As you play Gris, I’d like you to liveblog your experience just as you did with Gone Home: pause once you’ve gotten a little ways in and are starting to have a feel for how the game works and write a post where you describe what you’ve noticed so far. The game is organized by the Kübler-Ross model of the five stages of grief, so as you go through the different stages, keep pausing periodically to make note of new developments — especially how you see those five stages reflected in game play.
You might also think about the structure of the game. As I mentioned in class last week, Gris is a 2D side-scrolling platformer, but is it really? What rules of the genre have they broken or bent? Why do you think the game developers chose to make a platform game, or chose to make something that looks like a platformer but isn’t really one? What are they trying to persuade you of with those choices?