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NaissanceE is a first person exploration PC game developed on UDK by Limasse Five with the participation of Pauline Oliveros, Patricia Dallio and Thierry Zaboitzeff. The adventure takes place in a primitive mysterious structure and the game mainly consists to explore and feel the deep and strong ambiance of this atemporal world but...
Fecha de lanzamiento: 13 Feb 2014
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NaissanceE week long discount start today!

5 mayo 2014

I’m please to announce you that NaissanceE will be available with a 25% discount all the week along on Steam.
The discount start today, Monday the 5 of May and will last until next Monday, the 12 at 10:00 am (Pacific time).

If not yet done, it’s time to discover and explore the world of NaissanceE, a gigantic world of contrast, loneliness, and music.



“NaissanceE’s world is an interactive Carceri, powerful beyond description.”
8/10 gamespot

“It’s an unusual, singular game that uses the normal tools of first-person shooter design (UDK) to make something plainly weird. I’d give it some kind of gold star for just being different.”
- – rockpapershotgun

“Explore the abandoned Death Star of the mind: The Zone from Tarkovsky’s Stalker reimagined.”
71/100 killscreendaily

“Limasse Five’s creation, NaissanceE, is loneliness. It’s an exploration of the self. It’s a test of will. It’s discovering your personal solace.”
- – indiestatik


NaissanceE store page

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An intense last run

14 marzo 2014

The patch 1.11 has been released.

This new patch is only focused on improving the very last part of the game, making it more enjoyable. Indeed whereas it before seemed technically not doable, a way has been found to add more checkpoints.
More players should now feel and play this section as it was originally designed: as an intense last run.

The patch also contains minor improvements, listed below:

ADDED:
-Additional checkpoints in "Meet the host" level.
-Small improvements in the "host awakening" sequence readability, making more clear what the player should do.

FIXED:
-Fixed a bug killing the player if he lands on a specific place on one of the last platform. The player can now land everywhere safely on this platform.

NOTES:
This patch should not break saves, but just in case, it's recommended to backup the "UDKNE_Safeguard.ini" file before launching the updated game.
Then if saves are broken, please follow the procedure below:

-Go to: "...\Steam\SteamApps\common\NaissanceE\UDKGame\Config"
-Copy/past this file somewhere else for backup: "UDKNE_Safeguard.ini"
-Launch the updated game, then exit.
-Copy the backup file "UDKNE_Safeguard.ini" you made before.
-Past it in "...\Steam\SteamApps\common\NaissanceE\UDKGame\Config"
-Overwrite if asked.



NaissanceE store page

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Análisis

“NaissanceE’s world is an interactive Carceri, powerful beyond description.”
8/10 – GameSpot

“It’s an unusual, singular game that uses the normal tools of first-person shooter design (UDK) to make something plainly weird. I’d give it some kind of gold star for just being different.”
Rock, Paper, Shotgun

“Limasse Five’s creation, NaissanceE, is loneliness. It’s an exploration of the self. It’s a test of will. It’s discovering your personal solace.”
Indie Statik

Acerca del juego

NaissanceE is a first person exploration PC game developed on UDK by Limasse Five with the participation of Pauline Oliveros, Patricia Dallio and Thierry Zaboitzeff.

The adventure takes place in a primitive mysterious structure and the game mainly consists to explore and feel the deep and strong ambiance of this atemporal world but platforming and puzzles areas will also enrich the experience.



NaissanceE is a game, a philosophical trip and an artistic experience.

The game is constructed along a linear path punctuated by more open areas to freely explore, some puzzles to solves and some more experimental sequences.

Going deeper and deeper in a primitive zone from “Naissance” world, the player will meet entities or mechanical systems. Whether those entities are life forms or pure machines, they react to player presence, to light and shadow and they may open access to the following.

If most parts of the journey will require only curiosity and logic, a good control and coordination on running, breathing and jumping actions will help to go through rare but exigent sequences, as an homage to old school die an retry games.

The main idea behind the game is to make the player appreciate the loneliness, the feeling to be lost in a gigantic unknown universe and to be marvelled by the beauty of this world. A world which seems to be alive, leading the player, manipulating him and playing with him for any reason.

Imagination is an important key to enjoy and understand NaissanceE. Walking in an undiscovered abstract structure brings questions about the nature of this world, about the meaning of this trip. Evocating and symbolic, the architecture and events will lead player’s imagination to find an answer, if it only matters.

