A Measured Critique of GRIS

Shane Moosa
9 min readAug 12, 2021

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This article aims to serve as a critique of the game GRIS. The first game developed by Nomada Studio in 2018. Acclaimed by fans and critics alike.

I will discuss the narrative, design, and mechanics. Then provide a reply based on my experience with the game and research I've conducted.

This is a condensed version of a video I’ll be releasing for YouTube soon. As such, i’ve only covered the core aspects of the game. If you have not yet played GRIS, I recommend you do, it’ll be worth every minute.

That said, let’s begin.

(Minor spoilers ahead)

PLOT

The game follows our protagonist, a young woman named GRIS. After experiencing a tragic loss. Both her world and life are stripped of everything that once brought her happiness.

She then plummets into a state of grief.

From here, we venture forward with her as she moves through the five stages of grief: denial, anger, bargaining, depression, and finally acceptance. Depicted in the world through the unlocking and restoration of the colors: Grey, Red, Green, Blue, and yellow.

GRIS unlocks abilities in each stage she moves through. Each ability allows her to progress. While also serving as a reflection of her growth and the stage of grief she’s overcome.

Finally after moving through all the stages of grief and reaching acceptance. GRIS restores her world to what it once was and is finally able to move on.

RE:

It is worth mentioning a certain aspect I left out. The collecting of the fireflies or stars that form the constellation we use to complete the game. This is technically not part of the narrative and is likened to a game mechanic. For those who care I suppose.

After playing the game many times. (five times in total. Though as much as I love this game, the immediate replay value is low). We see the game follows a three-act structure when it comes to progression. We discover a new color/level. Unlock an ability to help us progress within that level. Then finally return to the central world or hub. Where what we’ve learned and gained from that level pushes our progress forward.

This structure is unique and quite well designed, whether on purpose or by chance. It’s a fitting analogy for the real-life grieving process. You might discover or move into a stage of grief (In GRIS’s case, a color). Learn something while navigating it, and finally, move on from it into the next with what we’ve learned.

This is the overarching pattern during the game. Allowing the player to feel a sense of progression without any explicit storytelling. That said when the narrative is not clear to the player. It can be somewhat obfuscated. In that, you have to infer everything. From the surroundings, collectibles, or even straight-up guessing.

GRIS was made with Art and Music in mind as we’ll see shortly. So the narrative can often feel vague.

In summary, GRIS offers a deep and heart-felt journey for any person playing. Having no dialogue or any form of UI. Yet still being able to capture you in its world is a massive achievement. One that games with essays worth of dialogue trees can’t even come close to (a la Skyrim or, dare I say, Dark Souls 2).

Even if small details can be missed at times. With the music and visuals taking center stage in the most important moments. The player will always feel involved and enthralled during the course of the game.

DESIGN

GRIS was based on the idea of having the environment monochromatic at first. Then regain color as the player progressed. This would represent the theme of depression and overcoming it.

Thanks to the artistic director, Conrad Roset. Using his flair for more loose and lively color placements on canvas. The random paint drops, swaths, and bright tones meld into each other. Give GRIS a unique look that puts this game into a visual league of its own.

The world design is beautiful to look at. It facilitates gorgeous set pieces that take your breath away. Moving from worlds of desert sand and lush forests to oceanic caverns and surreal sky cities. The game boasts a large number of beautiful environments. Each with its own impactful moments.

Many of the natural features in the world of GRIS were inspired by Iwagumi Aquascaping. This lends to the simplistic yet beautiful feel the world has. Particularly in regards to the tree and rock placements in important areas.

The design of GRIS herself is inspired by fashion. Nomada opted for a simplistic design for her character and dress. To account for production and practical limitations. This makes watching her journey through the world mesmerizing and never tedious.

When talking about design we can’t omit sound and music. The former is done so well you could forget this is Nomadas first official title.

From the quiet sounds of grass underfoot. To the light splashes of water on wet surfaces (take notes Dark souls 2, Light splashes). Each sound is designed to immerse you. Taking center stage with the more quiet and calm moments in the game.

The music was performed by the Barcelona band and composer; Berlinist. They have done a spectacular job here. Highlighting the emotional and thematic elements in each section. Utilizing vocals and instruments in thoughtful ways.

The concept of synesthesia also makes this a unique experience. The idea is that one sense can be linked to another sense. For example, how a smell can link to a taste. In GRIS’s case, a sound would link to a color. So in the Red level, the music notes used are associated with the color red.

The music is also an audible reflection of the progress GRIS makes throughout the game. As she progresses and gains a new color, the music associated grows in complexity and layers. So when unlocking the first color; red, the music is simple and reserved. Yet by the end when unlocking the final color; yellow, the music is fully developed. The entire band comes into play and is more powerful and triumphant. Just as GRIS has become at this point.

