From the creator himself you can get to know that the phylosophy behind NeissancE's design is to make architecture that was not built for a gamer Architecture that is despite of a human being traversing it. As I said in my previous comment on the first video- creator was hugely inspired by BLAME. To not spoil majority of the manga- the main thing of BLAME's world is architecture that went out of controll of humans inhabitting it, the buildings are no longer built for humans- just in spite of them living in the structure. And for better or worse you can see this in NeissancE- the absurd stairs, rooms that go from blinding light to pitch dark and vice-versa, the forced jumps based on faith, endless pits and no signs whatsoever. The world of this vague megastructure wasn't built with your traversal in mind and yet you must survive through it. I personally would love someone to apply this to current day liminal horror- a horror of architecture similar yet not built with humanity or any living being in mind, architecture that is malignant towards life
You're always so descriptive of what you see. It makes listening to you more engaging and captivating than actually watching and seeing what you describe, which makes some of it scarier, the Darkwoods videos for example. I've rewatched a few too, or technically for the first time it's really comfy to sleep to for me with the map exploration ones. I don't know what else to say except amazing work.
“just about any frame … could be a painting” perfectly sums up the feeling I had. I was taking screenshots everywhere, really moving into position and composing just like in real life doing my hobby of photography
I think you'd absolutely love William Chyr's Manifold Garden. It's a similar game aesthetically, and is based on impossible spaces and recursive universes.
It's like a master class in ambient occlusion. The way forms shadow one another as they meet is a sort of overall, defacto texture. Thank You so much for playing this "game"!
This game is fantastic! Absolutely loving the dreamy trippy experience of it. The place reminds me of the paintings by M.C. Escher. It's like the creator turned his paintings into a explorable game environment and adding his very own twist to it, making it so very unique. -Very much looking forward to the next video!
This game can be super frustrating at times, between getting lost, the dumb puzzles, precarious platforming and copyrighted music. But it can also be beautiful, mysterious, and awe inspiring. Thanks for showing this one off!
32:20 I don't know where you looked it up but the solution here is to stop and wait for the sound to speed up until the door opens. It has nothing to do with turning.
Yeah. I came to the same conclusion when I played this as well. I thought of it as a neat little puzzle. A player's instinct would be to run up or down trying to find an exit so just standing still and listening goes against that.
For relaxing maps like this, I don't really watch, I just turn it on to listen and imagine it as I fall asleep. You've got such a calming voice, it's perfect for helping me wind down.
16:22 There is a third option, a automated self-building and changing system made for human habitation going haywire as the ages and eons pass, creating structures that don't make sense
A Mirror's Edge style game set in an environment like this? I actually started making a game like that, called Bitrunner. Set in the city of Spes Nova where the entire city is constructed from nanomaterials controlled by an AI. It tries to create human feeling structures but doesn't quite hit the mark and ends up creating essentially liminal spaces. Also the entire city is inside a series of large glass domes lit by incandescent lights on giant rings around it.
Yeah it's human nature want to analyze patterns looking for purpose or intent and anthropomorphize things that give even the slightest indication of life even when you have no real evidence of it the second those cubes scurried away from the light I immediately thought cockroaches have infested these ruins and I've already this sort of bonded with our helpful little orb friends I think they're adorable even though it's probably just a stylized button and nothing more it's like a more abstract form of paradolia seeing a face in the clouds and not being able to turn it off even when you know it's just an illusion
Make the place safer. Add more lights in the darker areas so you can see better. Add food, drink and furniture. And bathrooms, including showers/bathtubs and toilets. And suddenly this seems like a really cool place to live.
I don't know why you have so little views. You're my fav creator and I just love how you analyse things, it makes any game immersive and really fun to watch. Not many other let's players do that. Also, this game is surreal as hell, sort of like a dystopian sci-fi world where the buildings itself come to life and started to reproduce (somehow) rapidly. Kinda like the Matrix but instead of codes or computers it's buildings. Btw, keep up the awesome work man!
Everything is untextured because the material of what everything in this game made off is not acceptable for our eyes (we can't see it's texture and it's color), so we see it as gray (white).
@@lemondudz. You can name it however you want. We can't know what it is, until we can see it. Also i think that this material was polished and smoothed, because if it's not, we would see it's texture. But it would be only a difference of brightness of a color on the some of the places of material. By short, it's the same thing if we show a colorblind people mega polished and smoothed rock, and ask him: "what is this?".
