Skip to main content

Gris (2018, Nintendo Switch) Review



A GIRL STRUGGLING TO LIVE


Also for: Android, iPad, iPhone, Macintosh, Playstation 4, Windows


Dealing with mental illness is a deeply personal experience, which could explain why I think Gris, the first game from Barcelona-based studio Nomada, gets it as wrong as humanly possible. A game about grief steeped in serenity and beauty feels immature and dishonest. If Nomada wants to depict a slight episode of feeling pleasantly sad, maybe Gris is successful, but its stark imagery suggests a story about something more severe, like dealing with depression or the loss of someone close.

Nomada enlisted the aid of Spanish artist Conrad Roset, who specializes in painting the female figure, to create the character of Gris and her world. Art is of course in the eye of the beholder, and I'll say nothing malicious about his skills themselves. His art is cute and soothing, but his motifs don't speak to me on a deeper level. I've reached an age when the melancholy of an angsty teenage mind leaves me totally indifferent.


I do, however, object against how it is used to depict grief, which in reality is as stressful, dark and ugly as human emotions come. As a take on mental illness, the psychological horror of a game like Silent Hill 2 feels much more sincere. At the very least it lands on the correct end of the emotional spectrum. Gris, on the other hand, misses the mark completely. Nothing about mental illness is pretty, and as a consequence it feels way too neat, distanced and philosophical, as if it's finding beauty in the torment of another. It seems to convey the romanticized notion that suffering is beautiful, because life is about suffering. Anyone who would claim that has not suffered enough.

I can grant it that Gris has high aesthetic merit on a technical level. The music is relaxing, albeit a little too on-the-nose at times, and the artwork uses simple shapes to make it clear and distinct. Occasionally, it superbly adds layers of colored ink bleeding onto the page to simulate weather effects. This gives the impression of the art being created to the emotional whims of the artist, along with your gameplay.


It's an easy game to follow, and the visuals play a big part in that. It controls well and has some innovative platforming puzzles. But it doesn't exist in terms of gameplay alone. Theme is part of the bigger picture, like a gameplay element that takes place completely inside your mind, and cannot be disregarded. If it doesn't resonate with you, this part, represented by simply exploring the world, feels like a waste of time.

You control the blue-haired girl Gris as she explores her two-dimensional universe. Depicted as a human head on top of a black-veiled body with spindly limbs, she might be interpreted to be the soul of a giant statue, animate or inanimate, which she inspires by singing about the joy of life. As the game begins she loses that singing voice for some reason. This causes the statue to crumble into tiny pieces and scatter to the ground. Gris, resting in the statue's hand, loses her platform and stumbles to the ground far below.


She gets back on her feet, and your task is to guide her through an audiovisual adventure about rebuilding that statue. Along the way you collect guiding lights, which you assemble at a certain spot to bridge your way towards the heavens. It is a metaphorical experience, allegedly free for you to interpret any which way you like. But as such, it often uses imagery so obvious that it is possible to read it only one way, unless you want to get specific with the story details. Since this is an emotional journey, I don't particularly care about those. 

The world starts out grey and barren, but you unlock new colors by progressing, opening up an increasingly lively world full of fantasy and beauty. Blood-red ruined deserts give way to greenery and later on, as the statue begins to weep, crystal blue lakes. The camera zooms out to reveal a world so grand, that Gris herself almost becomes hard to detect. Some visuals linger, like the sight of a giant sea-creature looming in the background just before you descend into a pitch black cave. In this moment, and one more, Gris comes the closest to being sincere.


As you unlock new gameplay features, Gris learns to soar through the skies and plunge into the depths. She quickly gains the ability to turn into a square rock, allowing her to stand firm in a storm and open up pathways by breaching through walls. In its best moments, Gris combines elements like this to make inventive puzzles. They are meant to hinder her progress, but are not hard enough to make much of an obstacle.

I'll give it this: at least Nomada Studio tried. You can play it many times just to try and read new things into it. In that sense, it succeeds as art. But it does nothing for me. It makes me sad to find such a dire subject matter represented by the pandering works of a moody mind. I've seen it before in video games, and I suppose I will again for as long as they continue to review well.


I understand that Gris means well. It's melancholic and begs for your empathy. All the same it rests upon the foundation of age-old misconceptions about these things. I once was a brooding teenager myself, so I get the idea. But the person that thought that the world lives and dies with me exists no more. In moments of anguish, all the stress makes the brain race throughout sleepless nights. You're not pleasant to be around when your mental health declines. Although the beauty of the world might exist around you, it is all but inaccessible to a mind haunted by memories good or bad.

Gris conveys nothing of that, at least not emotionally, nor does it attempt to. It just feels so self-obsessively philosophical, tidy and bright. Just like someone taking an invigorating lonesome stroll through nature, suddenly inspired to ponder the machinations of grief and depression without having experienced them. It plays it too safe, and so I can make nothing of it, because I simply cannot trust the conclusions.

Comments

Popular posts from this blog

Wing Commander (1990, DOS) Review

ALL YOUR SPACE ARE BELONG TO KILRATHI

Baldur's Gate: Siege of Dragonspear (2016, Windows) Review

NEEDLESS FAN FICTION

Zack Zero (2012, Playstation 3) Review

AVERAGE TO THE MAX

Wolfenstein: The Old Blood (2015, Playstation 4) Review

ONCE MORE INTO THE FRAY

Assassin's Creed: Origins (2017, Playstation 4) Review

MASSIVE TO A FAULT

Assassin's Creed: Syndicate (2015, Playstation 4) Review

THE HIDDEN BLADE OF THE FRANCHISE