I watched this with the intention of finding one thing to prove to me it was the mother's death. I watched for something to invalidate my view that it was Gris who died and it was her journey through her mother's recovery.. helping her find those small memories and struggle with her to get to a place where the mother could be at peace with Gris' passing, let her go, and allow Gris' spirit free. The blackness is the mother's unwillingness to emotionally let Gris go. Nothing in this video analysis contradicts that. I respect everyone's right to interpret art as they perceive it. I've played Gris with this analysis' interpretation in mind, and I still feel that the mother's grief is the more accurate portrayal. This analysis is not the one true and correct interpretation... the developer has never provided an answer when asked. So let Gris move you however your heart and mind leads...
Really nice to find a video that focuses upon how the model works in a scientific way, all the 'get this quick' videos seem to really detract from the game, this massively augments it. I'd love to find a tool that teaches the astro physics of how to find your materials, all of which adds to the immersion, rather than a map of all the hotspots and shortcuts to getting them using program glitches all of which destroy the immersion.
With the pea-shooter incident, what you had to do was try and ensure that Boy Wander reached the far right of the fire escape before Mr Wacker. Because the latter reached the fire-escape first, you got 2000 lines. You cannot actually pick up the pea-shooter.
This was my favourite game on the 48K spectrum in the 80s... I never knew what the point of the game was or finished it. I knew you had to hit the shields but that was about it.
I know the game is about the protagonist losing her mother but my interpretation when I first played it was about someone who fell into a deep depression. The statues of the lady representing herself, first feeling like a broken person but slowly gaining a sense of self and of being complete again. I saw the black goo as her depression and self doubt attacking her sense of happiness and self worth. I think the beginning of the game when she had nothing but had to force herself up really got the sense of what being depressed really is like. Regardless of my miss reading of the game, it still stands as one of my most moving gaming experiences, and I thank the team for making it.
I think thats what makes the games imagery so powerful. While the game might be about someone coping with loosing their mother, which would likely trigger depression and the grieving process, It does also have common themes regardless of the kinds of loss one my suffer and how we each deal with them. As spoken about in my review it really brought back my own memories and feelings about loosing friendships and just that ever present feeling of dark, its hard to put into words. I was not ok the weekend I played GRIS lol
@@ErosMadelung definitely agree with you about it having common themes that are open to interpretation. I remember playing games like Doom in the past hoping that more would be done with narrative and story, while reading people saying it's not important in games. To see where we are at now makes me so happy that we can discuss gaming in such deeper and meaningful ways. Gris is a work of art.
I had this for my +3. And, yes, the quick load times were a relief. 😉 I agree with you; it felt fluid and movement felt precise - even with the Amstrad joystick. This game was difficult, like many Speccy games, but it felt fair. Skill allowed you to progress.
Yeah on my play through to collect footage understanding the game and having better coordination than i did when i was young i was able to get through most of the game... Quite like the momentum building in the movement, added to the feel of it all :)
Aye bit of a rapid fire, i also remembered i need to do Atic Atac.... i need footage for that. Im largely trying to chew through this so i can get back at recording some stuff, namely some C64, though my memory for the games on the C64 is somewhat more hazy that the spectrum.
I mean it's not a hardware feature so bback ik the day the side scrolling and shoot-em ups on the system where a little less polished than say, c64... but then, different and more powerful system... not saying there wasn't ways around it and some games that nailed it :) Just have a MiSTer here which is as close to real hardware as you can get without real hardware
@@filevans I'll give it a look, yeah I usually (at least these days) have the display match the core and so yeah it's in there at 50 hz, my capture device sometimes doesn't enjoy it however haha.
@@filevans Ooooh yeah thats beautiful! Just fired it up. I think the difference is largely the way the people who wrote it deal with the backgrounds etc. So some have this character/sprite behaviour where the scroll happens 8 pixels at a time. I was looking to have a play around with making a game for the ZX and found a cool game engine/designer jonathan-cauldwell.itch.io/multi-platform-arcade-game-designer Which manages to handle a fair amount of 16x16 sprites moving onscreen before things start to get a bit dodgy. It also manages the super smooth sprite movement. Its super nice when things are programmed to get the most out of hardware and the user experience :D
i was thoroughly convinced Gris is a witch trying to restore the world and the goddess thereof, but i definitely got the emotional impacts of the different colors
Great video. I remember playing this back in the day and it seeming to be a lot easier than it is when I go back to it now. You are right that second screen is just so difficult. I remember using the position of the rope against the letters at the top to determine when to jump but it is still rock hard.
Haha yeah exactly what i was looking at too - reacting to the color clash, trying to figure out the nearest point to the right. I guess though, if you have one brutal screen you should make it early ?
It’s also a possibility that Gris is the one who’s dieing. And her death breaks the statue, whomever it is. Because at the end she’s the one who “ascends” to the stars after restoring the world, the colors and the meaning, both for her and the statue. Her last stage being to face herself and then accepting to take it all in, that could be accepting death. And the statue helps this time, witch could mean acceptance from the statue as well.
Funny, I actually never thought of that mother death thing. To me, the statue was the ICH in Freud's theory, while the little one was the ÜBER ICH, that tries to reconnect and overcome depression.
I really like this analysis. I don’t think that’s what this storybis about, I didn’t think so while playing it and don’t think so now, but I really do like your view of it. I do hope that it is in fact what the developers intended.
This was one of the most profound and incredibly well elaborated review I’ve ever seen in my life. Your voice, the sentiment and depth you’ve shared made this game even more meaningful to me. I’m going through something along those lines and this made me feel better. Thanks a lot mate, you spoke to my soul! Cheers.
Thanks, the game had a huge influence on me the weekend I got it and played through. As i say in the video, its quite a beautiful game but can hit quite hard depending on where you are at that time. Hope all is good
The last demon Gris faces before she takes her step is herself, I saw this as after facing and overcoming all the hurt you’ve felt, the hurdles you’ve leapt, and the darkness you stepped out of. The only thing standing in your way, the final demon that you’ve still yet to prevail, is yourself
My PERSONAL opinion: The Statue IS an actual godess. Gris was created by her. That would explain why The Game Starts with Gris in The Hand of The Statue. The Destroyed World IS Not Gris' Mind or Else, But her actual World. Something Bad Destroyed The World and Killed almost everything. Maybe a war or a nuclear Explosion. The godess created Gris with her Last breath and now ITS Up to her to save The world