Warning! This game is not recommended for people with epilepsy.

Requisitos del sistema

    Minimum:
    • OS: Windows XP SP3 or Windows Vista
    • Processor: 2.0+ GHz multi-core processor
    • Memory: 3 GB RAM
    • Graphics: NVIDIA 8800 gts or similar graphics card
    • DirectX: Version 9.0c
    • Hard Drive: 2 GB available space
    Recommended:
    • OS: Windows 7
    • Processor: 3.0+ GHz multi-core processor
    • Memory: 4 GB RAM
    • Graphics: NVIDIA 460 gtx or higher graphics card
    • DirectX: Version 9.0c
    • Hard Drive: 2 GB available space
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No te deja igual...Un viaje extraño y filosófico entre luces y sombras. No es un juego al uso. Poco recomendado para la gente de acción. Una experiencia artística que nos adentra en una estructura ancenstral y mistica en un viaje de exploración a través de ella...Espero encontrar la salida.
Publicado: 13 febrero 2014
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http://niveloculto.com/analisis-naissancee/

NaissanceE desde la intro del propio juego hasta el final nos propone un mundo del que no nos van a explicar absolutamente nada. Es lo más parecido a enfrentarse a una consola de Linux sin tener ni ♥♥♥♥ idea de nada nunca. Naissancee es un juego duro, y no tanto por su dificultad en las plataformas, sino porque enfrentarse al sentimiento de soledad, indefensión, y desorientación, sumido en un WTF constante, no es ni mucho menos sencillo. NaissanceE consigue que tu cabeza funcione en modo supervivencia, es decir, es necesario agudizar todos los sentidos, tanto los ojos como los oidos… pero Naissancee te tratará muy mal, y te hará sentir imbécil todo el rato, y eso está muy bien, porque hará que cuando os enfrentéis a cualquier otro juego os parezca un paseo.

En la pantalla no vayáis a esperar algún medidor de salud, botón, energía de algún tipo o alguna explicación de porque sucede lo que sucede, si esto mata o no mata, si tengo que ir por ahí o no. La respuesta de Naissancee a todo esto es, “BUSCATE LA VIDA CHAVAL, ESTO ES ASI, ACOSTUMBRATE”, esto es lo que me decían a mi el año que estuve viviendo en Inglaterra cuando me quejaba de la lluvia interminable y de las pocas horas de sol en invierno. Una frase que me ha acompañado durante el resto de mi vida.

Volviendo a NaissanceE, concretamente sobre el punto “si tengo que ir por ahí o no”, a NaissanceE le va a dar tanto igual lo que hagas con tu vida que podrás perderte como un perro por cualquier sitio que veas con una luz, incluso te indicará que hay que ir por lugares por los que no hay que ir, y por los que te costará mucho volver a donde estabas. La sensación constante de que te has perdido resulta agobiante, y si consigues saber por donde tienes que ir, te encontraras con unos muros que se llaman DISEÑO DE NIVELES confeccionados con mucho mimo y muy mala leche. Nada es lo que parece, y nada suele ser evidente… Hasta que empiezas a entender la lógica dentro del caos.

SIGUE LA LUZ… O NO

El idioma de NaissanceE son las luces y las sombras. Utilizando la luz y las sombras NaissanceE te habla como si fuera una persona muda que tiene que entenderse a través de gestos. La gran parte de las mecánicas del juego se basan en luces y sombras: luces para decirte por donde es seguro ir, en teoría, y sombras para ocultar o mostrar elementos. Además de la capacidad narrativa de estos elementos, también se utilizan para confeccionar puzzles que pueden hacer que os caigáis de ♥♥♥♥ y tengáis que ir a llorar a youtube como auténticas colegialas cagadas de miedo. En ocasiones os encontraréis puntos de luz que tendréis que perseguir si queréis continuar jugando, pero tendréis que ir corriendo, y regular la respiración para no parar de golpe y perder la luz que os lleva a la salida… o a otro lugar al menos.

