract geometry.

The lack of gameplay from the start is quite a letdown, but towards the end it starts to get really good might I say I was having fun doing some puzzles and I suck at puzzles. These were really enjoyable to figure it out alá Limbo just not as extreme. Mix it with a gorgeus art direction and everything just fits together. Doesn't try be more than that, it is a beautiful artistic and technical showcase for Nomada Studio.

And please, buy the soundtrack as well. Just lovely, happy mellow vibes.

A lovingly crafted product. Gentle on the player with its lack of failure states, easy to complete and definitely worthwhile to get the platinum so you can feel the force of its complete story - it really caught me off guard as soon as I realised its themes and made me weep in a sudden bout of emotion. An outstanding short game.

GRIS é sem dúvida nenhuma um dos jogos mais lindos já criados. É impossível não elogiar pelo menos a direção de arte desse jogo, que é, sinceramente, uma das coisas mais belas que já em toda minha vida, isso incluindo vídeo games ou não. Dito isso, por mais que eu adore esse jogo, a minha relação com ele é, infelizmente, de amor e ódio.

Há muito para se amar em GRIS.

É um daqueles jogos que terá um impacto maior ou menor dependendo de quando você jogar, mas apesar disso eu acho que é muito clara a mensagem que o jogo busca passar, e você com certeza vai querer dar pelo menos um abraço naquele familiar querido seu, ou alguém que você verdadeiramente ame e se importe com o bem estar. A história de GRIS é pesada e mesmo relembrar dela dói, assim como a perda de alguém que a gente ama, ou a dor de um luto. Não quero dar muitos spoilers, eu acho que todo mundo deveria ter sua experiência com esse jogo.

A forma que o jogo encontra para se expressar é umas das mais incríveis que já vi em uma obra. Fazendo isso através de sua direção de arte composta por desenhos em aquarela, todas as cores em GRIS possuem um significado, e são cuidadosamente escolhidas durantes os momentos do jogo, onde encontramos nossa personagem em uma luta interna com as 5 fases do luto. Os principais momentos da campanha do jogo são lindíssimos e influenciam muito para causar aquele impacto que ele causa no final do jogo, principalmente aos vermos a personagem que controlamos ficar cada vez mais forte mentalmente.

Outro ponto fantástico desse jogo é sua trilha sonora. É uma das mais lindas e impactantes que já ouvi em um jogo, e com certeza vai ficar marcada em mim por bastante tempo, principalmente a de momentos cruciais para o desenvolvimento da história.

...Mas também há o que se odiar.

GRIS é um jogo fenomenal em quase todos os seus aspectos. Mas o principal deles, que é fundamental em um jogo, acaba ofuscando toda a beleza de seus outros pontos. A gameplay de GRIS é, em 90% do jogo, extremamente entediante. Isso me fez sentir um ódio do mesmo durante minha primeira vez jogando, o que me fez criticar bastante esse jogo. Porém, após alguns anos depois de jogar, eu acredito que mesmo a lentidão de GRIS pode ser relativa. Seria como explorar um museu de arte esperando encontrar a adrenalina que temos em uma montanha russa.

A lentidão de GRIS me lembra mais uma vez da dor de um luto. É um processo horrível, mas que se manuseado com cautela, pode sim ser superado.

GRIS é um jogo que mesmo com seus defeitos vale a pena ser vivenciado e jogado por todos, se você vier pro jogo com a mente aberta, com certeza vai ter uma das experiências mais fodas e marcantes de sua vida.

Absolutely heart shattering story with some amazingly impactful music and stunning environments. One of my favorite platformers out there

Genuinely one of the prettiest games to exist. The music is top notch, and gameplay is actually pretty good as well. Not sure why the overall rating isn't higher.

I'm hoping the developer's next game focuses on improving the moment to moment gameplay. The water level was the most fun, as it introduced a dash ability which speeds up the movement. If their next game is as beautiful as this, with gameplay on par with other platformers, then it could easily be amongst the all time greatest sidescrollers.

87

Talvez o melhor jogo dessa linha de "mais uma experiência visual do que um jogo em si".

O jogo é visualmente maravilhoso, e a trilha sonora tá de parabéns, um show a parte.

