Posts Tagged ‘NaissanceE’

Smartitecture: NaissanceE Release Trailer

By Craig Pearson on February 12th, 2014.

Staring... thing?
Jim is not here to talk intelligently and make big wordthinks about the style and architecture of NaissanceE, which is about 90% of of the game. So instead you get a headline with a made-up word in it that I thought up on the toilet*. What can I say? It’s pretty and grey, and the endless and unchanging corridors will probably make me feel physically ill, because it reminds me of my fever dreams. Loves it.
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“Deeper In A Primitive Zone”: NaissanceE

By Jim Rossignol on July 12th, 2013.


NaissanceE looks fascinating. It’s like someone exploring an endless monochrome Quake III level. There’s a new gameplay trailer out, which you can see below. The developers explain: “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.”

If it only matters!
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NaissanceE Is Ambiently Atmospheric Architecture

By Jim Rossignol on April 22nd, 2013.


Regular readers of the Sunday Papers, among others who have suffered my music tastes, will be unsurprised to learn that I am extremely interested in nightmarishly ambient first-person experiment NaissanceE. Developed in UDK, this is a sequel to a previous mod series with a deeply worrying aesthetic. The game is “an adventure taking place in a primitive mysterious structure,” and will appear some time this year. It’s creator says: “the game mainly consists to explore and feel the deep and strong ambiance of this atemporal universe but platforming and puzzles sections will also enrich the experience. Loneliness, confrontation to gigantic architectures and imagination provided by philosophical journey in this lost area should enjoy players waiting for this kind of disturbing trip, lead by contemporary meditative music.”

A disturbing trip. It goes all a bit End Of 2001 In A Tomb, below.
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