En este sentido, el diseño de niveles del juego hace que parezca normal mirar hacia arriba y hacia abajo mientras babeas, y te planteas seriamente empapelar tu casa con pantallazos del juego. Además no te preocupes, que después de un rato lograrás ver por donde quiere NaissanceE que vayas, y una vez más te sentirás como un ratoncito de laboratorio, sin quesito… A veces todo es oscuridad y no ves nada, a veces todo es luz y tampoco ves nada. Todo el entorno es precioso, y aún así estas jodido, porque tienes la sensación de que te están ocultando información, y que no sabes nada de nada de donde estás, que no hay reglas establecidas para que las plataformas se muevan, que no hay patrones de diseño, que te caes y mueres. Todo esto lo convierte en un ejemplo a seguir y una referencia.

ESCUCHA

Cuando el juego no puede hablar con luces y sombras, lo hace con el sonido. Para los amantes del sonido como es mi caso, el juego es una orgía. El sonido entra como un personaje que va contigo de la mano, cuando todo se apaga el sonido te lleva de la mano a donde debes, cuando algo te amenaza, sabes que te amenaza, y sabes por donde, sin necesidad de recurrir a clichés de músicas. El diseño de sonido consiste en crear sonidos que no existen y aplicarlos donde corresponda, parece una tarea sencilla, pero en Naissancee es muy importante jugar con cascos con la mayor calidad posible, porque será la forma en la que el juego nos va a hablar literalmente y mostrarnos de qué son capaces. Igual que las las luces y las sombras hablan, el sonido y el silencio también hablan. Los silencios te dejarán desconcertado, tanto que a veces pensarás que has encontrado un bug en el juego.

VIVO

He hablado todo el rato de NaissanceE como si fuera una persona y no un juego. El motivo es que igual que en Dead Space o en Alien el octavo pasajero la nave es un personaje más, un ente vivo que interactúa, en Naissancee es el propio juego el que actúa como un ser vivo que quiere contar una historia, y que igual que hay personas que no pueden hacerlo porque no tienen voz, NaissanceE nos cuenta LA NADA, y para ello nos sitúa en su mismo corazón, para que experimentemos la soledad, la sensación de estar perdido, pero ni siquiera nos da una golosina para seguir adelante, así que nos hace plantearnos una y otra vez, ¿quieres seguir sufriendo? ¿quieres seguir aguantando? ¿llegarás hasta el final?, ¿Y SI AL FINAL NO HAY NADA DE NADA VALDRÁ LA PENA EL CAMINO?.
Publicado: 13 junio 2014
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Thirty minutes in:
So I'm about thirty minutes into NaissanceE and it's as atmospheric and otherworldly as you might have hoped. The environments are expansive, monolithic, not in terms of being open to exploration but in terms of sheer scale. You feel small, lost and utterly alone in this world. It's a world that feels alien and weird, not in the twisty Escher-esque sense that Antichamber had, but like you just don't belong in this place. Even though it isn't a horror game, there's a distinct feeling of tension and apprehension of the unknown, and the unsettling sound effects add to this. It's been a linear journey so far, but I don't mind that. It's a world I want to venture further into and discover more about.
--
Two hours in:
2 hours into the game and it continues to impress. There have been a few challenging platforming sections interspersed between the traversal and light puzzle solving, but for the most part, it's all about the experience. Some might say it's boring, too much walking, but if there's one thing the game has excelled at since the start, it's making you feel small, insignificant within the massive alien spaces. That has been the highlight for me, just traveling through this mysterious complex. You exit from a narrow corridor into a gargantuan space that makes you tense just looking over the edge, and then you realize you have to find a way down. The game doesn't hold your hand, doesn't direct you where to go, besides the visual environmental cues. The game is certainly linear, don't expect a sprawling world, but you do have to find your way and it's easy to get disoriented, lost, turned around. The game has a fantastic atmosphere: mysterious, engaging, ominous, otherworldly.

As for negatives, there's one mechanic that at the moment feels more extraneous than integral to the overall experience. It complicates a simple action, and while it kind of feels almost Receiver-esque in the sense that you have to focus on an action that is usually automatic, I don't think it has really added anything to the gameplay yet. One platforming section was quite frustrating and I ended up just turning up the gamma to complete it. Also I found some checkpoints can be bit too spread out, but that's only been an issue two or three times.
--
Three hours in:
The developer said that the game's four to five hours long, but I'm thinking that's only if you know exactly where to go, how to go there, not die (repeatedly). I'm still on the second chapter. Probably should shave about twenty minutes of my overall play time, because I got stuck on a puzzle with a solution that was annoyingly obvious once I figured out what I was overlooking

My gripe about the checkpoints still stand. Some of them are just too spread out. You'll do some difficult platforming, get a safe area, start another difficult section, die, and then the checkpoint is back at the start of that first section. While you're just traveling and exploring, it's not an issue, but once you're dealing with sections where you can die because of a missed jump after making some progress, it can be frustrating.

