NaissanceE Crack/Patch

NaissanceE 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.

Download NaissanceE Crack/Patch

Released date
Platform PC Windows
Rating 68 / 100
User rating
Downloads 1200
Genre Sci-Fi, Adventure, 3D, First-Person
Company / Developer
Limasse Five / Limasse Five

NaissanceE reviews ( 7 )

darkwolf79, Feb 14, 2014

This game sets out to make you feel alone and it keeps it promise. On an emotional level this game really delivers. At first you explore simple yet confined level structures that very soon give way to absolutely monumental feeling set pieces that will have you in awe. The art style is in itself consistent and works very well, especially when paired with the rather excellent audio design. This visual and acoustic experience seems to always matche perfectly. The game really manages to deliver a wide range of experiences and emotions, from feeling lost in a huge and fascinating world to adrenaline pumping action sequences and solving the occasional puzzle, it does it all very well. The one thing I especially enjoyed is the at times very clever level design. While being a linear game with areas for you to explore it never feels like it is linear. In fact, I could swear I was making my way through at random or at being driven by interesting set pieces. Don't however expect much of a story. Not in the traditional sense anyways. Whatever happened or happens is up to your imagination. That is a good thing though. All in all, if you're looking for a game that will take you on a bit of an emotional rollercoaster ride while making you feel small, forgotten and alone, then play it. The thing that stayed most with me is the level design. Simply brilliant.

jmparis, Sep 18, 2014

I really really appreciated this game. I've loved so much the atmosphere. I liked the exploration, and the puzzles too. Even if puzzles are quite simple. I liked the fact that you can move from a very little room to a huge and limitless environment. I've just a concern about the final; that I found difficult. But it's the end of a game, it's normal :) Special attention and congrats to all levels between 30% and 90% of the game. They are just "ouaaahhhh"

HyTricksy, Mar 4, 2014

The player starts the game lost and confused. However, quite early, the character reaches a place where the game opens up and reveals its real face. The structures, in my opinion very influenced by Lovecraft and 'cyclopean' architecture, work to create giant spaces, bottomless pits and huge structures that make an acrophobic such as me experience the game in a very different (panicky) way. Outwith scenes apart, the physical puzzles inside use the player's reflexes and speed as well as their wits and puzzle-solving skills to move forward. This offers a pause in the exploration and 'admiring' of the gigantic outside vistas. As the game progresses it adopts a more surreal tone, which, in my opinion, goes perfectly well with the whole Lovecraftian feel the game has for me. The last chapters truly amaze and surprise you as you get nearer to the end. Truly a surprising and refreshing experience.

iseeall, Jun 25, 2017

NaissanceE is a 1st person puzzle + jumping platformer game with a little resemblance of Antichamber and maybe even Minecraft. It has extremely minimalistic graphics style, a lot of running, some frustrating physics-based puzzles, no story and an overall feeling of madness. The good: - the graphics are stylish. They show how you can make an interesting and even pretentiously looking game by only using geometric primitives (mostly boxes) and only gray color (very rarely with some slight variations of gray). The game has a unique and definitive graphics style - much of the visual greatness and even a few puzzles are built around the play of light. Overall there isn't much light in most levels, and the realistic light sources (white boxes) are scarce - vast levels, especially the city-like level where you go down. I wonder how even Unreal engine could render such a huge number of objects. Maybe the fact that they are just boxes and are all gray helped? Still, they seem to use realistic lighting - music is mostly good, sometimes even great, though I didn't like a few tracks (e.g. the last boss chase is annoying in its own, but the music makes it almost unbearable) The so-so: - there just isn't much you can do in the game. I wonder if the "use" key is actually ever used. You mostly run around, sometimes press buttons by stepping on them or running at them, or touch a light sphere to make it show the way. Also you jump and sprint (with a breath system which could as well be left out because it doesn't add anything and ends ups up being just a useless chore). Still, the scarcity of actions doesn't spoil the game, it just makes the puzzles somewhat limited - the game lacks a sense of purpose or meaning. You solve a puzzle and don't get any reward or even a feeling of accomplishment - you just run forward to find another puzzle. There is a slight gratification in seeing vast new spaces for the first time, or simply moving on to the next area - but since no story connects the levels, the game feels arbitrary. The bad: - the jumping physics is somewhat clunky: you sometimes can't jump up on boxes in front of you. This also makes the sludges puzzle unnecessarily difficult because your character's collisions and jumps inside the sludge are pretty random - there seems to be a bug that when running in a wind, you sometimes lose touch with the ground when pressing the sprint key, and you can't move any more. If you jump, you get instantly flown away and killed. This bug makes the level with tubes and ventilators extrememly frustrating, because you have to restart and retry sections many time until this bug doesn't happen and you can complete a section. - a lot of running, and in a few cases the correct way forward is hidden in a huge area - you may spend 15 minutes just running around, wondering what's needed from you, only to find out that a tiny stars is hidden behind a ramp somewhere. The game just artificially lengthens your playtime by making you run around a lot. I thought it took me 8-10 hours to beat the game but, judging from Steam stats, it's just 5 hours. Overall, it's a good game, and during the first 2 levels I wanted to give it a 9/10, especially after seeing the masterpiece 2nd level. However, the bugs in physics and the frustrating puzzles based on it, and the super-annoying final level make me reduce the rating to 8/10. It's still a very good game though, so if you're into indie games, don't get scared by its dull screenshots and give it a try.

