With the sheer number of huge open-world and epic action adventure games released this year, GRIS in many ways feels like a fresh of breath air. A short and sweet journey told through evocative and beautiful imagery and wonderful music.
Ambiguity has its place in art, no matter the medium. When we think of a visually beautiful indie game, whose purpose, story, and setting remains mostly a mystery throughout – just about everything plays into this sense of ambiguity. The art direction, colours used, music, animation, interactivity and so-on. Outside of platform mechanics and easily understood tropes like double jumps and using weight to shift platforms and solve puzzles, GRIS is mostly and predominantly an interactive visual splendour from start to finish.
The sort of experience where the description provided may or may not lead to your own personal investment in the journey of a young woman as she deals with, err, stuff. Heading into most titles of this nature, outside of looking at a trailer or image or two I tend to avoid descriptions. Not based on any sort of ability to decipher or interpret something with clarity, but the opposite of that. GRIS is the sort of game that I tend to feel out, in the literal sense of the word. Let the art, music, and presentation take over. Simple beauty and dream-like qualities appeal to me in and of themselves.
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