Грис — наивная девочка, запершаяся в собственном мире из-за боли, окутавшей ее в реальности. Ее скорбь находит воплощение в ее платье, которое дает разные способности, позволяющие лучше ориентироваться в своем мире. По ходу сюжета Грис эмоционально крепнет и начинает видеть свой мир немного иначе, о...
Грис — наивная девочка, запершаяся в собственном мире из-за боли, окутавшей ее в реальности. Ее скорбь находит воплощение в ее платье, которое дает разные способности, позволяющие лучше ориентироваться в своем мире. По ходу сюжета Грис эмоционально крепнет и начинает видеть свой мир немного иначе, открывая все новые и новые пути.
GRIS — медитативная и умная игра, в которой вам не нужно бояться смерти, нервного срыва или гнетущей атмосферы опасности. Вас ждет тщательно продуманный и анимированный мир, а ваши уши приласкает оригинальный саундтрек. А еще — несложные головоломки, элементы платформера и необязательные испытания.
В GRIS почти нет текста — только небольшие подсказки по управлению, записанные понятными общими символами. Каждый может играть в эту игру, на каком бы языке он ни говорил.
Copyright 2018 Nomada Studio. All Rights Reserved.
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It's beautiful, it sounds great, it's short enough where you don't grow tired of the simple premise.
Is it some puzzle platforming gauntlet that will test your gamer skills? No. But there are hundreds of games designed to do just that. If finger dexterity and reaction time are the only things you care about and you absolutely NEED them tested, just play something else. I'm tired of seeing people play this one-of-a-kind gem and insist it should be more like a thousand other platrofmers that already exist.
If you have 4 hours to spend on a serene and unique gaming experience, GRIS is among the best.
The game is great. It deserves for 5. It is not only game-art, but also enjoyable platformer (in some elements like blowing bird not so easy). But I was close not to finishe it. After falling from very high to a new area Gris would just hover for ages above the ground with the fall animation still going. And I couldn't move. Controls didn't work. I thought that I did something wrong, so I minimalized game on taskbar and took a look on Internet. When I backed to the game, Gris was standing on the ground and controls worked. It was strange, but it worked. Till the time. In area with brick-man when we both were falling down and in the end Gris hovered, I used my trick (minimalized game and then back - just 2 clicks). But the brick-man just dissapeared. I made a few moves with Gris and the screen just freezed. Nothing was working, even Esc. In the gameplay walkthrough on Internet I saw that there sholud be cutscene with brick-man. But, man, brick-man left me few seconds earlier without farrewell.
I found solution at Steam community (thanks to Armig0s). The link is below:
https://steamcommunity.com/app/683320/discussions/0/1795152172930032054/
I disabled NVIDIA G-SYNC, but it didn't help. Then I decreased refresh rate from 360Hz to 144Hz. Then it helped (with G-SYNC still disabled, I didn't change it). After falling from very high Gris was moving.
This game. Wow. There were many times during it that I was left genuinely speechless, or when the feelings and thoughts it evoked were so powerful that I found that I just had to stop and think.
This game is about grief and loss and healing. It is presented in a way that provides a highly relatable narrative in a simple, non-verbal way and allows the player to not only take in what is being conveyed but to project their own experiences upon it in a way that I found to be genuinely therapeutic.
This game knows exactly what it is. It is not intended to be a punishingly difficult platformer or a mind-bending puzzle, although the platforming and puzzle elements are well balanced for the experience that the developers are sharing with the player. This game is about the human heart, and is a tool to help the player explore what is in their own heart and move towards a feeling of catharsis, relief, and healing.
For those who have gone through difficult loss and trauma, there are small, important details that the developers included that the player will relate to.
This game is also a stunning piece of art, both visually and auditorily. There were several areas that I just stopped progressing and allowed myself to take in the ethos of the mindscape that the developers created. This surreal, fantasy world holds many emotional truths that are spoken without words, but communicated in a profoundly clear way. As I worked through the experience that Nomada created, I felt seen and understood. It was not what I was expecting.
The ending sequence... holy cow! I was genuinely moved to tears at the powerful use of visual and auditory symbols, especially the intertwining of two voices at once for the first time in the soundtrack.
This is a game I will be thinking about for a long time, and that I will wholeheartedly recommend to others.
Gris is the type of game that transcends or, rather, blurs the boundaries between game and holistic experience. While purists (i.e. platformer die-hards) might get somewhat bored by Gris' simple challenges and the fact that you can't really lose, I firmly believe that this shouldn't stand in their way. Trust me, give yourself the opportunity of living a strong, almost cathartic experience of playing this game. I don't think that by judging the game on a gameplay basis only does it justice: it's a living, breathing organism that requires your undivided attention. One cannot experience the game without feeling awed by its stunning visual & environmental narrative in tandem with the marvelous sound design (best experienced with headphones).
I truly feel that this is a game where, as another reviewer put it, you don't play to overcome a challenge or test your platforming skills (there are much better games out there to do so); instead, you play because you feel inspired to.
There's not many "A-ha moments" here; but give yourself the chance to play this game and you'll find yourself smiling plenty of times in front of several small yet poignant revelations.
When I started up GRIS, I couldn't believe what I was immersed in. Each level became exponentially more incredible than the last, from the visuals to the sound. The gameplay was simple and not too tricky, which allowed a constant focus on the experience of existing within the game. I wish more games were made like GRIS . . . with such subtle attention to detail. It is really, really incredible.
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