# naissancee garme review and postmortem
bob's quick capsule review: despite the wondrous megastructural architecture of naissancee players face a frustrating lack of interesting varied and meaningful interaction with its world
limasse five describes teh garme thus
"naissancee is a garme a philosophical trip and an artistic experience"
while technically accurate these definitions are too vague to entice or be of use to potential players. what's a philosophical trip - baudrillard / ballard on bad mushrooms?
teh garme is constructed along a linear path punctuated by more open areas to freely explore some puzzles to solves and some more experimental sequences
teh garme is certainly linear to the extent it works to undermine teh garme's tsutomu nihei inspired atmosphere - which suggest limitless scale and infinite exploration
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
there seem no such entities but there are certainly no lack of mechanical systems - which however do not react to the player 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 die an retry garmes
the repeated huffing and puffing of the player only serves to annoy. as for oldskool die-and-retry garmes (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 garme 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 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 player- 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 player's imagination to find an answer if it only matters
perhaps naissancee has along with other indie garmes 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 / player interaction
despite (or even because of) efforts to intellectually simulate players / imaginations seeking greater experiences than possible through the usual crapolaware developers still incorrectly invert ir approach to making so called 'deeper' garmes
to illustrate here's the (possibly false) problem from the developer's muddy viewpoint: "how to make a garme that engages with deeper questions of life and existence?"
and yet here's the same garme from the player'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 players
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 players are (in any way) human / humanoid needs questioning properly
if only teh garme were made entirely free software then players could choose the kinds of garme 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