This game has a great atmosphere because its still creepy and uncomfortable but doesn’t have any disturbing monsters or story. You’re alone but you still feel someone or something is watching you. And of course the soundtrack and design of the surroundings are amazing. Love this game
That almost 3 minute long stairway is really mean, because earlier, there is a secret area that is a never ending staircase that just spirals and loops. Once you get on it, you can't get out. You have to keep running in the same direction for some time, and eventually, it teleports you back out. So I thought this was another trick when I reached the straight stairway. But it's just 3 minutes long, the developers are really cruel in this game, lol. And yeah, this game also reminded me of that Tom Scott video about proposals for warning on nuclear waste sites. Also, I find the game is way better if you turn the breathing indicator off in the options. That way you have to rely on sound to time your breathing, which makes some noisy parts where you also have to sprint pretty hard, which is nice. Love your outro, the pausing and stuttering and the sincerity is really heartwarming
The corrupted architecture in Control reminded me a lot of this game. Perhaps it could be referred to as "Alien Brutalism". But NaissanceE in turn feels like it distils a lot of the feeling of exploring incomprehensibly huge, abandoned and unfamiliar spaces that Portal 2 captured so well, into a single, focused conceptual experience.
Well, this is a nice surprise! I too heard of this game through Jacob Geller, and was certainly intrigued by it when I decided to give it a go. It's certainly a game with a sense of scale that visually hammers how a sense of alienation (at least for me). Glad to see you're coming back more consistently as well. Your output has been really good, so seeing more of it more consistently would be great! Just don't burn yourself out though! Sometimes it is better to take a longer break if you feel like you're rushing something out for the sake of getting it out there (trust me, it happens to me a lot). See ya' around.
I thought about the intro sequence a bit, and its kinda clever that they show you a dark evil monster that never appears again. I found myself thinking about it while going through the game, fearing it is behind every corner
in certain areas, where you can look far back to where you originally came from some time ago, I found myself checking windows, walkways or platforms for any kind of pursuer. I was actually kinda paranoid about this: "What if something is following me?" I think if there actually had been some black shape standing in a window looking at me just once, I would have shat a brick.
Sorry for going so long without any updates. I hate to use cliches, but in this last half year I do feel like I found myself, and understood what I want to do. I can't really promise weekly videos, but I will be trying to upload more consistantly. A big thanks to my friend Evan for doing the editing on this one. He tried to do it for the last Yomawari video, however for some reason his editing software hated using two separate resolution videos, and refused to work.
Every time i see this game the manga BLAME! comes to mind. The city in BLAME! created by Nihei is beyond the concept of big, it is as big as the solar system, and yet it alternates claustrophobic tunnels to rooms as big as jupiter. It is implied that the story, consisting in the protagonist "killy" traversing the city, lasts for centuries, if not millienia. In this amount of time we see how humans have adapted in many ways to survive the city. Some are giants, some are midgets, some are technologically advanced, some are ferals, some beg for death while in most of the city humanity is extinct. Because the city is something that was once supposed to be built for humans but the builders have lost any semblance of ratonality and now build distorted buildings. The city is no longer "built for humans".
it reminds me of made in abyss but with crazy brutalist architecture. Especially the going down chapter. I got so used to going down that in the later chapters I felt uncomfortable to go up as if it was the wrong way for me to go and when I asked my friend if im supposed to go the way I did he would respond with "You aren't meant to do anything in NaissanceE. The contrast between all of the different areas giving me a sense of memories to real life while feeling so alien. This game is a masterpiece and I recommend everyone give it a try, unless you have epilepsy in one of the later chapters there's a part where the games world becomes barely comfortable to look at, I had to take a break because my eyes were starting to hurt, it really drives the point of that you're not meant to be there. Like Portal 2 when you fall into the back areas of aperture science and the area you got used to being in with bright white walls and obvious markings of where you had to go was ripped away and replaced with a dim dark and almost too expansive void with mechanical blocks in-between, seeing the mechanical parts of the building from the other side hidden from the view of cameras. I got reminded constantly of certain games while playing NaissanceE, Portal 1 and 2, monument valley and it reminded me heavily of the music video for aleph zero.
this is a great analysis, I like the angle you took, really expanding out from Jacob's in a clever way! Plus, you brought in nuclear semiotics, which is my very favorite niche existential topic
I've never been so engrossed in a game as when I got to 6:10, it's hard to understate. For those of you intrigued by this game, stop looking at videos and just give it a try. It's not for everyone but it's free. This game gripped me in a strange way, put me in the state of mind you are in when you just wake up from a really vivid harrowing nightmare. It's really hard to describe, but no other game has ever really had that effect on me.
