NaissanceE

NaissanceE

Deeper into madness [SPOILERS]
I have a question regarding "Deeper into madness" part, namely the "Light or Darkness" part. The entire stage is rather, well, curious, while I am stuck at the moment near a tower reminding a slime block of flats merged with an elevator shaft, where levels down at the walls are visible only to certain moment. Any idea where and how to go further - should I make my way to the bottom with trial and error?

I reached this location after solving the puzzle "The Kids Toy" - as far as I remember the name. The other possible route was the opposite to the one named "This road leads nowhere", which was rather psychodelic on its own, symbolizing probably suicide, while "The Kids Toy" - through bloody-sepia image - looked liked an occult corner.

http://steamcommunity.com/sharedfiles/filedetails/?id=813367154

Spoiler alert - vista of a finished puzzle:


http://steamcommunity.com/sharedfiles/filedetails/?id=813501607
Last edited by 76561198292631324; Dec 10, 2016 @ 12:18pm
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Showing 1-9 of 9 comments
Managed to finally find some ways through and this stage is just cruel. Extreme platforming abstract puzzles questioning the reason.
76561198292631324 Dec 8, 2016 @ 11:10am 
Finished the game. Wow, but I must say there was a bit more weight put on platforming rather than puzzles, though when the proper puzzles finally came in, Antichamber would gladly accept them if they were cast out from Niassancee. From among the puzzles I exclude logical platforming challenges, such as blocks moving in a rhytmic way, which are to be passed. Even though real puzzles appeared mostly in and around the level "Deeper into madness", on the desert stage there is a ruin coming back to life in a peculiar way, forcing the protagonist to find a way out from a maze existing only within ones mind. Good puzzle, but people with epilepsia - sorry. Unfortunately, Naissancee is full of quite irritating overcontrasted blinking lights, that may actually get someone annoyed. Anyway, good game.
76561198292631324 Dec 8, 2016 @ 12:52pm 
Originally posted by "wHAT":
Wow, but I must say there was a bit more weight put on platforming rather than puzzles
Wrong. There was a ton more weight put on platforming rather than puzzles. But there were puzzles there and they were good, while the platformig met expectations.
The Sojourner Dec 9, 2016 @ 10:52pm 
Originally posted by wHAT:
...Even though real puzzles appeared mostly in and around the level "Deeper into madness", on the desert stage there is a ruin coming back to life in a peculiar way, forcing the protagonist to find a way out from a maze existing only within ones mind. Good puzzle, but people with epilepsia - sorry. Unfortunately, Naissancee is full of quite irritating overcontrasted blinking lights, that may actually get someone annoyed.

Indeed. "Light or Darkness" and "Jeux D'Ombres" were the two most annoying parts of Chapter 4, apart from the ending sequence, which some users complain that they can't complete it (due to specs reasons apparently :P). This game really should have a warning before the main menu for photosensitive people (i.e. those who suffer from seizures and/or epilepsy), as it is surprisingly flashy, right from the get-go.

I'm guessing you chose the "darkness" hole btw. I always find it a bit easier on the eyes and easier to complete. I got stuck there too, until I realized that that was the only way out :P

P. S. for future reference, you can edit your posts so you don't have to create new ones ;P
76561198292631324 Dec 9, 2016 @ 10:56pm 
Originally posted by "p0rtalmaster":
I'm guessing you chose the "darkness" hole btw. I always find it a bit easier on the eyes and easier to complete. I got stuck there too, until I realized that that was the only way out :P
Yes, I chose the path that was easier on the eyes, but in terms of proceeding apparently they were the same. Or were they? Regarding the only way out - which is a spoiler - just how many times did I die at that tower, is amazing.

Originally posted by "p0rtalmaster":
P. S. for future reference, you can edit your posts so you don't have to create new ones ;P
True, but when I add a new one, there is a clear indicator on the forum that something has moved in this place.
76561198292631324 Dec 10, 2016 @ 12:32pm 
Regarding once again the earlier mentioned tower puzzle, it is one of the three puzzles in the game which base on choosing an alternative path. The first one was in the city, second chapter of the game. Going upwards or downwards without end, when actually stopping and waiting for an elevator broke the loop. Something similar to the stairs leading to nowhere in Antichamber. Second one, the long stairs. It was a tricky, working with contrary pattern. The player starts walking the stairs, which lasts a while, indicating a presumable loop, so he turns back and sees many outlets of vents coming from the wall where he came from. So, understandably, tries them all, only to learn later on that the stairs are the only way ahead and verily it does take a while before learning that they do lead somewhere, making him feel like a purposeless stubborn idiot for before taking that notice. In-game intertextualism. The third one was the tower, a great mischief. The challenge was viscious because there were two paths leading to it, making it feel important, like a central location. There were legdes along the walls and it all seemed like a platforming task. There was even a secret, the possibility to jump into chosen windows of the building, with the result of changing nothing at all.
Last edited by 76561198292631324; Dec 10, 2016 @ 12:33pm
76561198292631324 Dec 10, 2016 @ 12:57pm 
The long stairs puzzle plays on the players own wits, which is quite cunning.
The Sojourner Dec 12, 2016 @ 11:06pm 
I wanna attribute some of the stranger, more obscure aspects of the game (e.g. leading you into a dead end through clever use of lighting and such) to Davey Wreden, especially after getting to know his style through his games. I can respect it — maybe even appreciate it — but dang can it get annoying at times.

Originally posted by wHAT:
Originally posted by "p0rtalmaster":
I'm guessing you chose the "darkness" hole btw. I always find it a bit easier on the eyes and easier to complete. I got stuck there too, until I realized that that was the only way out :P
Yes, I chose the path that was easier on the eyes, but in terms of proceeding apparently they were the same. Or were they? Regarding the only way out - which is a spoiler - just how many times did I die at that tower, is amazing.

I suspect the paths are identical, yet I've yet to figure out exactly what those paths are.

The first set of stairs you were talking about is actually one of the game's easter eggs, and yes, it is comparable to Antichamber's famous "Many Paths To Nowhere" area. The second stairs area (the non-looping, super long staircase)... well, I'll let you draw your own metaphorical conclusion from that. In either case, the use of sound/music is meant to guide you. When it is hard to see, it should be (at least in theory) easier to hear.
76561198292631324 Dec 13, 2016 @ 8:38am 
Originally posted by "p0rtalmaster":
The first set of stairs you were talking about is actually one of the game's easter eggs, and yes, it is comparable to Antichamber's famous "Many Paths To Nowhere" area. The second stairs area (the non-looping, super long staircase)... well, I'll let you draw your own metaphorical conclusion from that. In either case, the use of sound/music is meant to guide you. When it is hard to see, it should be (at least in theory) easier to hear.
Yes, there is music introduced certain moment while climbing the endless stairs, while there is also a sound effect asking to be investigated in the elevator puzzle, standing for a tip.
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