Dealing with Grief | Gris Part 8
We all deal with Grief in different ways.
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Gris is a platform-adventure game by Spanish developer Nomada Studio and published by Devolver Digital. The game was released for Nintendo Switch, macOS, and Microsoft Windows in December 2018, for iOS in August 2019, for PlayStation 4 in November 2019, and for Android in April 2020. The game has sold over 1 million copies.
Gris was developed by Nomada Studio, a Barcelona-based company which was formed after a chance meeting between two Ubisoft employees, Roger Mendoza and Adrián Cuevas and artist Conrad Roset. The two met Roset while attending a going away party held for Cuevas who was temporarily moving to Ubisoft Montreal to work on Rainbow Six Siege. Roset noted to Mendoza and Cuevas that he was interested in working on video games, at the time the two were interested in creating an independent game but lacked the artistic skills, so the three decided to form Nomada Studios.
Intending the game to be "a mix of Journey and Ori and the Blind Forest", the game was designed with accessibility in mind. As such there are no fail states, a decision that proved to be challenging. Mendoza has described their approach as "If there's a puzzle you can probably finish it at the second or third try. When the puzzle is more complicated, we give the player options." Partway through development the team consulted with a psychologist about the game's narrative themes of grief (especially the five stages of grief) and depression, resulting in gameplay decisions to echo the turmoil of the main character. An example of this is how at the beginning of the game the player is unable to jump which helps reinforce the notion that "something is wrong with this girl".
The art style created some unique problems for the developers. Since the game becomes more lively as players progress designing the early areas in an appealing way proved challenging. The team eventually solved this problem by taking inspiration from Iwagumi style aquariums. Another challenging issue was readability, which resulted in several level design and camera angle tweaks during development. Initially the main character's dress was going to change as more colors became unlocked, however this eventually proved impractical due partly to the camera angles. The game's title refers to the name of the protagonist, as well as the Spanish word for the colour grey.
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