Great video! I love Jacob Geller's video on this game, and I was really intrigued by your analysis as well! You brought up some really interesting perspectives that I hadn't thought of before
7:20 Maybe, but probably not, or have you considered the legends surrounding the grave of the historic Genghis Khan who really tried to do that in the utmost thorough possible way but still failed at achieving universal amnesia of the location & whereabouts of his grave?
interesting perspective!! we felt similarly when playing NaissanceE; the world was just too enrapturing for us to give up on exploring it. and we agree that curiosity isn't inherently good or evil, it's something that can be very helpful or cause great harm, but regardless it's a core driving force of sentient life. we will always push to understand.
I just stumbled on this video because I was looking for analyses of NaissanceE, one of favorite indies. I clicked on both this and Jacob Geller's, but I watched this first. I'm headed to Geller's video now, but I'll check the channel later for more in depth analyses like this.
the first video I saw of you was gris and now I have watched your other videos and they are well made. I am excited for future videos and I see you spend a lot of work and care in your videos
The "Deeper Into Madness" section is so far my least favorite section of the game (haven't finished all of it yet). It really made me feel like I was going insane. I couldn't comprehend anything of what was going on around me, and somehow I just stumbled my way through to the end. Hated every second of it but it's one of the most profound experiences I've ever had with a video game.
You left out their solution to the nuclear waste problem for future generations. They have labeled those sites with signs that read, "This place is not a place of honor... no highly esteemed deed is commemorated here... nothing valued is here."
Meanwhile the pyramids and the sacred tombs of the kings and pharaohs: were robbed of everything not nailed or hidden enough back all the way back in the Ancient Egypt times, often by the very heirs of those kings and pharaohs.
Waste disposal sites are built more like Time Capsules. We expect we'll be able to figure out how to recycle them (We already do recycle some spent nuclear fuels) so we need to be able to revisit them when the process is necessary. I remember seeing the design for the one in South Aus, it'd be tunnels that run kilometres underground, the fuel rods kept in concrete cylinders that slide into the ground. Should be safe enough. You'd have to drag one of those multi-tonne capsules up a few kilometres of dark tunnels then crack it open. Then again, we don't know what kind of people will come after us. We can't prepare for what they should do, only what they could - and we have no idea their capabilities either, so what's the point.
I hope the guys at Praydog find a way to support UE3 engine too... UEVR only support UE4 or later. This game would be a delight played in VR. Or a nightmare 🤣
So nice to see NaissancE still being relevant in 2020
Just finished the game, its beautiful
This game has a great atmosphere because its still creepy and uncomfortable but doesn’t have any disturbing monsters or story. You’re alone but you still feel someone or something is watching you. And of course the soundtrack and design of the surroundings are amazing. Love this game
That almost 3 minute long stairway is really mean, because earlier, there is a secret area that is a never ending staircase that just spirals and loops. Once you get on it, you can't get out. You have to keep running in the same direction for some time, and eventually, it teleports you back out. So I thought this was another trick when I reached the straight stairway. But it's just 3 minutes long, the developers are really cruel in this game, lol.
And yeah, this game also reminded me of that Tom Scott video about proposals for warning on nuclear waste sites.
Also, I find the game is way better if you turn the breathing indicator off in the options. That way you have to rely on sound to time your breathing, which makes some noisy parts where you also have to sprint pretty hard, which is nice.
