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This game made me understand that it is possible to make a game into a work of art

In the large number of independent game markets, it is not easy to fight for their own place, and on the basis of the material basis where development costs are greatly limited, developers full of ideas may need to rely on creative game mechanics, surprising narrative methods, fresh and rare operation methods and other strange tricks to get famous. GRIS is a game that as long as players have played it will say that it is very beautiful, so beautiful that the gray world is dyed with the color of the heart, today we will talk about the game of GRIS.

This game made me understand that it is possible to make a game into a work of art

First, when the colorful colors crash into the gray world

The GRIS's graphics are painted in a bright watercolor style that is eye-catching enough from the first glance. GRIS is not only the name of the protagonist in the game, but also means gray in French and Spanish. As a color that wanders between black and white and has a neutral nature, gray is also suitable for expressing the protagonist's inner struggle, confusion and uncertainty. In addition to gray, other aspects of color control are also the most amazing things about the art of this work.

This game made me understand that it is possible to make a game into a work of art

The game consists of several short chapters, each with a unique set of scenes and a unique "main tone". In the finely hand-painted watercolor style, these scenes are unforgettable: dusty, sandstorm-swept desert shrouded in the red afterglow of the setting sun. In the glorious and blossoming jungle, green rattan slowly grows and soars into the sky. The sound of rain pours down, and in the quiet and tranquil ocean temple, blue and white ice crystals shine like diamonds. "GRIS" is an unreserved art show, with an overwhelming stream of beautiful scenery and no repetition.

This game made me understand that it is possible to make a game into a work of art

Complementing the visual style of the show, the game's music is also a beautiful and intoxicating experience. There is no voice of any lines during the game, but the background music is always free to change style as the scene changes, whether it is ethereal slow play or exciting tone change. Ambient sounds such as the sound of the wind blowing through the depths of the forest and the clear echoes of the underwater caves are immersive. It can be said that "GRIS" is a well-crafted, extremely luxurious performance.

This game made me understand that it is possible to make a game into a work of art

Second, the gameplay sometimes needs to make way for artistry

Although it is not difficult to see that the producers have focused most of their energy on the art design of the game, its essence is still a game after all, and the good-looking appearance naturally cannot be less interesting.

This game made me understand that it is possible to make a game into a work of art

The gameplay of "GRIS" is mainly reflected in the platform jumping and puzzle solving parts. However, the production team itself is biased to create a game that is suitable for all ages and values emotions and experiences. Under such a design idea, those elements that may cause "interference" and "difficulty" have been simplified or stripped away as much as possible.

This game made me understand that it is possible to make a game into a work of art

Therefore, in order to create this immersive and experience-oriented goal, GRIS has become very simple in operation, most of the time the game only needs to use two interactive keys, and the UI and extra text interference are removed on the screen. Moreover, the game doesn't add any designs on the surface that can lead to frustration: no enemies and damage, no death, a linear flow and an uncomplicated one-way map design.

This game made me understand that it is possible to make a game into a work of art

Of course, in order not to waste the game's art design, and not to let the player get bored, each chapter has designed some proprietary mechanics, such as gradient blocks, upside-down waters, boosted colored butterflies, and so on. As the chapter progresses, players will also unlock some new abilities, such as turning the skirt into bricks to protect themselves from strong winds and buoyancy; Or a two-stage jump that allows yourself to hover in mid-air across a farther area. In general, each puzzle in GRIS does not appear too many times, and the difficulty of platform jumping is also low, which does not mean to embarrass the player.

This game made me understand that it is possible to make a game into a work of art

Maybe gamers who want to play will give this game a low score, but I think this game brings me a lot better visual and auditory enjoyment than the AAA game that is now often open-world.

This game made me understand that it is possible to make a game into a work of art

Although there are not many games that focus on emotional expression, there are very few works like "GRIS" that strongly display their emotions throughout. From the barren desert swept by the wind and dust to the bright sky hall of the kyauk moon, blessed with gorgeous and fresh watercolors and touching music, the composition of these scenes is like a spectacle and fascinating. And as the player goes deeper and deeper in this shattered psychic world, the scenery on the way will change with your efforts and progress. The faint but delicate emotions and sensations are integrated into the background of the picture changes, conveying a unique experience to the player.

This game made me understand that it is possible to make a game into a work of art

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