But despite this issue (or at least I consider it an issue), the game has not lost any of its luster or mystery. I think the world in this game is by far one of the most alien and atmospheric I've experienced. It's not alien in the way that Avatar's world was, but alien in the unsettling sense that this is truly not a place made for or by humans.

New mechanics are introduced, mainly to offer interesting platforming and puzzle scenarios. It's great when you just have to stop and admire some cool sight, and NaissanceE has had moment after moment like that so far. The sound effects are as well great, really adding a sense of place and tone.
---
Seven hours in:
Yeah, 7 hours and I finally reached Breath Compression. I guess me, first person platforming, and keyboard/mouse controls don't mix well.

But I'm still absolutely loving this game. It does something very well, that I've usually only experienced in sprawling open world games and it's the feeling of seeing something interesting in the distance and then after 10, 15, 20 minutes of traveling, turning the corner and seeing that landmark before you. NaissanceE accomplishes that so well, enticing the player with weird and intriguing architecture and structures far away and then later, you exit a corridor and you're there.

It's a great feeling, that makes the game seem less like a linear adventure and more a journey where you're discovering the path. You never feel pushed or pulled in a direction, the game never takes control of your camera to direct you or tell you to head that way or in this direction. It's masterful in that aspect, subtly driving the player forward not through objective markers or compass arrows but with cues in the environment and the reward of exploration and discovery.

Now while the game is linear, it's certainly not tight corridors. Many areas have surprised me with how open they are, and all have been interesting to explore and just be in. Beside the exploration aspect, the gameplay seems to favor more platforming over puzzles, with a few light based puzzles and several challenging platforming areas.
Publicado: 12 febrero 2014
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I want to recommend this game. Aesthetically, it's perfect. A dark, forbidding, brutalist world to explore. I've lost count of the times I've just been stunned by the game's architecture, and stopped to look around.

Unfortunately, here are some other things I've lost count of:
The amount of times I've died and thought 'Really? There hasn't been a checkpoint for THIS LONG?'
The amount of times, a few seconds after I respawn or load in, the game has frozen for a second (this happens every time).
The amount of times I've been able to see through walls while moving quickly - and come on, this shouldn't happen in a game with textures this simple, should it?
The amount of times I've been killed because of how poorly the character movement controls and how short a drop can kill you in this game.
The amount of times I've foolishly tried to use the Steam overlay, which crashes the game for me every single time.

Aside from actual glitches which I hope will be ironed out in an update, the gameplay itself simply doesn't help. The proportion of the game spent trying to complete absurd platforming challenges instead of being allowed to explore this fascinating environment is unbearable. As for the puzzles, they're essentially fine, but as previously mentioned, falling off a ledge halfway through them is pretty un-fun. And then there's the weird breathing mechanic, which frankly adds nothing to the game.

What ultimately stopped me from wanting to continue with the game at all was a section where the player is expected to walk along a lengthy pipe, parts of which are rotating, others of which move up and down - in what appears to be a wind tunnel. In the particular part of the pipe I was up to, you first have to walk along a series of moving, floating cubes to reach the next section. Then you have to run past some rotating obstacles. Then you have to run along another section with a series of cubes being thrown at you which instantly kill you if you are hit. Then you have to run along some beams that move up and down. Then you die, because a gust of wind has at some point during the aforementioned series of challenges, picked you up and blown you away. Why does this happen? Not sure. How is the player expected to know when the wind is going to become dangerous to them? Don't know. What is the player supposed to do to survive this? No idea. Sometimes the wind simply blows you into a wall, which doesn't hurt, but the wind seemingly never stops once it begins, so you're forced to re-load a save anyway.

If I'm missing something blindingly obvious here I apologise, but at the moment I have to treat this game as simply being broken.

I can't emphasise enough how much I love the way this game looks and sounds. It really makes you feel small, and the abstract electronic music complements that feeling perfectly. It's just a shame that a game so seemingly great should be so keen with its gameplay to stop me from playing it ever again. NaissanceE is a beautiful art game trapped inside an alpha-release standard puzzle-platformer.

