GRIS

I've been staring at the cursor flashing on my screen for a while now, silently aggrieved by its cheerless, eyeless blink. I'm perilously close to my deadline, but I'm trapped in a mindless cycle of typing, hesitating, reading, grimacing, deleting, and starting over. What I want to say about Gris isn't coming to me in fully formed sentences; it's just snatches of sentiment coming in dreamy, ethereal wisps, a warm, gloopy mess of incomplete sensations and emotions. There are disparate words I can use - soft, delicate, fragile, beguiling, soothing, melancholic, hypnotising - but strung together like that, I know they're unhelpful. I know I'm not making much sense. Which I guess is kind of fitting because, on paper, Gris doesn't make much sense, either.

My god, it's beautiful, though; beautiful to look at, beautiful to listen to, beautiful to play, although in truth, Gris isn't played as much as it's experienced. I know; I don't like it when people say that in reviews, either. But for every hundred words I type here, I can show you a screenshot that'll instantly convey so much more. It's a truly masterful blend of form, flair, and function pinned in place with languid visuals, an evocative journey that sends you spinning through a story that never says a word.

Gris is a barely-there tale balanced on delicate mechanics that should, in essence, be dull to play but somehow isn't. Initially, this world is cold and inhospitable, bereft of life and colour, hence its name ('gris' is Spanish for 'grey', Google kindly informs me). Sadly, so is our titular protagonist, too. Each step is sluggish, her pain physically and spiritually weighing her down.

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GRIS

If you were watching the Golden Joystick Awards, and let's be honest, why wouldn't you be, you've already been treated to the latest trailer for the breathtaking Gris. If you somehow missed it, (or if you simply want to watch it again), you're in luck. You can check it out, below.

The latest trailer gives us just over a minute of the game as we follow Gris through a variety of different environments. Cold and stark landscapes move into areas with more vibrant colours, and enchanting moonlit vistas make Gris look tiny and insignificant. It seems that this world isn't without its own dangers as we get a glimpse at an ominous, black bird that swirls into being beside her. We get a peek at the platforming sections, seeing Gris leap from one boxy tree to another, and there's also what seems to be some kind of constellation-based puzzle.  

We already know that Gris follows the emotional journey of a girl trying to overcome her sorrow, and while that may sound a bit heavy, the trailer is quick to overcome any misgivings you may have by showing you just how damn pretty the game looks. The accompanying piano score is also quick to build a pleasing, and goosebump-inducing, crescendo, adding to the implied emotion of the trailer. 

Gris, developed by Barcelona-based Nomada Software and published by Devolver Digital, was first revealed back in August as an evocative, narrative platformer and is set for release on December 13. Promising to be free of “danger, frustration or death,” all skill-based puzzles will be optional, meaning the gameplay can be just as tranquil as its environments, even Samuel found it to be a pleasant departure from 2018's hour-eating monster games. 

You can check out the rest of the coverage from the Golden Joystick Awards here.

GRIS

No offence to the sub-genre, but I feel like I burned out on 2D platformers with either a novel art style or emotional angle shortly after indie games exploded on PC a few years ago. Gris, though, is arriving at a point when I'm absolutely in the mood for a game like this, sandwiched between time-eaters like Assassin's Creed Odyssey and Fallout 76. It's relatively familiar light puzzle fare, but it has an outstanding hard pencil/watercolour art style, and its world feels enormous thanks to the clever ways it plays with scale.

In Gris, you're playing as a young woman who's dealing with some unnamed sorrow. You're left to figure out the particulars of the story based on the imagery in the world (more on that later), but in-game your time is mostly spent using her dress to solve puzzles in different ways. You unlock more functions for the dress as you get deeper into the game. Turning it into a cube shape, for example, transforms Gris into a heavy object that can break through fragile parts of the environment, or make items fall from trees. You can also use the dress to float as a kind of double jump, and later swim quickly through underwater environments. It's a very handy piece of clothing, all said. 

