Using the game’s mechanics as a tool to effectively drive a story’s narrative forward can add to a player’s experience. All while showing that this medium is the best template in which to tell it. This usually includes:
- Game/Level Design
- Audio Design
- Visuals
- Music
- Writing
But it’s more complex than that. Like every medium out there, video games can tell truly beautiful stories that only they can tell. Here are a few examples of some games that are shining examples of this idea. These could also be considered spoiler-free mini-reviews, if you think about it.
Celeste
Celeste focuses on Madeline, a young woman who embarks on a hike up to the summit of Celeste Mountain. Why? To prove to herself and the people in her life that she is not defined by her anxiety and depression.
The level design in Celeste keeps Madeline’s goals in mind and is structured accordingly. Not going to lie or try to sugarcoat it: Celeste is a very difficult game. Similar to games like Dark Souls and Hollow Knight, it’s very easy to die multiple times per level and constantly tests your patience. All there is to do is what we do when we strive to overcome other struggles in life: we get up and try again. No matter how long it takes.
It’s not a smooth journey. There are plenty of moments where she bumps into a difficult obstacle and loses progress and has to backtrack. These moments highlight how addressing mental health, and finding ways to make the process easier, isn’t as straightforward as it sounds. Which is when other characters step in to remind Madeline, and the audience, to take a moment to breathe and ground yourself before refocusing.
Florence
Florence follows the titular character, a woman in her mid-20s who is feeling unsatisfied with her life. Working a 9-5 job, is not on good terms with her overbearing mother, and not really knowing who she is a person. This all changes when she meets a musician named Krish.
There is no written or spoken dialogue; he story is told purely through the visuals and the accompanying music. But that is Florence’s biggest strength, as the small tasks that are present throughout allow the player to completely immerse themselves in Florence and Krish’s story. It makes each moment feel all the more impactful as a result.
Without spoiling the plot, there’s a really poignant moment somewhere in the middle that takes full advantage of each element and does something that pulls that rug out from under the player and their expectations. And it’s a moment that I think about a lot and still gets to me on each replay.
So anywho, go play Florence. It’s great. Valentine’s Day is around the corner, there’s no reason why you SHOULDN’T play Florence.
Gris
According to the description on the game’s Steam page, “Gris is a hopeful young girl lost in her own world, dealing with a painful experience in her life. Her journey through sorrow is manifested in her dress, which grants new abilities to better navigate her faded reality.”
I haven’t finished playing through it at the time of writing this article. Nonetheless, so far, Gris manages to tells its story in a deeply personal way that resonates with the player. As she journeys through what remains of herself and the world around her, color slowly begins to return. As they do, a color that parallels Gris’ own feelings will take center stage. The music will follow suit, establishing the current mood and tone of the situation.
There’s a really great video by Daryl Talks Games, where he explains how the colors and the order in which they appear throughout the story perfectly represent the process of grief. It’s a great watch, and explains it better than I possibly could.