Just two games in, and Nomada Studio has already established a brand for itself. GRIS, the developer’s first game, explores the five stages of grief beautifully, allowing colour to paint a grey world of pain – it’s a stunning piece of art and a game that’s almost guaranteed to make you cry.
The studio’s next project, Neva, made us sob not even a minute into the game. Heavily inspired by Studio Ghibli’s Princess Mononoke, it's full of gorgeous natural environments, visceral moments of movement and storytelling, and emotionally resonant moments. It follows a journey of parental bonds, friendship, and relationships between humans, animals, and nature. Essentially, Nomada Studio likes to make us weep in the best possible ways, all with the power of beautiful art and little to no dialogue.
We sat down to play the first chapter of the Neva with producers Adrián Cuevas, and Roger Mendoza at this year’s Summer Game Fest, which made the experience all the more intimate. The room was silent as we sat through the beautifully animated opening cutscene, which was appropriate because this writer was on the verge of tears watching the mother of Neva (the titular wolf cub) fight strange black creatures and lose her life. If you have a pet, or have ever had one, Neva will hit hard.
But you’re not playing as Neva; you control Alba, a woman who is bonded to the little wolf. The two have to make their way through a world that is rapidly decaying. The black branches protruding from the ground and strange masked creatures which seep through the walls and ceilings looking like spirits in Princess Mononoke and Spirited Away are terrifying, inflicting a sense of dread not just on you, but also on Neva. Despite not controlling the wolf, this is about Neva, and the pup’s reactions in the demo are what drive you to progress.
Each chapter is framed around a season, and we got to play through Summer, the opener. Things start out luscious; fields are sprawling with greens, and trees bursting with foliage and flowers. Some light platforming puzzles see you help Neva jump across platforms by encouraging her. There’s a dedicated button to interact with the wolf: when you’re far away from your fluffy friend, you can call for her, whistle, and get her to stop. Neva feels and behaves like a real animal, all helped by the beautiful 'bark' work of one of the developers' dogs.
Alba can jump, roll/dodge, and dash in the air, while the cub is entirely reliant on you helping or encouraging her. This is a game about growth, though, and even in just this single chapter, Neva takes 'puppy' steps and becomes more independent as you progress. For instance, while Neva is initially scared of the black branches that impede her path, by the end of the demo, it’s the wolf who deals the finishing blow in an incredible moment of relief.
This is essentially how the chapter goes until you reach a safe haven, shortly after discovering some of those black branches. When night falls, decay creeps in at an ever-rapid pace, and monsters begin to emerge from the shadows. When artist Conrad told us that Neva “feels like a natural evolution,” this is partially what he meant – the colour of Neva’s world begins to be drowned out by the darkness, and soon the world becomes overwhelmed by this shadow, barely illuminated by the moonlight.
It’s here that the feeling of dread overcame us: our shy little Neva would bark or cower as enemies approached; she would scratch at walls of thorny branches that she couldn’t get by without our help. Sometimes, she’d even run off-screen, and calling her back produces a panicked “Neva?!” Every time this happened, a lump formed in our throats. Our eyes felt damp. We had to find her.
Sometimes, that involves getting involved in combat, which is deceptively simple. Alba has a sword which she can swing around and combo, attack in mid-air, or jump and plunge the sword into the ground. If you take damage, you can restore one health node by combo-ing attacks without getting hit. It’s this risk-reward strategy that makes all the difference, especially when you’re trying to platform around precariously placed branches that will damage you on contact. Some of these combat encounters aren’t super easy, but knowing you can wail on an enemy and get some health back if you don’t get hit pushes you to take risks here and there.
All of the enemy encounters are scripted, and often need defeating before progressing to the next screen, whether it’s to rescue Neva or dissolve the branches in the room. Combat feels more like a means to an end, but we also understand it’s not a key aspect of the game – it’s important to be there, but it doesn’t need to be deep. It just needs to convey the message, the struggle, and the growth.
Nothing does that better in the demo than the boss, a relatively challenging encounter. We did die a few times, but we were simply being too greedy with our hits, trying to restore health when it would be safer to heal. We had to watch the creature’s every move, memorise attack patterns, and know when to jump in for the final blow. If the boss slammed its fists down, we knew we could dart underneath and attack its back legs from behind. If trees emerged from the ground, we had to get as far away as possible. And, if the boss opened its mouth – from which black arms would scramble and attempt to scratch us – we knew we had to jump and dash forward.
The struggle against this creature really convey Alba's powerlessness and desperation while trying to keep Neva safe and escape this decay. However, we also didn’t feel good about killing the monster, as it writhed and screamed in pain. Our desire to stay with Neva is what pushed us to the end, but as black essence explodes from the creature’s body, it feels oddly melancholic.