Cwestern, Feb 13, 2014

This game is super artsy. And there's no textures. That might throw some people off. Also, there isn't really much plot, or any objective other than to move forwards. There's a little bit of puzzling, and a little bit of platforming, and a whole lot of wandering around through the beautifully designed and expansive monolithic structures. I'm only a few hours in, and this game already has accomplished what it sets out to do: I'm terrified, exhilarated, and I feel horribly alone. I have the sinking feeling that there's no one else and I'm trapped alone in this richly detailed world to wander by myself. The whole world feels timeless and massive, and the environmental interactions by the character make me feel as if I'm being toyed with by some higher being. While this isn't the most compelling game, and might consist of too much walking for some, this game is chillingly beautiful and conjures the most alien sense of isolation I have ever experienced. The lighting and shadows are also pure art. One of the better indie games I have played recently.

xKindred, Jul 9, 2014

Unbelievable game that will never cease to amaze and overwhelm you. Recommended to anyone who likes puzzles, beautiful game worlds, and tense gameplay.

evild4ve, Mar 7, 2014

It's much less breathtaking than it looks. The puzzles, at least during the first hour or so which was all I could endure, involve pressing light switches to move floating light sources around that make certain platforms appear and disappear. At first it looks like a clever mechanic like Closure (but in 3D), but it's really just switches. In HUGE levels, with no particular idea of where you're supposed to be going or why. It isn't open exploration, there's a linear route - and it's just intentionally not marked out well, or indeed at all. It's like: if I crawl through this little space here and jump over these boxes I'm in the "next" area, which is much like the last one except the boxes are a different way round. The gigantic scale looks good, but it's dull to wander round it. Another game that had this problem was EYE: Divine Cybermancy - if you've played the particular couple of maps in that with vast outdoor areas that take five minutes to walk across but have nothing to interact with or particularly look at on the way, that's pretty much NaissanceE. Only, without anything to do at the end of the long walk, or anything to look at on the way other than grey boxes. Another puzzle that annoyed me early on involved navigating down a big grey "lift shaft" type thing by hopping from ledge to ledge (long drops kill you forcing a return to the last save), and the puzzle is that the only available light source slowly drifts up and down the middle of the "lift shaft" so that you have to wait 30 seconds between each jump. I hate it when games make things difficult in the game that would be easy if you were physically there - and in this case could feel for the sheer drops at the edges of the ledges. I'm being really down on this game. It does have a moody, mysterious atmosphere going for it. But probably so would Halo if you removed the plot and replaced all the scenery with grey boxes and put a sort of pixelly filter over the front of everything. And it could well have profound spiritual revelations waiting further into the game, about loneliness, or whether anything means anything... but I just have a creeping suspicion that I could get the same revelations by walking around a shopping mall at night wearing dark glasses. They seem to be patching it lots, and it's a genuine indie not a cynical cash-in, I could just have done with more freedom to get lost walking round a huge grey building, the linearity at the start was a huge disappointment. Back to Anti-Chamber for me!