UPDATE: So with this review climbing up the store page a bit, felt it was worth updating. I've played a bit more of the game since my initial review, having FINALLY managed to progress beyond that awful platform section. Apparently, the fan automatically blows you away after a certain amount of time, not just at random. I don't know how you're supposed to know this, but there it is. I made it through the area in time, EVENTUALLY.

Anyway, the couple of levels after that have actually been fairly simple and enjoyable (and, it goes without saying, aesthetically impressive). I got up to the desert section and haven't played more since, but at this point, the game is no longer throwing ♥♥♥♥ in my face constantly, so I feel like I will continue and finish the game when I have time. For this reason, and a couple of others, I'm changing my review to a cautious recommendation.

The other reasons are that 1: the developer has announced plans to fix bugs and include more checkpoints in the next patch, which would be a great improvement, and 2: the developer has made clear that the platforming sections were 'old-school' and difficult by choice, not accidentally. And if it's a design choice, I can't exactly treat the game as broken.

So it's a reserved recommendation - if you're a fan of atmospheric exploration games, pick this up but be aware that there'll be some real challenges (hopefully more reasonably checkpointed in future) to struggle through unless you're a master platformer. And if you're looking for a hardcore platformer, maybe pick this up but be aware there's a lot of wandering around lost in-between.
Publicado: 14 febrero 2014
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NaissanceE hits the ground running – or rather, its protagonist does. The opening moments serve as a compressed summary of all that the player is about to experience. Disoriented, panting, lungs pumping air like every moment could be their last. Rows and rows of identical hallways swoosh past. Are the walls really shrinking in on us or is it just a trick of the camera? A glimpse of the assailant giving chase causes the pace to quicken, accentuated by a sickening electronic noise trill. Before long, we come face to face with the creature just moments before falling into a pit that carries us to safety. Safety being relative. As the world we’re introduced to is anything but friendly and familiar.

In a way it’s the older brother of Kairo, one who transitioned from Eno to Lucier while attending college. Second cousin twice removed to Antichamber, losing almost all of its puzzle genes while retaining the mind-twisting level design. NaissanceE stands proudly next to other modern takes on the puzzle adventure. Progression, while linear, always fits within the massive scope of any particular area. You’ll get lost in the larger maps, poking around in the corners feebly in hopes of finding direction or a sign of life. What plot there is to be told is presented entirely through the environmental clues left behind by whoever came before you. There’s no dialog to be heard, no monologuing audio diaries or scraps of paper to pick up. The only text ever seen is the chapter titles and the main menu options. Everything remains a mystery.

Most of the time is spent simply navigating the large maps with occasional platforming segments to break things up. A breathing mechanic comes into play while sprinting for a short time. Every few seconds while sprinting, a circle will appear on screen. Hitting the right button (defaults to Mouse 1) while the circle is there will make your character take a breath and they will continue running a little longer. Fail to do so and they become winded and slow down drastically. Not something you want happening in the large maps or while jumping from cube to cube. On the note of platforming, I found some of the sequences to be irksome. Some involving awkwardly shaped landing areas and altered physics took me out of the moment if only briefly. I feel like the game could have been better off without those or with a little more care taken with them. You’ll also get to play with some cubes that are sensitive to light sources for a few puzzles, but none of them are particularly difficult.

NaissanceE expertly grasps the concepts behind what makes lonesome wandering compelling. The lights are on but nobody’s home. An expansive view of an area could show thousands of lit windows though you never get the sense that anyone is ever sitting behind them. A few poorly spaced checkpoints and unintuitive platforming segments annoy but don’t detract from the overall experience. As challenging of a play as it is a listen, your hand is never held in the labyrinth. The atmosphere is stifling, mysterious, beautiful. I felt compelled to explore as much as I could even if I knew there was a dead end ahead. In the 5 hours it took me to reach the incredible last moments I remained entranced.

Though, I don’t really know what it all means.

And it terrifies me.
Publicado: 12 febrero 2014
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No te deja igual...Un viaje extraño y filosófico entre luces y sombras. No es un juego al uso. Poco recomendado para la gente de acción. Una experiencia artística que nos adentra en una estructura ancenstral y mistica en un viaje de exploración a través de ella...Espero encontrar la salida.
Publicado: 13 febrero 2014
¿Te ha sido útil este análisis? No