Gris is a gently paced trek through a lovely-looking world, with predictably nice music and frequently gorgeous animation, even if it feels like an amalgamation of about four or five games I've played before. That's not a bad thing for me, though—I expected a certain variance in atmosphere from this game, alternating between desolate, cutesy and hopeful, and so far I'm getting it. 

Later in the preview build, I encounter a bird that screams at Gris, knocking her off the environment unless I turn her into a cube to resist its force. The bird really does look like a drawing come to life—a shutter-y animation effect enhances the visual impact of the creatures you encounter in the game, and the larger animals are spectacular. The camera will sometimes pull out to illustrate how tiny Gris looks next to the rest of the environment, which gives the impression that its 2D world is bigger than it is.

None of the puzzles are hard enough that I got stuck in the early part of this game, but they're taxing enough that Gris is more than just walking sideways while nice music and environments happen around you. In an icy area of the world, every few seconds the cold will intensify, and an ice structure will be formed in the image of Gris at that exact moment, before shattering a few seconds later. There's a clever puzzle involving this part of the level that I won't spoil, but it makes you think about how to use her different abilities in a smart way.

This is the level of complexity I'm comfortable with given the game's overall dreamy tone. There are also optional puzzles in the game that are a little trickier, a couple of which I'm pretty sure I accidentally solved before learning they weren't mandatory. 

The developers hint that there's some wider meaning to the symbolism in the game's world. Honestly, I could list some English Literature course-style nonsense here interpreting all the broken statues of sad women, or why there's a giant angry bird squawking at me, or why there's a nice little cube man who'll do things for me when I feed him an apple. Really, though, I'd be meeting the game more than halfway on what it's willing to tell me. If there's some greater meaning to Gris beyond some abstract exploration of sorrow or grief, I've personally not found it easy to pick up on.

That's okay with me, though—poking through the colourful world of Gris is rewarding enough for me. It shows me pretty environments and beautifully animated creatures frequently enough that I want to see the rest of its world. I thought this was the sort of game I no longer had an urge to play, but Gris doesn't have a million quest markers, so it's found me at exactly the right time. 

Gris will be released on December 13

GRIS

Gris, the narrative platformer about a young girl lost in a strange world of her own making, will be out on December 13. Publisher Devolver Digital revealed the release date today with a new trailer that showcases the game's quite stunning world.

Developed by Spanish indie outfit Nomada Studio, Gris is a "journey through sorrow" in a surreal world that will change as the lead character grows and comes to terms with a painful experience, enabling her to see her surroundings in a different way. It promises an exploration experience "free of danger, frustration, or death," although players who enjoy more conventional platforming will be able to take on "optional skill-based challenges [that] will reveal themselves as more of Gris’s world becomes accessible." 

Gris looks a little bit different than the usual Devolver thing, which includes games like Serious Sam, Shadow Warrior, Hotline Miami, Mother Russia Bleeds, and A Fistful of Gun. But it also looks like it could be really good for fans of artsy, non-infuriating platformers (which is very much me), and Devolver also published the philosophy-puzzler The Talos Principle—which was actually developed by Serious Sam studio Croteam.

Gris will be available for $15 on Steam. Find out more at nomada.studio

GRIS

Developer Nomada Studio has announced that its beautiful puzzle-platformer Gris will be making its way to PC and Switch on December 13th.

Gris tells the story of a young girl (the Gris of the title) who becomes lost in a world of her own making as she deals with a traumatic event in her life. "Her journey through sorrow is manifested in her dress," explains Nomada, "which grants new abilities to better navigate her faded reality. As the story unfolds, Gris will grow emotionally and see her world in a different way, revealing new paths to explore using her new abilities."

Gris is described as a "serene and evocative experience", and combines gentle side-scrolling exploration and puzzling with more challenging platform-style segments. There's also a touch of Journey about its quiet ambience, and Eurogamer's Martin Robinson was rather taken with the game's charms when he explored it earlier this year.

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