The ostentatious Gris has got one thing going for it: A damn fine double-jump
I cannot say that I am entirely sold on Gris, the extremely art-directed game from the Spanish studio Nomada. Credit must be given for the boldness with which it stakes out its visual space, full of fluttering, seemingly hand-drawn animations and big washes of watercolor paint, all arrayed into a surprisingly large fantasy world that seems equally inspired by Moebius and, like, Thirty Seconds To Mars album art. It can be quite beautiful, but it insists upon this beauty, constantly pulling the camera out with a melodramatic swell of strings so you can gaze at yet another expanse of white and yellow and taupe ruins. It’s like an unusually good-looking person at a normal-person bar who is sort of demanding, through sheer extravagance of dress and volume of voice, that they be surrounded by courtiers and attendants and well-wishers the whole time. You want to both look at them and ask the bartender to kick them out.