Love your outro, the pausing and stuttering and the sincerity is really heartwarming
The corrupted architecture in Control reminded me a lot of this game. Perhaps it could be referred to as "Alien Brutalism". But NaissanceE in turn feels like it distils a lot of the feeling of exploring incomprehensibly huge, abandoned and unfamiliar spaces that Portal 2 captured so well, into a single, focused conceptual experience.
you say focused, i say *dear god stop with the platforming this isn't super meat bo-*
Well, this is a nice surprise!
I too heard of this game through Jacob Geller, and was certainly intrigued by it when I decided to give it a go. It's certainly a game with a sense of scale that visually hammers how a sense of alienation (at least for me).
Glad to see you're coming back more consistently as well. Your output has been really good, so seeing more of it more consistently would be great! Just don't burn yourself out though! Sometimes it is better to take a longer break if you feel like you're rushing something out for the sake of getting it out there (trust me, it happens to me a lot).
See ya' around.
I thought about the intro sequence a bit, and its kinda clever that they show you a dark evil monster that never appears again. I found myself thinking about it while going through the game, fearing it is behind every corner
in certain areas, where you can look far back to where you originally came from some time ago, I found myself checking windows, walkways or platforms for any kind of pursuer. I was actually kinda paranoid about this: "What if something is following me?"
I think if there actually had been some black shape standing in a window looking at me just once, I would have shat a brick.
Sorry for going so long without any updates. I hate to use cliches, but in this last half year I do feel like I found myself, and understood what I want to do. I can't really promise weekly videos, but I will be trying to upload more consistantly.
A big thanks to my friend Evan for doing the editing on this one. He tried to do it for the last Yomawari video, however for some reason his editing software hated using two separate resolution videos, and refused to work.
Every time i see this game the manga BLAME! comes to mind. The city in BLAME! created by Nihei is beyond the concept of big, it is as big as the solar system, and yet it alternates claustrophobic tunnels to rooms as big as jupiter. It is implied that the story, consisting in the protagonist "killy" traversing the city, lasts for centuries, if not millienia. In this amount of time we see how humans have adapted in many ways to survive the city. Some are giants, some are midgets, some are technologically advanced, some are ferals, some beg for death while in most of the city humanity is extinct. Because the city is something that was once supposed to be built for humans but the builders have lost any semblance of ratonality and now build distorted buildings. The city is no longer "built for humans".
it reminds me of made in abyss but with crazy brutalist architecture. Especially the going down chapter. I got so used to going down that in the later chapters I felt uncomfortable to go up as if it was the wrong way for me to go and when I asked my friend if im supposed to go the way I did he would respond with "You aren't meant to do anything in NaissanceE. The contrast between all of the different areas giving me a sense of memories to real life while feeling so alien. This game is a masterpiece and I recommend everyone give it a try, unless you have epilepsy in one of the later chapters there's a part where the games world becomes barely comfortable to look at, I had to take a break because my eyes were starting to hurt, it really drives the point of that you're not meant to be there. Like Portal 2 when you fall into the back areas of aperture science and the area you got used to being in with bright white walls and obvious markings of where you had to go was ripped away and replaced with a dim dark and almost too expansive void with mechanical blocks in-between, seeing the mechanical parts of the building from the other side hidden from the view of cameras. I got reminded constantly of certain games while playing NaissanceE, Portal 1 and 2, monument valley and it reminded me heavily of the music video for aleph zero.
The game was actually inspired by another manga series, called "Blame!"
this is a great analysis, I like the angle you took, really expanding out from Jacob's in a clever way! Plus, you brought in nuclear semiotics, which is my very favorite niche existential topic
I love this dude, didn’t expect to find him but I won’t argue
I've never been so engrossed in a game as when I got to 6:10, it's hard to understate. For those of you intrigued by this game, stop looking at videos and just give it a try. It's not for everyone but it's free. This game gripped me in a strange way, put me in the state of mind you are in when you just wake up from a really vivid harrowing nightmare. It's really hard to describe, but no other game has ever really had that effect on me.
Reminds me of house of leaves.
