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* ObviousBeta: Fiddly response from the game sometimes make the game harder then it should be. The sparse checkpoints made it worse until the developer saw his game's Steam forum beginning to expel jets of steam, making a prompt patch that added more checkpoints.
** The game's mechanics also require a constant 60FPS frame rate in order to jump as intended. This is a requirement to actually complete the final stage of the game, as acknowledged by the director.
** There are times around areas with lots of doors, that the room(s) beyond the door(s) will blink out for a split second when spinning the camera. This would indicate to a savvy and sharp player that the doorframe is really a portal to a distant room and is made to look like the rooms connect properly, but the game just blinks regardless of whether or not that mechanic is actually in use.
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* UnwinnableByDesign: "Light or Darkness" presents two rooms where the player must navigate a catwalk that includes jumps and dips. The only problem is that the room is in complete darkness, except for lights that both flicker ''and move around''. The title of the puzzle comes in when the player can choose the black room with flickering white light, or the negative image - the white room with flickering black lights. Furthermore, the depth of field is limited here, making everything past a few feet blurry. If one's eyes can take the strain, it's only a question of knowing which path to take and where one can safely fall.

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* UnwinnableByDesign: "Light or Darkness" presents two rooms where the player must navigate a catwalk that includes jumps and dips. The only problem is that the room is in complete darkness, except for lights that both flicker ''and move around''. The title of the puzzle comes in when the player can choose the black room with flickering white light, or the negative image - the white room with flickering black lights. Furthermore, the depth of field is DepthOfFieldis limited here, making everything past a few feet blurry. If one's eyes can take the strain, it's only a question of knowing which path to take and where one can safely fall.
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Added DiffLines:

* SchmuckBait: There's a hallway where the game tells you to turn around because you're going the wrong way. If you persist the warnings will get more and more insistent until [[spoiler:suddenly the application is terminated, kicking you back to the desktop.]]
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[=NaissanceE=] is a first-person exploration and puzzle video game produced by French developer Limasse Five and released in 2014. In the prologue, its protagonist, Lucy, is chased down a long corridor by ''something''. As brief glimpses of this glitchy beast appear, Lucy is forced down a hole by the creature and into an unknown landscape filled with MalevolentArchitecture and a growing sense of dread. The player's only goal is to continually explore this world as they try to make heads or tails on how to get out of this strange place.

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[=NaissanceE=] ''[=NaissanceE=]'' is a first-person exploration and puzzle video game produced by French developer Limasse Five and released in 2014. In the prologue, its protagonist, Lucy, is chased down a long corridor by ''something''. As brief glimpses of this glitchy beast appear, Lucy is forced down a hole by the creature and into an unknown landscape filled with MalevolentArchitecture and a growing sense of dread. The player's only goal is to continually explore this world as they try to make heads or tails on how to get out of this strange place.
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Merged per TRS


* UnintentionallyUnwinnable: To get past the Puzy gate, you must follow a pair of light orbs through their respective gauntlets. There's just enough light in the area that it's possible to reach the end of the section, but if you do so without the lights, the way back will be closed off and it will be impossible to retrieve the lights and open the gate.



* UnwinnableByMistake: To get past the Puzy gate, you must follow a pair of light orbs through their respective gauntlets. There's just enough light in the area that it's possible to reach the end of the section, but if you do so without the lights, the way back will be closed off and it will be impossible to retrieve the lights and open the gate.

Added: 389

Changed: 27

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* EasterEgg: The game has a few hidden throughout the landscapes, including a hidden (and still uninhabited) strip club; an Music/{{Animusic}}-like segment that tells a MeetCute story; and a hallway [[TheFourthWallWillNotProtectYou that quits the game on you if try to pass the warnings that it gives you to stop.]]

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* EasterEgg: The game has a few hidden throughout the landscapes, including a hidden (and still uninhabited) strip club; an Music/{{Animusic}}-like segment that tells a MeetCute story; a bedroom with no gravity; and a hallway [[TheFourthWallWillNotProtectYou that quits the game on you if try to pass the warnings that it gives you to stop.]]


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* FallingDamage: The easiest way to lose a level is to fall from a height: falling over a certain distance will cause instant death, and some depths are so great that you just keep falling indefinitely until the game kills you. There are some heights that will cause injury without death, where the edges of the screen turn red and will gradually recover if you don't aggravate the damage.

Changed: 231

Removed: 28

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Removed two ZCE's and added detail to one entry.


** The finale.



** The entirety of "Deeper Into Madness".

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** The entirety of "Deeper Into Madness". Highlights include [[spoiler:running through multiple iterations of the same room with a slight tilt added each time, rooms that are only seen in blinding flashes of black or white, and a graceful tornado of cubes over a mirror.]]



** The finale.

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