A gameplay fica meio tediosa as vezes, como acaba sendo costume em jogos assim, mas aqui ao menos ela consegue se manter interessante o bastante para não deixar o jogo chato.

I hated the upside down mechanic so much that I almost quit

Beautiful game tho

Eu simplesmente amei o visual do jogo e a trilha sonora, no meu ponto de vista, Gris é mais uma experiência artística do que um jogo.

Vale a pena dar uma chance.

i weep because you cannot save people. you can only love them.

o melhor de exemplo de "pornô atmosférico", um jogo feito apenas pros cults e elitistas baterem punheta pros visuais estonteantes, sendo que o jogo entretém tanto quando uma visita a uma galeria de artes dadaísta.

Eu costumo sempre escrever o q eu penso sobre cada jogo e minha experiência mas nesse caso minha nota vai dizer tudo.

One of, if not the most beautiful game I’ve ever played visually. The picturesque graphics and cutscenes combined with a fittingly gorgeous soundtrack makes for a really good and memorable game personally. Also, some might be hesitant to buy it considering it’s length, but I’ve always said that length doesn’t equal quality, and I still after this game stand by that. This game took me about 3 hours, and apart from bigger games where you might expect to find some slog throughout the experience or at least once, here it’s full quality from start to finish. I’d even go so far as to say that the length accommodates the gameplay, with simpler gameplay mechanics like these it’ll eventually get repetitive and stale, so a shorter experience works here in my opinion.

One of my only negatives is that the gameplay is very simplistic, I think this works for a game such as this, but I just prefer more interesting mechanics and gameplay. I’d also say that by the end it got just a tad bit repetitive, but nothing you can’t get through easily. All the puzzles in this game are also really easy, I don’t want “bash your head against the wall” and “trial & error” puzzle difficulty, but at least some sort of challenge. No puzzle here really challenges what you’ve learned throughout the game at that point and that’s a bit of a shame personally. Also a lot of the themes this game throws at you is probably handled well and shown in a great way, I’m just too stupid to really understand it, but I still like it. Anyways, this game is a near must-play in my opinion. Short, sweet and absolutely beautiful, almost no reason not to try it.

8/10

This review contains spoilers

Talvez alguns achem que dar nota 10 para Gris seja superestimar a obra. Mas de acordo com a experiência que a obra me proporcionou, não acho que eu poderia dar menos que 10.
Talvez eu realmente esteja a superestimando, mas isso realmente seria um problema ?
Afinal de contas, eu me apaixonei pela obra, oras.
Dito isto, vamos para a review.

A começar pela arte: é magistral.
Ela conversa diretamente com o que a obra significa... Principalmente as cores, que tem um papel bem importante para a metáfora que interpretei do jogo.
A Gris é desenhada de uma maneira muito linda. Não somente ela, claro. Toda a estética da obra é muito linda. Cada personagem, cenário, ambiente é lindo. Cada frame é belo. A ambientação é perfeita.
Aqui tudo é elevado ao épico, ao magistral. Tudo é muito bem orquestrado, planejado.

A história é muito linda, e há varias formas de a interpretar.
Eu particularmente acho que é uma história seríssima sobre luto e depressão. Isso já fica evidente desde o início do jogo, na cena em que a estátua onde a Gris está sentada se desmorona, fazendo a Gris parar de cantar, e a fazendo ver um mundo " morto ", apático, sem cores.
Isso é uma clara metáfora para o luto, pelo menos para mim é.
Acho que a estátua representa um ente querido da Gris, possivelmente a sua mãe, eu diria. E a destruição da estátua simboliza a sua morte.

Toda o jogo simboliza a jornada de Gris, a jornada dela de resistência, a jornada de alguém que decidiu aceitar as coisas como elas são. De alguém que decidiu continuar.
Não sei se é só maluquice minha, mas eu consigo traçar várias alegorias entre coisas do jogo e a metáfora dele como um todo.

