[PlayStation 4] GRIS Review
Recovering from devastation is hard, as you work through the five stages of grief. Are you ready for a game that will move you? Check our GRIS review!
GRIS is a serene and evocative experience, free of danger, frustration or death. Players will explore a meticulously designed world brought to life with delicate art, detailed animation, and an elegant original score. Through the game light puzzles, platforming sequences, and optional skill-based challenges will reveal themselves as more of Gris’s world becomes accessible.
GRIS is an experience with almost no text, only simple control reminders illustrated through universal icons. The game can be enjoyed by anyone regardless of their spoken language.
Gris – Launch Trailer | PS4
GRIS is a beautiful game brought to us by Nomada Studios and published by Devolver Digital. The game is about dealing with grief, and it’s a beautiful 2D puzzle platformer that sees you working through a serene empty world dealing with your emotions. It’s been on Nintendo Switch for a while, with a ton of positive buzz around it, so when I heard there was a PlayStation 4 port coming, and that I would get the chance to review it, I was very excited to give it a go.
The premise of GRIS has you playing as a girl who starts her journey in the hands of a giant statue, singing. A force attacks it, shattering the statue and dropping the girl onto the ground. You have lost your voice, and for the first minute or two are barely managing to crawl. You have lost something important to you, and you don’t know how to move on. Eventually, you pick yourself up and start traversing through the empty environment. There are stars around that you need to collect that will help you make bridges and continue through.
You will eventually unlock some new abilities allowing you to turn into a heavy block to smash through floors or not be blown away by the wind. How about turning into a stingray so that you can swim in the water? And once you get your voice back, you can sing again and wake things up from slumber. You will use these powers in creative ways as you traverse the world, trying to pick up the pieces of your life.
And oh, what a world it is! You’ll be exploring a gorgeous world with hand-drawn art, with a very charming look and feel. You will traverse many environments featuring deserts, ice caverns, underwater caverns, and locations high up in the sky. It’s a very varied world, with each area feeling like its own microcosm. The areas are cleverly designed so that you can make the most of your increasing set of skills. Complete each area, and you will start to bring the world back t life, adding color to spice things up and to signal how you’re moving past the hurt and trying to sort things out.
There are no enemies in the world, with the exception of a presence that will occasionally come after you, but the focus is on fleeing from it and not fighting it. It was a refreshing opportunity to not have to worry about fighting any bad guys, as I could just focus on exploring each area and taking in all the game has to offer. It’s a great change of pace from the other games I’ve been playing lately.
Since GRIS does not have any dialogue, it does tell its story through art. Without any words, the character conveys her emotions through beautiful art and music as it tells the story. I will say though that I did know ahead of time what I was getting myself into, so I’m not sure how going into the game a bit blind would change the overall message or how another player might interpret each location and the overall beat.
I loved GRIS. I really enjoyed the platforming and puzzle-solving in the game. It was a peaceful experience for a few hours that I enjoyed from start to finish time. The art blew me away, and the way the game continued adding color to each area was impressive and made the whole world feel alive. You should definitely take some time and play this game in full, as it’s one of the best games on PlayStation 4.
This GRIS review is based on a PlayStation 4 copy provided by Devolver Digital.