The level design of this game reminds me of past 18 year old me playing around with CAD software for the first time, when i was at dual education to learn the work i'm doing for the last 13 years. The software had a white "starter cube" in the center and i just copy and pasted, stretched and multiplied it and put together weird houses and cities - if you can call them as this.
It feels like the truest intent of the concept of the backrooms, no goofy almond water, or 9 year old boogiemen monster silliness. Impossible to comprehend geometry with unknowable purpose.
@@KaiserMattTygore927 The Backrooms were not about incomprehensible geometry either? It was essentially just a eerie maze of segmented rooms that you had no hope of escaping from. The whole impossible geometry thing is from modern interpretations.
It reminds me of OLD NEW YORK which lies under NEW NEW YORK in Futurama, where NEW NEW YORK is built on top of a massive room that itself sits above the old city. A City right bellow a City.
As you wander thru this maze, when you come to the areas with apparent "doors," I want to go in one, as though it were an apartment, so that I could at least sit down, eat something, and watch TV. _lol_
Funnily enough, there actually are a couple of rooms like that in the previous area that you can stumble across if you explore slightly off the main path.
When you talked about the elevator and halo 2, I thought of the halo combat evolved, "the library" mission, after beating 343 guilty spark after the first encounter with the flood. 🐌
Oml I am sobbing you ascended the jacked up stairs so fast compared to my attempts. I might have overestimated how many of the gaps you had to jump over lol, great job edit: 'negative naissance' i choked a little on my drink but yeah, that looping section could have been conveyed a little better. Everything in this world is so ambiently hostile and I love that but at the same time gameplay wise it's like, cmon. Seriously though with some of the later platforming, look up anything you need including console fly commands. It gets pretty annoying in a few particular places I can think of. Way later on if you end up getting stuck somewhere I did, try left I guess.
platforming gets way worse and cryptic up ahead, but I 100% think its worth it to go in blind and try to figure it out, it'll be hard but definitely possible.
I recommend trying Rain World, it may invoke simmilar feelings in you with its enviroments, it also has the same philosophy of a world not made for you
i said it on discord(Tchernobyl) "naissance" mean "birth" in french, but the extra "E" at the end of naissance is not there in french, i don't know if it's gonna be important
From the creator himself you can get to know that the phylosophy behind NeissancE's design is to make architecture that was not built for a gamer
Architecture that is despite of a human being traversing it. As I said in my previous comment on the first video- creator was hugely inspired by BLAME.
To not spoil majority of the manga- the main thing of BLAME's world is architecture that went out of controll of humans inhabitting it, the buildings are no longer built for humans- just in spite of them living in the structure.
And for better or worse you can see this in NeissancE- the absurd stairs, rooms that go from blinding light to pitch dark and vice-versa, the forced jumps based on faith, endless pits and no signs whatsoever. The world of this vague megastructure wasn't built with your traversal in mind and yet you must survive through it.
I personally would love someone to apply this to current day liminal horror- a horror of architecture similar yet not built with humanity or any living being in mind, architecture that is malignant towards life
This game is basically if Sarah Winchester became an ascended being.
It is inspired by blame¡? HELL YEAH I KNEW IT!!!
25:54 looks exactly like blame!!!
You're always so descriptive of what you see. It makes listening to you more engaging and captivating than actually watching and seeing what you describe, which makes some of it scarier, the Darkwoods videos for example. I've rewatched a few too, or technically for the first time it's really comfy to sleep to for me with the map exploration ones. I don't know what else to say except amazing work.
“just about any frame … could be a painting” perfectly sums up the feeling I had. I was taking screenshots everywhere, really moving into position and composing just like in real life doing my hobby of photography
I think you'd absolutely love William Chyr's Manifold Garden. It's a similar game aesthetically, and is based on impossible spaces and recursive universes.
It's like a master class in ambient occlusion. The way forms shadow one another as they meet is a sort of overall, defacto texture. Thank You so much for playing this "game"!
This game is fantastic! Absolutely loving the dreamy trippy experience of it. The place reminds me of the paintings by M.C. Escher. It's like the creator turned his paintings into a explorable game environment and adding his very own twist to it, making it so very unique. -Very much looking forward to the next video!
