Metascore
83

Generally favorable reviews - based on 43 Critic Reviews

Critic score distribution:
  1. Positive: 38 out of 43
  2. Negative: 0 out of 43
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  1. Dec 13, 2018
    An artful puzzle platformer that'll stay with you long after its short running time. [Eurogamer Recommended]
  2. Dec 13, 2018
    Gris will only take you a handful of hours to play from start to finish, but I can’t recommend it strongly enough. I only wish the experience lasted longer. [Polygon Recommends]
  3. Dec 14, 2018
    It’s proof positive of the sturdy, mechanical skill of Nomada’s small team; even if Gris is ultimately a misfire, they’ve got a good game in them somewhere.
User Score
8.5

Generally favorable reviews- based on 356 Ratings

User score distribution:
  1. Negative: 27 out of 356
  1. May 3, 2021
    6
    Aesthetically it is beautiful, but playable it is very mediocre, its impossible to die, and the difficulty is so flat that it is only aboutAesthetically it is beautiful, but playable it is very mediocre, its impossible to die, and the difficulty is so flat that it is only about moving forward on a series of beautiful wallpapers. Full Review »
  2. Dec 24, 2018
    5
    I often see people refer to this game as a masterpiece, and that it's an exceptional experience. When I "experienced" this game for myself, II often see people refer to this game as a masterpiece, and that it's an exceptional experience. When I "experienced" this game for myself, I was left wondering why it's worth the price tag. While Gris offers some of the best in sound and visual design, it still has a hollow narrative with no defined goal and shallow gameplay that is remarkably unforgettable.

    Gris is about a young woman who went through a "painful experience." When the game starts, she is singing on a female statue's hand, but then she loses her voice and the statue crumbles, making her fall down to the ground. As she progresses, she brings back color in the world she lives in. Along the way, she encounters a black ooze that wants to "stop" her.

    What was this statue? Why did she lose her voice? Why does she need to bring back color? What sort of world is this? What is this black ooze, and why does it want to stop her? These questions are never answered, not even paid attention to throughout the game. While it's fine with narrative taking a backseat for the player to create interpretations, there's no basis or foundation for any of those interpretations to begin with. There's no backstory, no exposition, or any sort of basic understanding of themes present in the game. While it is up to the player to come up with many kinds of meanings, this ends up with no true meaning to the game, making it almost unimportant. It is the equivalent of looking through an art book with no thematic lens to see it through. It's pretty, but it means nothing.

    The "gameplay," if you can call it that, is composed of basic platforming: jump, fly, glide, and swim. There are two powerups in total, such as transforming the woman's dress into a block or regaining one's voice to sing and affect the environment, but there's no real creative way in using any of these mechanics to begin with. The most convoluted it gets for GRIS is gravity-shifting, but that's it. There's nothing too complex about using the block to crush things, use the glide to fly, and swimming to different places.

    There's no real obstacle in the player's way other than a few light puzzles, and there's very little interaction when it comes to the game to begin with. In fact, the two "bosses" of the game aren't even bosses, but just more puzzle elements that add little to nothing. I'm fairly certain there's no death mechanics in this game, or no real danger to begin with, making the black ooze come off as nonthreatening.

    There's no real defined goal other than bringing the world back into color, but there's no real reason why. There's no defined reason to interact with these statues, who these statues represent, or what it all means. If it was intentional design leaving it up to the player, then the "meaning" of this game is lost.

    There's no real point to experience this "experience" if there's nothing of value to pull away from. The visual watercolor design is fantastic, and it is one of the best in graphical design. The colors are used to good effect, and it has beautiful animation, the character and the environment moving fluidly in the game. The soundtrack is phenomenal, but it does make one wonder why people should buy the game when you can get the same experience with the soundtrack instead at a lower price.

    In truth, the overall value of GRIS is like enjoying the gift wrap of a gift instead of the gift itself. It offers little to no control toward making whatever decisions you'd like, and instead trudges you along. There's nothing truly unique about its gameplay mechanics, nothing noteworthy about its narrative, if it has one, and it lacks any thematic pull. It offers the least amount of interaction or choice to the player, making one wonder if it can even be considered a "game" in the first place. While it excels in sound and visuals, everything else rings hollow in GRIS. GRIS doesn't want you to play. It wants you to watch.
    Full Review »
  3. Dec 13, 2018
    10
    Это апогей визуального дизайна. Настолько всё шедеврально красиво и гармонично, что просто выпадает челюсть.
    Conrad Roset - главный художник
    Это апогей визуального дизайна. Настолько всё шедеврально красиво и гармонично, что просто выпадает челюсть.
    Conrad Roset - главный художник и креативный дизайнер игры, впервые за мой довольно большой игровой опыт смог меня настолько удивить и обескуражить.

    P.S Также отдельное спасибо Nomada Studio и всей её команде.
    Full Review »