‘Gris’ to Deliver Alluring Introspection to Nintendo Switch, PS4

The goal was to take Roset's mainly watercolor art and create a frustration-free experience, something that sets out to be "smooth and accessible for everyone," Mendoza said.
Eventually, we all quit our jobs to focus on this, to make a demo." "He had this bare-bones idea for a game — a game that starts in black and white and evolves into color. He was looking for programmers. "We met (artist Conrad Roset) in Barcelona," Roger Mendoza, co-founder of Nomanda Studio, said.
Playing through a tiny piece of this creation, its challenges interweaved nicely with the evocative music and subdued colors of the game, creates something that felt more impactful and thoughtful than a typical game built around jumping.
Mendoza and fellow co-founder Adrian Cuevas worked with Roset for six months creating a prototype for the game before starting to discuss it on Twitter and then at Gamescom, where they landed a publishing deal with Developer. Now their creation, "Gris," is due out at the end of this year on Nintendo Switch and Windows PC. A year later, they formed their studio.
"Gris" will be playable at Gamescom and PAX West later this month.” />
Soon she is running left to right, a red plain, hills in the distance, square trees with square leaves nearby. The game opens on the image of a woman asleep on a massive marble hand, with soothing music created by Berlinist helping to set the tone. A bit of experimentation reveals the puzzle mechanics of the game, which involve lights, platforms, and shifting floors. After sliding down a massive hill, Gris finds herself lost in the woods. Later, the dress becomes a protection that allows her to plunge through screens of underwater levels. Soon Gris can use her dress to change into the shape of a square rock of sorts, expanding both her abilities and the complexity of the puzzles.
There is no danger here, not even real defeat. Instead, "Gris" offers to its players a sense of inward exploration through a painterly world of fading watercolor, constellations of pin-prick lights, and the hope of self-discovery.
"It's a 2D platformer which uses games as an art form. "Our art director Conrad never worked on video games before." It's trying to translate that idea with the art," Mendoza said.
Nomanda says the game is meant to present a hopeful young girl lost in her own world dealing with a painful experience in her life. As the demo continues, the game opens up, showing a world of pale colors, drifting challenges, and swirls of enemies. Her journey, they say, is manifested in that shape-shifting dress. As Gris grows, so does her world and her abilities.
Earlier this month, Mendoza brought a slice of the game to Foley Gallery in New York City, setting up television and consoles in a backroom amid the modern photography and other art. The demo weaves together sections found throughout the full game, so its story was slightly disjointed, but the presentation no less beautiful.

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