This game can be super frustrating at times, between getting lost, the dumb puzzles, precarious platforming and copyrighted music. But it can also be beautiful, mysterious, and awe inspiring. Thanks for showing this one off!
32:20 I don't know where you looked it up but the solution here is to stop and wait for the sound to speed up until the door opens. It has nothing to do with turning.
Yeah. I came to the same conclusion when I played this as well. I thought of it as a neat little puzzle. A player's instinct would be to run up or down trying to find an exit so just standing still and listening goes against that.
wait there's a way to get out of there?? we had no idea lol, we thought it was just an intentional softlock location
@@SunroseStudios No. You just have to stand still and the drum beat sound will respond to that. Eventually, the door will open.
extremely blown away by the completely brushed over comment "Negative NaissanceE" preceding a critique. incredible work. hats off to you.
For relaxing maps like this, I don't really watch, I just turn it on to listen and imagine it as I fall asleep. You've got such a calming voice, it's perfect for helping me wind down.
16:22 There is a third option, a automated self-building and changing system made for human habitation going haywire as the ages and eons pass, creating structures that don't make sense
BLAME! in a nutshell
Very liminal and relaxing game while watching in my bed watching this. I also like to say you've done well playing the Gmod 13 hotels
Even though this isn't a horror game, this is probably my favorite playthrough of yours so far, its unintentionally spooky.
A Mirror's Edge style game set in an environment like this? I actually started making a game like that, called Bitrunner. Set in the city of Spes Nova where the entire city is constructed from nanomaterials controlled by an AI. It tries to create human feeling structures but doesn't quite hit the mark and ends up creating essentially liminal spaces. Also the entire city is inside a series of large glass domes lit by incandescent lights on giant rings around it.
There's also a band named Nova Spes, so maybe you should think on a different name for the city.
Is it public by any chance? I'd love to play a game like this!
Yeah it's human nature want to analyze patterns looking for purpose or intent and anthropomorphize things that give even the slightest indication of life even when you have no real evidence of it the second those cubes scurried away from the light I immediately thought cockroaches have infested these ruins and I've already this sort of bonded with our helpful little orb friends I think they're adorable even though it's probably just a stylized button and nothing more it's like a more abstract form of paradolia seeing a face in the clouds and not being able to turn it off even when you know it's just an illusion
never thought id see another soul playing this, thank you for showing off NaissancE its one of my faves
Which other favourites do you have?
Make the place safer.
Add more lights in the darker areas so you can see better.
Add food, drink and furniture. And bathrooms, including showers/bathtubs and toilets.
And suddenly this seems like a really cool place to live.
I don't know why you have so little views. You're my fav creator and I just love how you analyse things, it makes any game immersive and really fun to watch. Not many other let's players do that. Also, this game is surreal as hell, sort of like a dystopian sci-fi world where the buildings itself come to life and started to reproduce (somehow) rapidly. Kinda like the Matrix but instead of codes or computers it's buildings. Btw, keep up the awesome work man!
The wait-and-run section in the beginning might be there to make you stop and appreciate what's below you.
Massive Vex architecture vibes… Thank you for all of your content, Sir. You are mine and my girlfriend’s most cherished YT channel ❤️
I am finally early for once! I love the videos by the way, keep up the great work!
This game looks dope, definitely going on the ol' wishlist.
no need to wishlist, it's free
'tis free
About the music: Try cut the devs a little bit of slack since this game does, in fact, predate content ID on youtube by quite some margin XD
Everything is untextured because the material of what everything in this game made off is not acceptable for our eyes (we can't see it's texture and it's color), so we see it as gray (white).
What is the material called? Just curious
@T_M How tf would you know that? Are you an intelligent sentient creature not from this planet?
@@lemondudz. You can name it however you want. We can't know what it is, until we can see it.
Also i think that this material was polished and smoothed, because if it's not, we would see it's texture. But it would be only a difference of brightness of a color on the some of the places of material. By short, it's the same thing if we show a colorblind people mega polished and smoothed rock, and ask him: "what is this?".
@@fossil6235 No, just learning a little bit of science.
Infohazzard
The level design of this game reminds me of past 18 year old me playing around with CAD software for the first time, when i was at dual education to learn the work i'm doing for the last 13 years. The software had a white "starter cube" in the center and i just copy and pasted, stretched and multiplied it and put together weird houses and cities - if you can call them as this.
