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This article is written by a student writer from the Her Campus at IUP chapter.

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.

Portia Coulter is a writer at Indiana University of Pennsylvania's HER Campus chapter. She covers topics in the entertainment industry, ranging from video games to animation. Portia is also an editor for Indiana University of Pennsylvaniaā€™s New Growth Art Review, having joined earlier this year. Some of her work has previously been published in the 2023 edition of the New Growth Art Review; they were also submitted to that yearā€™s horror competition: a short story that won 2nd place and an art piece that won 3rd. Currently an English Literature/Culture major with a minor in Communications Media, Portia plans to graduate in May 2024 and pursue her dream of writing an original graphic novel series. In her free time, Portia likes to play video games (she has a crippling Genshin Impact addiction), watch cartoons, sing and dance, and is currently learning how to knit and crochet. She likes to create a plethora of different fan works for her favorite series, from art to short fiction. It also serves as a good way to hone her craft as an artist. An introvert at heart, Portia likes to hide in her room, curled up under a mountain of blankets, and watch the newest romance anime while she attempts to knit a scarf.