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    rnc53's Antichamber (PC)

    [April 2, 2013 10:48:29 PM]

    When you begin to play Antichamber, you are shown 2 things: a image, and a related caption. The image describes the world around you, and the caption contributes clarity and focus. I moved on from message and turned to see the controls for the game painted on the wall to my right, an exit blocked by a glass wall to my left, and a block telling me to "Click Here" on the wall behind me. As any good gamer, I explore my immediate surrounding before I move on (don't want to miss the easter eggs). I don't find an easter egg but instead find an appreciation for the environment. The floor is black with a white grid. The antechamber is silent except for what sounds like tuning forks being struck in no particular order. It seems profoundly simple. There are no pieces of environmental fluff; the world consists of you and what you need.

    I now turned to the wall to "Click Here," and when I put my mouse on the block, it grew to show an image inside it. When I clicked, I was transported. I was now where the image was. "Jump!" was written in the air above the gap in front of me. So, of course, I jumped and didn't make it to the other side. I fell very far, and I landed in front of another image. When I clicked on the image it told me, "Failing to succeed is not failing to progress."


    I'll consider this enough to really describe the spirit of the game. The game is designed to teach the player. It accomplishes this by placing the image/caption pairs throughout the world. You are constantly surrounded by puzzles, some of which you may not even notice. And as you learn, the world looks a little different. It is the same world, but you are different. You see paths where you used to see obstacles. This happens time and time again, so the longer you play the game, the game becomes increasingly connected. And by the end, you realize how profoundly close to the exit you were the entire time.


    There are 2 major mechanical pieces to Antichamber. It has platformer elements, and block manipulation. The platforming is very simple and is basically just your standard first-person movement. Block manipulation is a mechanic that evolves throughout the game and is implemented by a gun that you receive and upgrade. The upgrades allow for more powerful kinds of manipulation and are required to beat the game.


    Antichamber has quickly become one of my favorite games. The way the game very elegantly rewards the witty and educates the wit-less encourages players of all skill levels. The visual and aural elements deeply encouraged a solitary and pensive atmosphere.
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    rnc53's Antichamber (PC)

    Current Status: Playing

    GameLog started on: Tuesday 2 April, 2013

    rnc53's opinion and rating for this game

    No comment, yet.

    Rating (out of 5):starstarstarstarstar

    Related Links

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    More GameLogs
    other GameLogs for this Game
    1 : Antichamber (PC) by dkirschner (rating: 3)


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