"But it hasn't to be"
Great video! I love Jacob Geller's video on this game, and I was really intrigued by your analysis as well! You brought up some really interesting perspectives that I hadn't thought of before
7:20 Maybe, but probably not, or have you considered the legends surrounding the grave of the historic Genghis Khan who really tried to do that in the utmost thorough possible way but still failed at achieving universal amnesia of the location & whereabouts of his grave?
Reminds me of the manga "Blame!"
It's directly inspired by it
@@NotPork they should've added the Gravitational Beam Emitter somewhere unreachable as an Easter egg just laying around
interesting perspective!! we felt similarly when playing NaissanceE; the world was just too enrapturing for us to give up on exploring it.
and we agree that curiosity isn't inherently good or evil, it's something that can be very helpful or cause great harm, but regardless it's a core driving force of sentient life. we will always push to understand.
(also Jacob Geller's work is amazing, highly recommend watching more of his stuff if you have the time)
A wonderful video on a game that definitely deserves some more attention!
I just stumbled on this video because I was looking for analyses of NaissanceE, one of favorite indies. I clicked on both this and Jacob Geller's, but I watched this first. I'm headed to Geller's video now, but I'll check the channel later for more in depth analyses like this.
underrated
the first video I saw of you was gris and now I have watched your other videos and they are well made. I am excited for future videos and I see you spend a lot of work and care in your videos
I really think this game has still secrets yet to be found
I enjoyed this video.
I hope you are able to produce more videos.
The "Deeper Into Madness" section is so far my least favorite section of the game (haven't finished all of it yet). It really made me feel like I was going insane. I couldn't comprehend anything of what was going on around me, and somehow I just stumbled my way through to the end. Hated every second of it but it's one of the most profound experiences I've ever had with a video game.
God I fucking love Jacob Geller’s videos so much
Thanks for this! It's a good look at the game. I hope you continue making vids!
I share alot of your sentiments and conclusions in this one, i have to say, great video man!
This video is awesome, thanks for sharing your POV!
Well this was deep, very underrated channel...
You left out their solution to the nuclear waste problem for future generations. They have labeled those sites with signs that read, "This place is not a place of honor... no highly esteemed deed is commemorated here... nothing valued is here."
Existence is about a coin. On one side is NaissanceE, on the other is Girls Last Tour
I thought the moving lights were the aliens.
Came here because of Taras but now I wanna stay here cause of you :D
Meanwhile the pyramids and the sacred tombs of the kings and pharaohs: were robbed of everything not nailed or hidden enough back all the way back in the Ancient Egypt times, often by the very heirs of those kings and pharaohs.
Waste disposal sites are built more like Time Capsules. We expect we'll be able to figure out how to recycle them (We already do recycle some spent nuclear fuels) so we need to be able to revisit them when the process is necessary.
I remember seeing the design for the one in South Aus, it'd be tunnels that run kilometres underground, the fuel rods kept in concrete cylinders that slide into the ground. Should be safe enough. You'd have to drag one of those multi-tonne capsules up a few kilometres of dark tunnels then crack it open. Then again, we don't know what kind of people will come after us. We can't prepare for what they should do, only what they could - and we have no idea their capabilities either, so what's the point.
Make more videos please, this was very good
There's no Structure here
portal 2 does some of this stuff too
tldr possessed by aryan spirit of exploration when met with a new undiscovered world
You should do a video on the manga which inspired NaisanceE, Blame!
Props to some anon on /v/ who told me to play this
Man, you've seen a looot of jacob's videos
if you are more interested in the world of NaissanceE , read a manga called blame! it's the story were NaissanceE took place
I watched the same Jacob Geller video
I hope the guys at Praydog find a way to support UE3 engine too... UEVR only support UE4 or later. This game would be a delight played in VR. Or a nightmare 🤣
Has anyone ever told you that you sound like Late Night Gaming (A Halo RUclipsr)
Why do you sound a whole lot like Latenightgaming
He is my older brother. I really don't hear it myself, but you are not the first person to say we sound alike.
@@pixeldemise3128 Oh wow damn
Pretty sure it's pronounced "nay-sauns-say," dude. Two Es at the end, and all.