Just like Gris before it, Neva is telling a story almost entirely without dialogue; the environment, animations, and use of colour do all of that. When Alba hugs Neva, you know you’re safe and you know you’re at the end of a section. When you hear Neva whining off to the right – which is much more noticeable when wearing headphones – you know she’s stuck or lost. When you see light or release mysterious white buildings by solving puzzles, you know you’re either safe or have made some progress. It’s not about adding colour to the world – this time, it’s about preserving that colour, that light. But it’s also about how we literally overcome that darkness.
It’s clear that Neva is a much bigger game than Gris, at least twice the size, with more detailed environments, complex animations, and an incredibly adorable wolf at its heart. Neva will grow throughout the adventure, and watching her bond with Alba, as well as her physical growth, will be the true joy of the experience. We continue to be hugely impressed by this Barcelona-based studio's work, and with Neva releasing on Switch later this year, we’re already stockpiling the tissues and giving our pets a little hug.
Oh, and you can pet Neva too, don’t worry.
Neva is due to launch on Switch and consoles later in 2024. Are you excited for Nomada Studio's next game? Howl in the comments and let us know.
Comments 20
Gris is in my top 10 games ever. And a shining example of "games as art."
Nomada Studios knocked it out of the park with their first game, and it's no surprise their follow up would be equally stellar. This write up confirms that, and I am very excited to play Neva.
But GRIS neva made me cry.
Unfortunately don't want to read too much in order to preserve my own experience, but that's awesome they're putting out a new game. Gris was really well executed and to hear their newest will be just as impressive is terrific
Gris was stylish but I found it boring and a bit of a chore to complete.
Hope this new game has a bit more depth.
I absolutely loved Gris. I'll definitely be waiting for the new game.
@CammyUnofficial likewise, I stopped reading this article but looking at the pictures: it looks great!
I was late to the game on picking up Gris, and loved it. Played through it a couple times, but I agree that it can be a bit slow (which I totally get is part of the appeal)
This game looks fantastic, though. The slow unfurling of rich environments from Gris is clearly still at the heart here, but the gameplay seems a lot more engaging. And I'm such a sucker for games featuring li'l guys as companions. And that Neva is quite the li'l guy. I'm very excited for this one.
This is a day one. GRIS was one of those game art experiences that hit hard and I’ll never forget it.
Equally glad that Berlinist is returning the compose this title as well - the soundtrack to GRIS was easily in my top range of favourite game soundtracks.
While GRIS was very pretty, I didn't think there was much there with the gameplay. This game looks like it has more of an identity. A game where you don't directly control the central character is an interesting hook.
It doesn't hurt that I'm a huge Princess Monoke fan and I will take the shameless Ghibli influences.
Like others have said, I loved the art of Gris, but the gameplay was such a chore that I didn’t enjoy the game much. I hope Neva is more interesting from a gameplay perspective and hope there’s a demo, so I can try it. I don’t think I’d buy it without being hands on, given my thoughts on Gris.
We are neva, eva, eva, eva getting back togetha
Got bored of Gris and this looks more of the same. Really lacked substance for me. Beautiful but ultimately pointless.
Games don't make me cry.
Princess Mononoke knock off.
Beautiful and not just aesthetically based on this Hands On, so glad it's coming also to Switch as that will allow me to eventually play it and also a good reminder for me to play Gris which I already have when I can!
This is another title I've had a tab open to the Nintendo eshop search page hoping one day a listing shows up so I can wishlist it and not lose track of it before release...would be nice if anything announced, even without a release date, at least got a landing page so we could save/wishlist it for later...
Gris was a pretty game and a moving game in spots but it didn't make me cry. But still looking forward to this as another chill game to enjoy.
OH MASSIVE HELLS YEAH!!!! GRIS WAS AMAZING!!!
Neva gonna give you up!
In all seriousness, my time playing Gris was... interesting. Honestly, the game felt tedious, and not in a "this was intentional" way like with, say, The Longing. Plus, while I enjoy a good story, Gris' didn't really click with me. Also, I've never watched a Studio Ghibli film, as for some reason I feel like I can't watch anime (probably just teenager jazz). However, when the game inevitably goes on sale, I'll probably still give it a go. For one thing, Gris DID look stunning, no matter what my bored-gourd mind said, and this game looks to be the same. Plus, while I'm more of a ferret person myself, Neva is quite adorable, and uses a design that has absolutely NEVER been done before. ...that was a joke I've seen a very similar design at least twice before. Still pretty cute, though.
Gris was one of the most visually & aesthetically pleasing games I’ve ever played. That being said I wouldn’t say it’s as much a game as it is an interactive movie experience (I say the same about another beautiful game Hoa).
If this new offering could be just as gorgeous, but incorporate more gameplay mechanics and elements- then I’d be more interested. Will keep a look out for reviews of this one.
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