Gris is definitely a one-of-a-kind game when it comes to story and look, but gameplay is firmly routed in some industry traditions.
In an interview with GamesIndustry, Nomada Studio's Roger Mendoza discusses the approach they took to bring the whole experience together.
"When we saw Conrad's art we were of course drawn into it. It's eye candy, but we didn't just want to make a walking simulator. We wanted to have mechanics. We wanted a story behind it. We think it's a game that can catch the attention of many people, maybe people outside of video games. Our idea was to do something accessible, where if there's a puzzle you can probably finish it at the second or third try. When the puzzle is more complicated, we give the player options."