Por exemplo, a cena da tartaruga, para mim simboliza que às vezes podemos precisar de ajuda para continuar. Bem como a cena daquele bichinho azul.
Já as borboletas negras simbolizam uma espécie de lado " ruim " da Gris, para mim elas são a personificação da depressão pós-luto dela.
Por causa dessa minha interpretação, eu realmente me emocionei a ponto de chorar em algumas seções do jogo.
Como a que lutamos contra aquele pássaro, por exemplo.
Para mim isso simboliza a luta da Gris contra a depressão dela, eu achei muito lindo e comovente. O final também, quem jogou deve no mínimo ter se comovido um pouco nessa parte. Aquela cena final, da depressão engolindo a Gris, o mundo dela ficando branco de novo, mas aí a estátua da mãe dela se reconstrói e começa a cantar, salvando a Gris e depois todo o mundo dela se colore de novo...
Nossa Senhora, que cena linda. Eu chorei, confesso.

A trilha sonora é MUITO boa.
Cada música dialoga diretamente com o jogo e é tocada no momento certo. A Gris cantando é muito lindo.
A trilha sonora desse jogo realmente tem algo de especial. É realmente um ápice de experiência auditiva, se um dia for jogar, tente jogar com fones de ouvido.

Há quem diga que a gameplay não é muito boa.
Eu particularmente gostei. Quer dizer, não é nada revolucionário, mas para o que o jogo se propõe, eu acho ela boa. Acho interessante os puzzles e as diversas mecânicas, como a de virar peixe, a de virar um bloco ( Gris quadrado supremacy ), e a de cantar. Sério, a voz da Gris é muito bonita, eu poderia ouvir por horas sem parar. E também acho interessante colocarem canto como uma habilidade em um jogo.
Faz muito sentido, já que desde o início do jogo vemos que a Gris gosta de cantar, embora tenha parado por boa parte do tempo durante o game.
Aliás, antes de pegarmos a habilidade de cantar, se apertamos o botão que ativa ela, a Gris tenta cantar, mas falha. Eu achei esse detalhe muito maneiro.

As seções em que recuperamos cores também são muito bonitas.
Essas cenas são muito bem orquestradas, a cada nova cor recuperada é uma explosão de tinta, uma explosão que devolve uma parte do brilho do mundo da Gris.
Inclusive, achei o mundo desse jogo fascinante.
Talvez ele seja só um reforço à metáfora que o jogo traz, mas achei ele muito interessante. Cada criatura, planta, mar... É tudo muito cativante, vibrante, estonteante.

Meu único problema foi que em algumas partes eu não sabia muito bem o que fazer e fiquei meio perdido e preso, o que pode se tornar um pouquinho repetitivo. Mas aí talvez isso seja culpa minha mesmo. Mas tudo bem, não acho que isso seja o suficiente para me fazer abaixar a nota do jogo ou diminuir meu amor por ele.
Gris é uma experiência tão única que eu consigo relevar possíveis " defeitos ".

Acho que consegui transmitir as principais coisas que eu queria transmitir.
Eu poderia ficar muito tempo falando desse jogo, mas é como eu disse, acho que já comentei os pontos mais importantes para mim. Então vou encerrando por aqui por enquanto.

Enfim, Gris é, sem sombra de dúvidas, uma experiência única.
Não é apenas um jogo, é uma carta de amor aos que continuam ( ou não ).
Em pouco tempo nos faz refletir sobre o que é o luto, a depressão, tristeza, a amizade... É uma obra que pode nos servir também como uma auto-reflexão. É uma manifestação da Arte.
Apenas joguem Gris.

Sights & Sounds
- Gris is, without a doubt, the most beautiful 2D puzzle platformer I've ever played. It may be the most beautiful 2D game of any genre I've ever played
- The visual design of the characters and environments is truly stunning. If you're into soft watercolors, pastel hues, and flowing lines suggestive of art nouveau, you'll have a great time looking at this one. As a man with a bunch of framed John Dyer Baizley prints adorning his walls, I may be a bit biased
- The music is quite pretty and appropriate for the game's style and themes

Story & Vibes
- The game's story is more figurative and emotional than it is literal and plot-driven. Don't go in expecting an overt narrative. If there is a defined story here, it's not supposed to be obvious
- Gris is very chill with a muted range of vibes that run from softly mournful to cautiously hopeful. All that changes with the emotional climax at the end, which feels earned and satisfying

