Game, Grief and Gris (III) (2024)

Gris is a game developed by Nomada Studios, centred on the theme of grief. The team has employed Kübler-Ross’ Five Stages of Grief model as well as colour psychology in the game’s creation. In our past two instalments, we explored the motives and mechanics behind the game, as well as delving deeper into the first half of the game. This final piece to the three-part series will discuss the second half of the game Gris, dealing with the Depression and Acceptance stages.

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Immediately jumping into the thick of things: the first thing you will notice is that blue has been returned. Blue has long since been associated with feelings of melancholy. It is thus fitting for blue to be returned for the depression level. Similar to the bargaining stage, you see that while blue is the central colour, there is still faint usage of red and green. Unlike before though, the colours are more muted and this only happens at the very beginning of this stage. As you swim lower and lower, the faint reds and greens disappear altogether; as if literally sinking into depression and the whole screen is engulfed in darker shades of blues and blacks.

Depression is often described as feeling like drowning above ground or being enveloped by a wet blanket. As a natural progression of things, it is thus fitting that this level is designed as part of the ocean. Gris has to explore the watery depths which naturally goes darker the further she plunges deeper.

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It is then she encounters the manifestation of her doubts, this time in the form of an eel. It will violently chase Gris who will frantically swim away from it. Though you can still somewhat control Gris’ movements, it will be limited as if Gris is on autopilot. It is as if the loss of control mirrors how there will always be factors we cannot predict and account for. Just as the eel is about to seemingly consume her, a red turtle from before will suddenly appear, guiding her to safety.

This turtle represents that anger continues to linger and can be a tool that aids you; sometimes anger—of our strongest emotions—can be what breaks you free from the heaviness of despair. Rage can be the one that propels us to the final stage: acceptance.

With this stage comes the reintroduction of a new colour: yellow. It begins not by overtaking the colour scheme but by splashes of lights that guide the way as you navigate the maze-like terrain. This represents the graduality of the final stage; that acceptance comes in bits and pieces.

In this final level, Gris’ world at times would literally turn upside down and players will struggle to navigate a landscape that has been flipped over. It is as if Nomada Studios wants us to recognise how confusing grief can be and that the path to acceptance is the most tumultuous time of all.

While blue still dominates, Roset treats us to a beautiful blend of all the shades from before. This stage of the game is completely unrecognisable from the initial stages. The colours that we now see are testament to the work that we put in and we are visually rewarded and reminded of the progress that has been made.

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Gris in the Denial Stage

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Gris at the Acceptance Stage

Only when we put them in stark contrast like this that we see how much has changed; when colours were introduced in stages and little by little, we only ever compared the difference to from before. Though the changes may seem minuscule its additive value is huge and wide-reaching.

It is also in this last stage where Gris regains the ability to sing. The loss of her voice was what triggered her fall in the beginning. With it regained, Gris is finally able to ‘right’ the world again. Coupled with her other abilities — heavy, double-jumping, flight and swimming—, this level requires us to use a combination of various them in order to complete this last level and ultimately finish the game. The required usage of all these abilities in quick succession sets this level apart from others, where usage of a specific ability was more concentrated within certain levels itself. This, therefore, sets this last level apart from the rest, as if to show us that acceptance requires a plurality of different lessons learnt in our course of overcoming grief.

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Nomada Studios came together as if by chance — the developers would never have stumbled across the artist under normal circ*mstances. It was truly as if fate brought them together so as to bring Gris to life. And similarly, fate has introduced this game to a lot of people undergoing tough situations, bringing about a cathartic experience.

Do not think of Gris as a game but a moment of healing. The same way books and movies can reduce us to tears, the game— just like paper and video— is merely a medium. The game still is able to narrate a story on grief, growth and great beauty.

Gris is licensed through Devolver Digital and is available for purchase on Steam where you can play on Microsoft Windows and macOS devices. It is also playable on the Nintendo Switch, PlayStation 4, Android, and iOS.

This seems like the end. However, in actuality are two final cut scenes — with one being a secret — that requires unlocking. These two scenes are important for they feature important information that properly contextualises the game’s narrative. This is, however, not something truly surprising as clues have been scattered throughout the game. Sometimes, hindsight is really 20/20.

Game, Grief and Gris (III) (2024)

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