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STORY PATH CATALOG / THE FULL REVIEWShort / Platformer

THE FINAL WORD / EDITORIAL REVIEW

GRIS

PlatformerShort

A coherent visual journey whose colour, movement and music offer emotional meaning without settling every interpretation.

7.9/10Selective appeal
Play now ↗Buy on Steam
DEVELOPED BY Nomada StudioPUBLISHED BY Devolver Digital

Game facts

Developer
Nomada Studio
Publisher
Devolver Digital
Released
13 December 2018
Platforms
Windows · macOS (Steam edition)
Model
Paid game
PEGI
7 — Nintendo Switch edition; not a separate PC classification
Players
Single-player
Length
Short
Difficulty
2 / 5 · Approachable
Steam Deck
Verified

PEGI source ↗ · Steam Deck status source ↗

Edition: Base game

The score, explained

Gameplay & control 30%7.6

The interest and responsiveness of the core decisions and actions.

Structure & discovery 20%8.6

How progression, exploration and goals fit together.

Art & sound 20%9.3

The coherence of the visual, musical and narrative presentation.

Clarity & assistance 15%7.6

How clearly the game explains its rules and offers useful ways to engage.

Depth & return 15%6.1

The depth of optional goals, alternative approaches and reasons to return.

How the five weighted criteria create this score →

An emotional journey without a spoken explanation

GRIS follows a young woman through a world whose changing colour and architecture express more than conventional dialogue would. The opening establishes vulnerability through movement, scale and sound, then asks the player to continue through landscapes that gradually become more varied. Because the game does not explain its central emotions in ordinary conversation, the relationship between a place and an action becomes especially important. A difficult climb, a sudden change in the environment or a pause before moving onward can carry the meaning of a scene. For Story Path Catalog, the attraction is a narrative that leaves interpretive space around its images. The player is not choosing a different plot, but participating physically in the movement of an emotional experience that remains deliberately open to personal reading.

New abilities give change a physical form

As the journey progresses, Gris gains ways to interact with the world that alter how earlier forms of vulnerability are understood. A movement ability is useful for solving a platforming problem, but it also becomes part of the game's language of change. Colour returns in stages, and the environments respond with new textures, creatures and architectural ideas. The music helps connect those developments without needing a spoken account of what each one represents. The result is strongest when the player lets an action and an image exist together before assigning a fixed interpretation. A platforming sequence can be both a practical obstacle and a way of experiencing the character's changing relationship to the world, giving the journey meaning through participation rather than explanation.

The openness can feel emotionally distant

GRIS offers relatively little concrete biography, dialogue or social context for its protagonist. That restraint allows broad interpretation, but it can also make the emotional journey feel more like a beautiful suggestion than a fully developed character study. The platforming and puzzles are generally used to support the presentation rather than to provide sustained mechanical complexity. Players seeking a demanding action game may therefore find the interactions too modest, while readers who prefer explicit dramatic situations may want more detail about the person at the centre. These limits are closely connected to the game's chosen form. Its success depends on whether visual and musical expression can carry enough meaning for you without the clarifying structure of conversations, named conflicts and a conventional account of cause and consequence.

Choose it for an expressive change of pace

GRIS is a strong fit when you want to experience a story through colour, movement and music rather than through a large amount of reading. Its relatively focused structure makes room for attention to individual scenes, and the absence of conventional combat keeps that attention on the journey's changing mood. It is a useful contrast to the dialogue-heavy adventures in this collection. Choose it if you are comfortable with symbolism and with an emotional interpretation that the game does not fully settle for you. Players wanting extensive choices, party relationships or complex progression should choose another direction. The value is in the coherence of the experience: the world changes, the character gains ways to move within it, and those two developments feel meaningfully connected.

The verdict

A coherent visual journey whose colour, movement and music offer emotional meaning without settling every interpretation.

Reasons to play

  • Abilities give change a physical expression
  • Scenes leave space for personal interpretation
  • Music connects the visual progression

Reasons to think twice

  • Limited biography can create emotional distance
  • Mechanical challenge remains restrained

See the game

GRIS
Official GRIS screenshot.
GRIS
Official GRIS screenshot.

Assist & accessibility

Explore the available settings and control options on the official game page before choosing your setup.

Parents’ guide

Players: Single-player. No in-game purchase marker in the checked Steam listing. Separate downloadable content may be sold.

Age classification: 7. Nintendo Switch edition; not a separate PC classification

Understanding age labels, online play and purchases →

A useful starting tip

When a new ability appears, look again at the shape and movement of the environment before searching for an explicit instruction.

A different direction

Compare this with Neva: An expressive companion journey that finds its strongest story in the changing responsibility of travelling together.

Official sources

Reviewed: November 2026

Your comparison

Official trailer

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