Playability & Replayability
- This is not a difficult game. By puzzle platforming standards, Gris isn't going to ask much of your brain or reflexes. That's just fine with me. I was happy to turn my brain down for a bit and enjoy the pretty colors
- Due to the simplicity, there isn't much to delve into in terms of gameplay. You run, jump, and sometimes sing to make your way through the game's environment
- It's an easy game to replay due to its visual appeal and short length. In fact, I played this a few years ago on the Switch. Thanks to a good sale, I was more than happy to pick it up to play again on a bigger screen with better hardware

Overall Impressions & Performance
- Not that Gris will tax any system very hard. It will look gorgeous on any setup. It doesn't take much juice to run well
- The game is 100% style over substance, but it just so happens that the style is so good that you care very little about the lack of gameplay depth

Final Verdict
- 7.5/10. It's not often that I'd recommend a game based solely on its visual appeal, but I'll make an exception here. It's a 3-hour art piece worth exploring

Kinda deranged playing this alongside Quake 2 but hey I like to mix things up. Beautiful artsy game about battling depression, surely large quantity of alcohol would have sufficed instead of going on an adventure across the lands where you could have been eaten by a giant eel but hey what do I know. Very pleasant to look at and even more so to listen to, the character controls great with smooth movement and jumping, game has great aesthetics reminiscing of water color painting. Some inoffensive light puzzles where the solution is obvious at the first glance will be your main obstacle during the 2-3 hour runtime. I'm probably not the target audience for this type of game but had a decent time nonetheless it certainly does not overstay it's welcome, put on your headphones, grab a mug of your favorite hot drink and enjoy Gris.

"Gris" is a game where you control a young woman named Gris who explores a surreal and abstract world after a painful experience that has left her voiceless. The game metaphorically represents the five stages of grief (denial, anger, bargaining, depression, and acceptance) through the psychology of color portrayed in Gris' journey.
Throughout the game, you overcome obstacles and solve puzzles to help Gris regain her voice.

I love the artistic direction, the world design, the protagonist's design, and the creatures encountered along the way. Everything feels so special and creative.

The soundtrack is amazing and very emotive, blending perfectly with the mood and tone of the game.

The gameplay, both in terms of platforming and puzzles, is quite simple; you won't find any significant challenges. The game doesn't aim to challenge the player but rather to let them enjoy the journey.

"Gris" is a stunningly beautiful game, probably one of the most gorgeous games I have ever played. Playing it feels like watching a painting in motion or reading a fairy tale book.
Don't hesitate to buy it; it's a short experience but a very special one.

Rating: 9.5/10 - 100% Achievements

That opening is very gmodcore, i'm not speaking hogwash i mean what i say i just dont know what i mean. I think it's the way milady falls like a ragdoll idk. Early gameplay is jump on rock and become the rock (I guess fellow mineral lovers such as Hank Schrader can appreciate this gem), BUT later on you can become a fish and a disney princess restoring the ecosystem by humming.

Effective in so much its core sensory experience rather than as a narrative on grief. The latter aspect being considered critical (as brought up in the game’s marketing and positive/negative reactions to the actual game) is strange because I do not think it registers in any method where it significantly impairs or uplifts the experience. Rather, it is something that is occasionally gestured to but never capitalized on, making it feel as if it were added last-minute to the narrative. The five stages of grief structure to the narrative, for example is not something deeply woven into each level, but only existing as a peripheral analogy alluded to with color and broken buildings. I also find the developers’ idea of the main character’s inability to jump or walk cleanly at the intro as a “shocking” experience which is deeply resonating in regard to depicting the character’s mental health somewhat questionable.

I do not write this to ultimately claim that the game was not built on the theme of mourning in the first place (especially considering the sincerity found here overall). Rather, it calls into attention how much media language surrounding mental health remains limited and often vague without a deeper understanding of how to truly elaborate on individual struggles. I think trying to incorporate universality and linearity in depicting mental health in games such as this, as much as it is a noble intention in attempting to find resonance with as many players as possible, ultimately kills any potential for creating a powerful artistic product. Grief and depression as abstract ever-shifting black creatures that are “defeated” (see Sea of Solitude as another example of this) is a kind of idea attached to the broader structure of gaming: conquer the levels, defeat the boss and save the day. Even as developers attempt to not explicitly depict depression as something that is “cured” in material like this (and I believe they are sincerely attempting to make sure this does not occur), the structure of something like Gris prevents looking at mourning from a more holistic (or life-long) context and instead only does so as an immediate crisis resolved linearly. Perhaps this is something that does apply to some people who have gone through this, and it’s good if something like this relates to them. However, the limits of this structure remain clear to those whose issues cannot be treated in a manner as Gris does.