RE:

There are moments that will have you scrambling to take a screenshot for your next wallpaper. While I definitely can’t find fault in the artistic design itself. There are some drawbacks to this approach as well.

Being so focused on artistic and visual communication as we mentioned earlier. Some aspects of the narrative are lost. Grandiose moments might leave you saying: “Wow that was beautiful….. wait, what was I doing again?”.

Though this isn’t an experience everyone will have. After watching others play I see moments where key themes are missed. Often because something visually stunning was happening on screen.

The music is placed thoughtfully and carefully throughout the game. Serving as an emotional anchor for the events that are happening. While it may not be everyone’s personal taste in music. It’s undeniably powerful and serves its purposes well.

As stated by the Technical director, Adrián Cuevas. “When you create a game, you need to decide what your strengths are going to be, and discard the rest”. Without a doubt, Nomada has carved out its strength in the music and visuals of GRIS.

You can hardly find fault in the construction of the game when it comes to these aspects.

To “discard the rest” does mean the game suffers in some ways narratively. If you’re willing to overlook that, you’ll have a great time. For the lore junkies out there, it might feel a bit hollow and skin deep in their approach.

MECHANICS/GAMEPLAY

GRIS has a linear gameplay experience. Due to technical and practical limitations. This path was chosen over the more Metroidvania-style gameplay. While holding on to certain things like unlocking abilities to progress. Thus following the three-act structure for each level as I mentioned before.

The character herself uses simple mechanics and abilities, move left, right, or jump. Throw in a few extra buttons to activate abilities. Then you’ve pretty much summed up the mechanics of GRIS.

This isn’t to be taken as a loss though, thanks to the unique world design, puzzles always feel fresh. Never being too difficult. Requiring a minimal amount of lateral thinking and problem-solving.

Being a 2D platformer, timing jumps and movement are core to the feel of the gameplay. Nomada does a great job here as the control of GRIS feels smooth and mid-air control is easy and intuitive. Usually missing a jump is due to jumping too early or late, and you never feel cheated by the game.

Since there is no death mechanic. Player punishment can be a challenge and Nomada handles this very well. Missing a jump or falling off a platform. Simply means you start the puzzle section over and the only penalty is time lost.

Since the strengths of the game are the art and music, not puzzle-solving. You feel engaged by the puzzles but never frustrated. You can move through the game. Experience everything it has to offer with relative ease. With only mild challenges along the way, and never feel bored.

RE:

It’s quite clear that GRIS was not focused on being a mechanically immersive game. It lends itself to be a strong game Creatively, but because of this, the gameplay can suffer at times.

A good example is the replay value. Since you know the layout after a first run-through. It feels like the platforming and puzzle sections are a hindrance. Rather than an engaging section of the game. You just want to get past this part so you can see the pretty colors and epic music again.

The platforming itself can be slightly hindered by the artistic vision for the game. Let’s take actual platforms as an example. Due to the art style. Sometimes you won’t know whether an object is something GRIS can interact with. Or something that's drawn in the background

I’ve straight-up walked into walls in certain areas. Because similar-looking structures were in the background. I thought I could move past them.

A last point of contention would be the last level and its gravity shifting mechanics. Though beautiful to look at and an interesting mechanic. Due to the level design. It can be confusing to navigate and you end up saying “I guess ill just go this way and hope for the best”.

While the game does well to lead you to the correct path regardless of where you go. The feeling of uncertainty and confusion can be a turn-off to many players. Especially non-gamers.

With all this in mind. The platforming sections are still constructed well throughout. Being easy to solve and navigate after one or two tries. They allow for a good balance of engaging gameplay. Between the more artistic experiences you will have when not platforming.

CONCLUSION

To me, it’s clear that GRIS is not a perfect game. it falls short with some mechanics and in serving its narrative as well. The strengths Nomada studio chose to highlight in this game. Prove to me they created a masterpiece with flaws. Like all masterpieces that have come before. A game like no other that captivates you. Makes you feel something. A welcomed reprieve from the games we are so used to playing.

I love this game, and while it means a lot to me, my aim here was to be as objective as possible. To be able to present a fair and balanced critique of this work as a whole. That said, this is a game everyone should play if at least only once.

We’ve all experienced or will experience grief in one way or another. In 2018, Nomada Studio presented GRIS as a reflection of this journey we all must go through in some way. Though it might not be a perfect game, it does what it sets out to do perfectly.

For that. I say well done, to Nomada Studio.

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Shane Moosa

Aspiring Media Critique writer. I love games, movies and technology. As much as i love these things, I love criticizing them as well. Onward to improvement!