I’m not sure if it’s makes any difference to you, but Gris is very abstract in its “storytelling,” such as it is. There’s no backstory to expose, no reality vs. virtual simulation or dream world. It’s about a player figure in a colorless world who begins the game in an implied state of incompleteness and melancholy. You guide her through a journey punctuated by moments of adversity, wonder, and triumph, communicated by an affecting marriage of gameplay, score, and cinema. But that’s it, there’s no dialogue, exposition, or narration, no backstory or plot twists.
The gameplay itself is fine-tuned and accessible. You learn a few new abilities during the course of the game that serve as tools for navigation and puzzle solving. And there are no fail states. It is meticulously lightweight in presentation and play, but equally powerful in emotional immersion and effect. At least, that was my experience.
I’m not sure if it’s makes any difference to you, but Gris is very abstract in its “storytelling,” such as it is. There’s no backstory to expose, no reality vs. virtual simulation or dream world. It’s about a player figure in a colorless world who begins the game in an implied state of incompleteness and melancholy. You guide her through a journey punctuated by moments of adversity, wonder, and triumph, communicated by an affecting marriage of gameplay, score, and cinema. But that’s it, there’s no dialogue, exposition, or narration, no backstory or plot twists.
The gameplay itself is fine-tuned and accessible. You learn a few new abilities during the course of the game that serve as tools for navigation and puzzle solving. And there are no fail states. It is meticulously lightweight in presentation and play, but equally powerful in emotional immersion and effect. At least, that was my experience.