Im getting vibes of i have no mouth and i must scream. When you asid "guts of a super computer"
Honey wake up, The Librarian uploaded a new "NaissanceE" video.
this game is just stunning
This realy feels like the final room of the backrooms, like where the backrooms are made. Awesome video btw!
It feels like the truest intent of the concept of the backrooms, no goofy almond water, or 9 year old boogiemen monster silliness.
Impossible to comprehend geometry with unknowable purpose.
@@KaiserMattTygore927 The Backrooms were not about incomprehensible geometry either? It was essentially just a eerie maze of segmented rooms that you had no hope of escaping from. The whole impossible geometry thing is from modern interpretations.
i feel like an ant trying to understand a computer
It reminds me of OLD NEW YORK which lies under NEW NEW YORK in Futurama, where NEW NEW YORK is built on top of a massive room that itself sits above the old city.
A City right bellow a City.
As you wander thru this maze, when you come to the areas with apparent "doors," I want to go in one, as though it were an apartment, so that I could at least sit down, eat something, and watch TV. _lol_
Funnily enough, there actually are a couple of rooms like that in the previous area that you can stumble across if you explore slightly off the main path.
something i look forward to, absolutely the commentary aspects. your vids are inspiring to me ! keep thinking outside the box 👁
When you talked about the elevator and halo 2, I thought of the halo combat evolved, "the library" mission, after beating 343 guilty spark after the first encounter with the flood. 🐌
I played this back in 2016, loved it
The style of architecture and the vastness reminds me of Tsutomu Nihei's Blame! series.
That was their biggest direct inspiration for the game.
after seeing the first episode I went and played the game for myself, and, I have some things to look forwards to your perspective on.
this would be a fun multiplayer metaverse
4:08 That's a thought... what if your character actually wasn't even human to begin with in this game and was something else? :P
Oml I am sobbing you ascended the jacked up stairs so fast compared to my attempts. I might have overestimated how many of the gaps you had to jump over lol, great job
edit: 'negative naissance' i choked a little on my drink but yeah, that looping section could have been conveyed a little better. Everything in this world is so ambiently hostile and I love that but at the same time gameplay wise it's like, cmon.
Seriously though with some of the later platforming, look up anything you need including console fly commands. It gets pretty annoying in a few particular places I can think of. Way later on if you end up getting stuck somewhere I did, try left I guess.
Agreed. Some of the later platforming stuff is an assault on one's eyesight. I was honestly a bit surprised when I managed to get thought it.
platforming gets way worse and cryptic up ahead, but I 100% think its worth it to go in blind and try to figure it out, it'll be hard but definitely possible.
32:20 negative naissancy 🤣
16:37 - "Imagine, like, a Mirror's Edge game set in an environment like this. I'm almost starting to want that now."
Does "Lorn's Lure" count?
16:30 i also imagine a game like Armoured Core set in such an environment
I did not need to rotate in the infinite staircase, just standing still in front of the door did the trick for me.
How long were you sitting on "a negative NaissanceE" tho?
this makes me think of a combination of Coruscant mixed with a computer motherboard.
NICEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
It's Blame!
You're stuck in Blame.
Good video.
I would love to see a tour of how you like your Subnautica bases. I want to hear your thought process about the base and the like.
I recommend trying Rain World, it may invoke simmilar feelings in you with its enviroments, it also has the same philosophy of a world not made for you
9:58 there was something poking out on the right that disappeared as you jumped down
this game reminds me a lot of BLAME!
Because that's what partly inspired the game.
Play the anemoiapolis beta if you can, realy good liminal space game.
I heard he’s waiting until the full game comes out to play it.
O
Fun fact: this game was released 8 years ago
This game is amazing somebody should remake this in Roblox.
i said it on discord(Tchernobyl) "naissance" mean "birth" in french, but the extra "E" at the end of naissance is not there in french, i don't know if it's gonna be important
Pretty sure the game says the songs were made for the game, so idk why you getting dmca
44:33 It happened in the first part too but you barely commented it.
will you be playing Visage
Ever thought of doing a Silent Hill series?
Already have
@@Slipperyslab SHEEEESH
can you play the nyctophobia horror map?
Earliest I've ever been yeet