User Score
7.2

Mixed or average reviews- based on 33 Ratings

User score distribution:
  1. Positive: 23 out of 33
  2. Negative: 8 out of 33

Review this game

  1. Your Score
    0 out of 10
    Rate this:
    • 10
    • 9
    • 8
    • 7
    • 6
    • 5
    • 4
    • 3
    • 2
    • 1
    • 0
    • 0
  1. Submit
  2. Check Spelling
  1. Mar 7, 2014
    2
    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!
    Expand
Metascore
66

Mixed or average reviews - based on 12 Critics

Critic score distribution:
  1. Positive: 3 out of 12
  2. Negative: 1 out of 12
  1. Jun 28, 2014
    50
    If the game makes you think about Journey, Mirror’s Edge and Antichamber, it must be great, right? Right? RIGHT?! [CD-Action 05/2014, p.71]
  2. Apr 18, 2014
    70
    A maze for all those virtual tourists and spelunkers, who have deadly desire to find out what is at the end of an alienated underworld city that may constantly surprise you. For instance, with its jumping over platforms, which may be a very unnerving experience.
  3. NaissancE is a beautiful game, but without much direction it can feel like a never ending mire of running, jumping, and falling. That being said, is the game worth spending $20 on? Certainly.