A little insight - Gravity Rush
There are moments, sometimes, when a little insight becomes everything. See in Gravity Rush you play as Kat, so named because she is friends with a cat, who breaks with convention by being called Dusty, rather than Human. One of Kat’s friends is Raven, who is friends with a raven, although I don’t know the name of the raven. Perhaps it is called Human, which would explain the Dusty thing.
And Kat, who is a stranger in the world (she fell in from the sky one day, like me), lives quite happily with Dusty in the sewers. And she really is happy – a childish, naive delight at having found a big pipe to call home. The first thing she does is go and grab some furniture, a chair, a bed, a desk, donated by people who are all very suspicious to me but not to lovely Kat. Soon, and with a little flourish, there is a proper little room. Still in a pipe, still in the sewers, but happy and homely nonetheless.
Although Kat goes off on a lot of adventures, flying through the streets and into the sky, walking on the underneath of bridges, you can always go back home. And see when you do, you can look inside, and see Kat there, with her chair and her bed that you helped her collect. A little diorama of happy Kat and her cat Dusty, living in the sewers, beneath the city.
See, that was it - a static screen where you can save, or warp or change outfits. Sometimes she is lying down sleepy on the bed, sometimes standing, milling about. It’s window into Kat’s life away from the gravity switching and kicking and jumping. A reminder that here is a person who lives and survives and exists outside of the times when you’re with her.
Then one day I was laying on my couch, as I am wont to do, when the clouds parted and a shaft of sunlight struck upon my screen. Dash it, I thought, reflection obscuring my window into Kat’s room (I had come home to change her outfit from the default, which is a strange corset thing that offended the old lady who gave me a chair, to a lovely dull sweater and skirt). I shifted, sitting up, still looking at the screen, and a chime played in my head and my eyes opened wide and a smile formed slightly on my face. Because as I moved the vita around, so too did my view of Kat’s room change.
And suddenly there was this connection between this screen and the game and everything else. Move it up and you can see a little up, down and you can see down. Look, a rug! You can look right at that rug! The screen is a window but someone has left it open and you can poke your head through. If there was a pie on the table it feels as if you could almost reach in and ... take it.
It’s not just in Kat’s house, either. Float up above the city and you can swirl around, vita in hand, peeling away the scenes in front to reveal the game dimension behind. And that tunnel at the end of your arms is a hole to fall down that you don’t want to climb out of. That’s not a chair! It’s the clock tower. That’s no picture of a boat in harbour hung on a wall, it’s the seething mass of a gravity storm. You’re being deceived, it’s not a cheese lunch on your plate at all – it’s the gaudy neon of the Pleajeune Ferris Wheel. A world behind the world – with a little imagination you can see it and familiar things become new again.
I don’t know if you’ve played Gravity Rush. You should, if you can, because it is full of charm and character and joy. Not least among these is the sensation that what you hold in your hands isn't a flat screen full of moving colours, but a place that is as real and alive as any other. And you can peer in, and look around, and step inside and live there for some hours of your day, which is important. It’s important because every new place you go is another part of your life and who you are, and Kat’s room and her sewer world and the city above could be part of your life too, like they’re part of mine.
And maybe when you hold your vita up to a door and see on the other side the bustle of a city from 30 feet up, your imagination will make you smile, which will be nice.
by ger












