Excerpt: Antichamber is a game that is hard to explain with words. Australian indie game developer Alexander Bruce has managed to create a stunning, surreal, and diabolical first-person puzzle platformer that will leave most players both baffled and intrigued.
Calling all game developers: You need to play and learn from Antichamber (review)
1 April 2013
Conclusion: Antichamber is the film Cube sans horror, the threat of death, and poor acting. It’s insanely hard and painfully simple, just like any expertly crafted puzzle. Bruce has created one of the finest and most challenging puzzle games I have ever experienced.
Pros: Antichamber begins in the “start menu” with an ever-updating map of the world that fills in as players visit more areas; basic controls and settings adjustment; and a wall of all collected hints. Oh, and a glass wall that dangles a door to Antichamber’s end on the other side. All the while a time...
Cons: If Antichamber’s greatest strength is brilliant and mesmerizing puzzles, its greatest weakness is when players have trouble solving them. Antichamber is not what you want to play to unwind after a hard day’s work unless you really enjoy a good challenge. It’s hard, and it’s merciless. With no tut...
Summary: What is Antichamber? Well, that’s a tough question. Antichamber is many things, all at once. It’s unique, surprising, lovingly crafted, and gorgeous. It is not conventional, straightforward, or ordinary.
Excerpt: Corey Lenack aka “Woodsie” and Sean Freeark aka “Shepherd” from ThePCelitist have recently joined TPG to provide insightful and entertaining video reviews. Their first venture sees Corey finding his way down the halls of Antichamber while Sean grills him on certain aspects of his adventures.
Excerpt: Antichamber makes great use of the opportunity video games offer — to create interactive universes alternative to ours. Whereas most of other projects focus on delivering worlds rich in history and culture while trying to imitate as accurately as possible physical laws similar to the ones we...
Excerpt: Non-Euclidian geometry and Einstein-Rosen bridges converge in Antichamber, the Large Hadron Collider of first-person puzzlers. What starts as a kaleidoscope of trippy wanderings soon takes on a Portal-esque feel when you come across a strange device that allows you to pick up and place little cubes.