GRIS is an indie platform
adventure game. You play as a mysterious girl who must traverse a
mysterious world in search of four mysterious lights that will
restore colour to the world and banish a mysterious foe. GRIS, at its
heart, is about the journey to overcome grief and depression. The foe
you face throughout the game symbolises the despair that seeks to
drag you back down into the dark, away from the light.
Visually, GRIS is
fantastic. It’s one of the most beautiful games you’ll ever play.
And it’s a timeless beauty – you’ll always be able to play and
admire the visuals of GRIS. It’s the kind of game where you’re
always reaching for the screen shot key. The audio in GRIS is also
fantastic. Purely in terms of visuals and sound, GRIS really knocks
it out of the park.
The problem with GRIS,
unfortunately, is that as incredible as it looks and sounds, I found
it kind of boring to actually play. The ‘gameplay’ of GRIS
primarily consists of holding down the analogue stick to the left or
the right. At times, my thumb began to ache. I also kept hitting the
jump button – not because I needed to, but in the futile hope it
would speed my progress.
There’s a lot of long
sections of GRIS where all you do is run from one side of the screen
to the other. The backgrounds may be absolutely gorgeous
but that doesn’t change the fact that all you’re doing is pushing
in one direction on a control stick. I’ve written before about how
video games are an interactive medium – and that interactivity is
the key strength
of the medium. How we interact with the experience – the gameplay –
is always going to be key.
As beautiful as GRIS may
be, the gameplay – the way we interact with its world and story –
isn’t particularly engaging. At times, the game transitions into
non-playable scenes where all you can do is sit back and watch. As a
player, you don’t really feel involved in the experience. GRIS
would be so much more effective – at least to me – if I was an
active
participant in the struggle.
That’s the strength of
this interactive medium. I’m
a part of the journey. I’m
the one guiding this character through this world and helping them
overcome this challenge. I feel like I’ve
helped them reach their goal. But in GRIS, most the time, I just felt
like like a passive observer.
The levels are all very
linear – there’s typically only a single path to follow. There’s
no real puzzles to think through in order to progress. The platform
segments aren’t challenging. There’s no combat. There’s no real
sense of danger. It’s impossible to fail. GRIS, by design, is a
very sedate, relaxed experience.
And that’s fine – I’m
not saying it needed boss battles or difficulty settings – but it
did
need to engage the player through its gameplay, and that’s where
GRIS sadly stumbles. Reaching the end of GRIS – overcoming this foe
– would have felt so much more meaningful and satisfying if I’d
felt as if I’d played my
part in the experience. It I felt like I’d
been tested. But I never did. All I did was hold down a stick and
jump on occasion.
To be fair, GRIS does
attempt to inject a little more variety into its gameplay with some
abilities you unlock as you progress – but they don’t do much
more than change the way you move from left to right. They don’t
increase the complexity of the level design, forcing you to combine
these abilities to traverse tricky platforms or solve clever puzzles.
They save GRIS from being a total bore to play, but that’s about
all they do.
I feel kind of bad writing
this review because I really do like GRIS. I love the style, its
visuals and sound. I love the way it incorporates its themes into its
design. I love how universal it is – anyone can sit and play GRIS
and understand what it means.
But what GRIS seemed to
forget is that the strength of this medium is how we can connect the
player to the experience. By limiting player interaction, by
frequently removing
player interaction and by not testing the player to any degree, GRIS
is, overall, a very beautiful but also a very disconnected
experience. On
sale, I’d still recommend GRIS just for the visuals and audio
alone. And maybe you’ll get more out of it than I did. But as a
game,
I think GRIS is sadly lacking.
6/10
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