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GRIS

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It is difficult to describe something that belongs to the category of “emotions”. Emotions are invisible, formless and can never be grasped, it is vibration, a measure of the depth of the soul and turning every person into unique individuals in the mental world … Emotional spiritual values cannot be weighed, measured, because they go beyond normal evaluation standards and each person also has a feeling that is not quite the same. But no matter how much each person’s feelings are different, there is always one thing in common: their hearts are in disarray, there are vibrations from deep within their souls.

A work of art that is created and achieved realm makes other people have to remember and feel the vibe is not easy, especially when it must be a combination of many people, not a person. In the small indie game world, we find Journey, Flower, ABZÛ, Ori and the Blind Forest, Bokida, Inside, Hellblade: Senua’s Sacrifice, Machinarium, Monument Valley … with just one experience, these games bring giving the player a wave of emotions so deep that she was dazed and immersed in the thousands of indescribable emotions for a long time.

GRIS is a name that no one really cares about in the immense gaming world, it is hard to compete with graphic princes, salesmen or noble champions in awarding ceremonies. the end of this year. But objectively speaking, if you put Nomada Studio’s GRIS in addition to the current game design standards, to compete, it is really … too ungainly. Do you know why?

For many people, death can be extremely scary, even if they feel it in a game, where they don’t really die. But besides physical death, many people are afraid of a death in their hearts, emotional death, losing themselves, losing their voices and not recognizing their own values. To get up and find your people is something that not everyone can do. In GRIS, the game is probably portraying that.

GRIS does not give players a physical death, no traps, no enemies, no falls, players are not afraid of being threatened by the world around them even though they seem harsh. GRIS’s harshness manifests itself at the time when there are always many obstacles to your progress, tossing everything and making it gloomy, blind and without a way out. In front of the player is an ambiguity, where the road has been obscured, only to see the world devastated and regressive … GRIS reminds the player a question: “On this journey, we save the world, good save yourself? ”

GRIS’s challenge is not really difficult, somewhat simple, but that’s not the problem. The art of installation imbued in every step of the main character will bring players to the experience of exploring the world as the main and connecting those experiences again. GRIS is a journey through the most beautiful creatures of nature, of imagination and emotional connections between individuals within that world, full of deep humanity.

Sand dust, dead, crumbling with crimson and vortices swept away all efforts at the beginning; Revive and stand up with a new vitality of the green of the deep forest, of the great sea, of friends and help, above all the meaning of giving away – getting back beautifully expressed in GRIS even though it is very rustic: “Love each other in food, love each other in the heart”. Do not forget to pick up the sweet apples for the “children”, do not forget to turn the cage to fly away the free “bird wings”. Be kind, to see how beautiful GRIS world is!

where can you get a GRIS online

GRIS – Nintendo Switch [Digital Code]: Buy it now

Gris (Original Game Soundtrack): Buy it now

When the players themselves will be more mature with new abilities, overcome the initial small obstacles, it is also the time when we can see the way out and clearly define the initial ambiguous goal. Deep within the player, they will also realize what they need to do, not relying on any suggestions or instructions from the developer.

The pace of GRIS is very light, without an impulse that almost players themselves have already realized. GRIS only gives players a unique option to move forward, not to turn, nor to give up because only that is the best thing for you. Bit by bit, GRIS explores new horizons, new experiences that can contribute to something more complex later in a form that simply collects little stars. Perhaps that is also what we sometimes think about, those beautiful starry skies are also the result of the accumulation of billions of stars throughout the vast universe.

The journey goes on and on, the player’s lyrics and singing will move smartly, awaken the stars, erase all threats and connect all one. These stages are extremely beautiful by the developer in every moment. There was no time when the writer did not want to stop, gaping and gasping at GRIS’s amazed beauty.

It was the tension and suspense of having to escape the danger of the player only a few percent of a second, it wanted to be in a state of being, unexpected and intense, it could be anything frightening to the player. Come to think of it, not only one but can come in every corner in large numbers, take advantage of all the loopholes and of course it will swallow the most willpower that the player is having … Then all of it bright and broken in thousands of colors, blowing all emotions with a breathtaking spectacle that is hard to describe with overwhelming sound and image.

At the end, we will realize that all threats, all fears during that journey are not unjustified – they come to help you in some way. GRIS tells players that difficulties are also lessons to help us overcome difficulties. It is important that we remain calm when faced with adversity, in that tough time.

GRIS is only about 4-5 hours long, but the writer is sure that, the emotions, experiences that it leaves from installation art, images, music, stories hit straight into each player will remain for a very long time. GRIS’s value is not at its length, but gamers will have to remember GRIS long after.

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