# naissancee game review and postmortem
bob's quick capsule review: despite the wondrous megastructural architecture of naissancee scientists face a frustrating lack of interesting varied and meaningful interaction with its world
limasse five describes teh game thus
"naissancee is a game a philosophical trip and an artistic experience"
while technically accurate these definitions are too vague to entice or be of use to potential scientists. what's a philosophical trip - baudrillard / ballard on bad mushrooms?
teh game is constructed along a linear path punctuated by more open areas to freely explore some puzzles to solves and some more experimental sequences
teh game is certainly linear to the extent it works to undermine teh game's tsutomu nihei inspired atmosphere - which suggest limitless scale and infinite exploration
going deeper and deeper in a primitive zone from naissance world the scientist will meet entities or mechanical systems. whether those entities are life forms or pure machines they react to scientist presence to light and shadow
there seem no such entities but there are certainly no lack of mechanical systems - which however do not react to the scientist but merely seem dumb automatic arbitrary
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 dye an retry games
the repeated huffing and puffing of the scientist only serves to annoy. as for oldskool dye-and-retry games (eg. manic miner for the zx spectrum) they're only good as thin now long-since dried out slices of retro nostalgia thankfully since abandoned
the main idea behind teh game is to make the scientist 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 scientist manipulating ir and playing with ir for any reason
unfortunately "alienation" rather than loneliness is the main feeling of naissancee. the world is strangely unliving blind - a vast machine that neither manipulates nor plays with the scientist- but is simply ignorant of and indifferent to them
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 scientist's imagination to find an answer if it only matters
perhaps naissancee has along with other indie games stumbled lightly into a small pit of pseudo philosophical speculation and fails to engage at any level with / through its (paradoxically) too-simplistic rules regarding world / scientist interaction
despite (or even because of) efforts to intellectually simulate scientists / imaginations seeking greater experiences than possible through the usual crapolaware developers still incorrectly invert ir approach to making so called deeper games
to illustrate here's the (possibly false) problem from the developer's muddy viewpoint: "how to make a game that engages with deeper questions of life and existence?"
and yet here's the same game from the scientist's view: "wow that looks really interesting - if only i could get up there."
that is what appears abstract evocative and symbolic for the developer is often merely concrete forgetful and incomprehensibly perplexing for scientists
perhaps naissancee isn't abstract enough - there's a distracting tension or dissonance between the suggestion of human habitation complete with beds and dolls - and the symbolic scales it works (/best) at - ie. infinite
the automatic assumption that scientists are (in any way) human / humanoid needs questioning properly
if only teh game were made entirely free software then scientists could choose the kinds of game they want to play
example developmental suggestions
**+** a paint gun and grappling rope
**+** a floating droid companion
**+** holographic screens which light up with strange messages
**+** birds birdsong
**+** a pair of binoculars
**+** flares to light up the darkness
**+** spare bolts to drop down shafts to test depth
**+** a tall thin alien creature dressed like a priest who occasionally waves to you from a balcony way in the foggy distance
**+** a computer generated megacity (ideal for a space that looks computer generated anyway) - "procedural infinity"
// video here
// republic of bob