A Facet of Grief

Initial Thoughts: Wow, this game is touching. The graphics, the music-I feel transported to a new world. The image of starting on the floor evoked a feeling of real sadness. At the start I couldn’t figure out how to move, and then finally D started to work. I walked, slowly, until the music changed and I started to run-and now I could jump too! It felt invigorating to run, especially with the shift in music. There was definitely this sense of bliss because I was running in a world with disaster all around. I think the bright lights are spirits, helping me navigate through a broken world. The broken hands as pieces of destruction are undoubtedly, a bit unsettling.
Reflection: I am not sure what rules there are set for video games, but this game definitely felt different. I enjoyed this change immensely, though. I felt as if I was walking through a story, with the background as stunning water colors and my movements heavily influenced by the tone of the music. Although I didn’t know they were called platform-games until last week, I love this style of gaming. I think platform-games such as this one feel more realistic–in life, we are usually fighting against the internal struggles within us rather than the external struggles in front of us. In Gris, I felt the main avatar continuously pushing themself forward even when they were being pushed back. In anger for instance, the wind pushes against me. Every time I would make it slightly more forward, I rolled back in a ball and flew back. I had to continuously push myself to make it to the other side.
I think a video game is so powerful to tell a story of grief. Starting with the beginning, I understood from the side quest instructions that I was in the first stage of grief: denial. That is what denial must be, a figurative stage of walking, jumping, running–just doing anything to get a grip on what is going on. As gamers, we are in denial of the real message or conflict of the game in those initial stages. As grievers, we are processing that someone is no longer, a confusing reality that many face. In that regard, I think the creators were extremely successful in exploiting the medium because they were more easily able to evoke sadness and empathy from the users.