It’s especially clear seeing how limited Gris’s language is in regard to mental health in comparison to its competence as a platformer. As much as there are mechanical limits to what can be made under a structure which does not desire for frustration on behalf of the player, the limitations also feel matching to the aforementioned sensory experience. What is enriching to Gris is not so much the intended thematic ideas but rather the underlying flow of being subsumed into the watercolor environments. This flow, though, almost never really matches the game’s themes outside of key moments related to the “creature” of depression; to a degree, the lack of tension is what perhaps hollows out any intended thematic depth. The dissonance showcases the ultimate challenge of attempting to integrate aspects of mental health into gaming, a kind of challenge that I ultimately don’t have any answers to other than to consider paths besides universality.

A experiência mais linda de toda minha vida. Todo cenário é maravilhoso, todas as escolhas de cor se encaixam perfeitamente e fazem você sentir tudo que os criadores querem te passar, além de tudo que o jogo trás na sua cabeça é simplesmente maravilhoso.

Gris developers: "FEEL SOMETHING!"
Player: "Why?"
Gris developers: "I DON'T KNOW, DON'T ASK QUESTIONS, JUST FEEL THE EMOTIONS!!!!1!"

What a load of utter wank Gris is. The game wants to be Journey meets a cinematic platformer a la Inside or Another World. The trouble is that it lacks the meaningful resonance of the former and the inventive puzzles of the latter. So what you're left with is a hollow and paper thin allegory on... well actually I don't know, because the game never bothers to explain what it's specifically about. It's deliberately vague you see, so that the story and themes can be left up to the player's interpretation; a device that indie developers often rely on when they can't be bothered to commit to some solid, tangible storytelling. After a cursory bit of research on the internet while the end credits started scrolling, I discovered that the game is an exploration of grief, apparently. Given what Gris was willing to divulge to the player during cutscenes, it might as well have been a hard-hitting chronicle of the time Steven Seagal shit his pants when being choked unconscious by Gene LeBell. What a load of absolute arsebiscuits.

Two stars because it looks nice and was mercifully short.

BEAUTIFUL... but boring.
Tedious to play. Increasing Gris's movement speed could help this greatly. As it stand when I got stuck on what to do for a puzzle I had to will myself to continue playing until ultimately the boring tedium won out.

It's a shame because with more refinement this could have been something truly amazing. I think the comparisons to Journey aren't fair. The vibe is similar, but this is a more blatant video game with mechanics that Journey just didn't have.


Super beautiful and cute lil game. The platforming and puzzles were simple but enough to keep me engaged. I’m not super into these kind of games usually, I usually like indie games like this to have a little more meat like hollow knight but that’s really not what it’s going for and thats fine.

Of course the best thing about this game was the animation/art direction and music. My favorite sections was the evil goop monster chase sequences. The underwater eel one was particularly thrilling.

I would super recommend this if you want a quick easy game to relax and enjoy. A very pleasant experience for me.

Also I love gris girl’s cube form. It is very chonk and cute

Un juego muy bonito artisitcamente hablando, para pasar un momento relajante

Beautiful and chill game about depression and grief! Very touching and meaningful, very artsy, would recommend.

I found the gameplay to be extremely lacking. Its a side scroller with platforming. There’s no challenge. If I remember correctly only one section being chased by a water monster had some difficulty. That was the high point of the experience for me.

Its themes were nice and touching but I’m not a fan of wordless nearly nonexistent storytelling. I much prefer Amanita Design’s approach by using thought bubbles to communicate complex things to the player.

There’s a disconnect between the emotional turmoil you’re going through and how laid back the gameplay is. I only stuck with the game because of its seemingly unanimous praise. The art is stunning though, I give it that.