More from: game design

On how GRIS is a game of distance

Gris, by Nomada Studio, is a platform game with art of paralyzing beauty, and visual and design influences taken from games such as Monument Valley or Journey.

The narrative doesn’t carry the weight of a heavy plot, but it rather develops some themes through cinematics, and exposing certain motifs in its gameplay, by using resources like color, light, or physical distance.

In this analysis I’d like to focus in the latest. How can a game like Gris make, not only a skilful, but also a meaningful use of distance, which we usually take for granted as a property of space and a basic component of the game feel, but rarely as an entry point for thematic exploration?

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