
Gris is a hopeful young girl lost in her own world, dealing with a painful experience in her life. Her journey through sorrow is manifested in her dress, which grants new abilities to better navigate her faded reality.
Most likely between $10.3M and $29.2M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $14.99 | 96% | approximately $17.2M |
| PlayStation | $16.99 | 92% | — |
| Xbox | $16.99 | 94% | — |
| GOG | $2.99 | 92% | #226 |
| Nintendo | $16.99 | — |
Cheapest copy: ≈ $0.98 on Xbox · Türkiye (−93%). Compare 47 prices in 15 markets →
Reviews
Themes across 1578 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
Music: 10 Visuals: 10 Gameplay: 2 This game has amazing art style, though when it comes to gameplay it's lacking. There aren't any decisions to make, puzzles are simple, and movement is dry. You will spend considerable time just holding one direction and not much else. The game features a theme of grief and loss, though it is very abstract. Think of an art critic looking at a white canvas and saying "what a profound commentary on death"... not an incorrect interpretation (there is no correct one) but they are getting out of it what they put in. Gris is the same. It says explicitly "loss can drain life of meaning, you can find meaning again", and the rest is up to your personal interpretation. For some this game will be an instant classic, but for me there wasn't enough engaging gameplay to make it worth the time.
这是唯一一款玩到怀疑人生的游戏。 ·中途睡着一次。 ·放弃全收集。 ·为了通关而忍耐到通关。 ·最后一关上下颠倒的镜像迷宫卡到愤怒砸键盘。 是的,我是为了品尝所谓的“艺术品”入手的游戏。 但是艺术性不是游戏性的遮羞布。 请再给我一次重来的机会,我绝不会将这款游戏放入愿望单。 原是我不配。
One of the most beautiful games ever!
非常非常漂亮……!鸟那一段很有压迫感,美丽的大鸟。
lindo lindo lindo
JUE GA ZO
[h1][b]Strongly recommended:[/b] GRIS[/h1] If you're an indie developer, it seems there's an unwritten rule that at least one of your games has to be either an emotionally charged, allegorical adventure or platformer, or a hyper-violent, surreal action game. Nomada Studio seem to have gone with the former, bringing us [b]GRIS[/b], a story of love, loss, and the pain that inevitably comes with them. The game follows Gris, a young girl dealing with the death of a loved one. Navigating her fractured world, with the levels representing the different stages of grief, Gris will slowly learn new abilities as she figures out how to move forward from her painful experience. Gris's journey is presented as a wordless, allegorical experience, with minimal UI and intuitive controls. As such, it works as a beautifully haunting meditation of grief, depression, and acceptance. This is helped in no small part by the stunning art direction. The gorgeous watercolor graphics and hand-drawn animations create an incredibly detailed and evocative world for Gris to traverse. And while there's virtually no voice acting, the sound effects and ambient music play perfectly with the game's somber tone. The level design is another strong suit. Throughout the game, the environments are crafted so they provide a consistent level of challenge, while still being simple enough to navigate intuitively. Each level is themed around the new ability you can unlock, with the puzzles design asking you to leverage this new ability while combining it with the ones you already have. However, not everything is perfect. There are a couple of elements that work to the game's detriment, both of which, I think, stem from the expectations and conventions of this being a game on Steam. The first has to do with ambiguity. While it isn't immediately apparent that it's the death of someone close to Gris that sets the events of the game in motion, this does become clear as the game goes along. However, we aren't really told who this person is to Gris. You could argue that it doesn't really matter - the game works as a broad allegory for grief caused by a loved one's passing, and as such, the specifics of the relationship aren't that important. And I would tend to agree, if the answer wasn't actually included in the game and locked behind a series of collectibles. Which brings us to the second pain point - achievements and collectibles. Throughout the game, you can find memory fragments Gris can collect. Collecting them all unlocks the "secret ending", giving you a short cutscene that contextualizes the events of the game by letting you know who exactly it is that Gris is mourning. Hiding such a vital piece of information behind optional collectibles strikes me as a very odd choice. I would compare it to Journey - there, you also have collectibles in the form of cloth fragments, but these are actually completely optional since they only influence the gameplay, and not the story. And I get that this is probably just me, but if you put collectibles and achievements in a game I'm playing, it's damn near guaranteed to light up that part of the monkey brain that screams "must get all the shinies". I think I would much prefer if Gris went a completely different route, eliminating collectibles and achievements altogether, and I could just immerse myself in the experience without feeling the pressure to consult a guide so I can 100% it. Even so, GRIS has more than enough going for it to deserve a definite recommendation. While it may not pack quite the same emotional punch as Journey or To the Moon, it's still an exceptionally well-crafted game, with such a universal subject you'd be hard-pressed to find anyone that won't be able to relate.
Beau jeu avec de belles couleurs et émotions.
A graphic artist, music composer, and game designer go to a bar and get absolutely plastered. While at the bar, all three brainstormed ideas on how to make an artful video game based upon predecessors, contemporaries, and the rules/standards of the industry. They just couldn't figure it out and agree. As the night went on and on and they continued to drink; rules were decided to be broken and thrown away. Here comes Gris, where video games and art meet in a very traditional sense. This is probably the most stunning 2D game graphically to exist. The composition and motifs intertwine with each other so well throughout the game. Having the art style develop and progress as your character does emotionally through the story, as well as physically through mechanics. You genuinely could stop, stare, point out all of the details and immerse yourself with the flow of the tracks if you're that kind of person. To be honest, I wasn't completely sold on the mechanics of the game through the sand chapter. I personally didn't care for the block mode. However, they decided to give you more movement mechanics in a puzzle platformer, which are some of my favorite additions to any game. The double jump, glide, and butterfly jump are all elite mechanics, truly making Gris a mechanically great game, which I wasn't expecting. Gris does a great job of having a base level of content to make a game, but also extra puzzles if you do enjoy the world (which everyone should). When you beat the game, you can teleport and enter previous chapters/segments to shoot for 100% achievements/collectibles, if that is also your thing. There isn't a single bit I can think of adding or taking away from this game. I REALLY appreciate quality control in games, so seeing an indie get it done so properly is awesome. There are a thousand more things you could say about this game, as everyone else has as well. I give it a glowing recommendation and everyone should give it a playthrough.
Absolutely Beautiful....