A game that
is surely likely to mess up with your mind. Antichamber can easily boast with
its unique art style and rather mind-bending environments. It presents itself
as one enormous labyrinth full of various puzzles. However, the puzzles often
require you to think outside the box and a lot of the time do not follow
standard rules of physics. You could end up in a never-ending corridor, or you
could turn around and realise a completely different way has opened up than the
one you came from. Sometimes you’d end up walking in circles, other times
confronted with branching paths.
The style of
presentation in Antichamber is definitely commendable, but is it really fun?
The mind-bending environments are interesting at first, but the novelty wears
off very quickly and instead you start wishing that the game would just stop
misleading you all the time. The game has a very non-linear approach to it. A
lot of the time if you’re stuck, you can simply return back to the ‘lobby’ area
and pick a different path and solve the puzzles along that route. Eventually
all routes are meant to be important, or at least that’s what I’ve gathered
anyway.
One of the
problems about this approach is that as you go on through the labyrinth, you
will acquire certain devices that will allow you to pick up and place cubes of
different colours in your environment and are meant to be used to solve some of
the game’s puzzles. This means that at times you’ll be coming across puzzles
that you can’t yet solve until you’ve gotten the right device, which can at
times be annoying because there’s no way to tell whether a puzzle in front of
you can or cannot be solved at the time. A lot of the game’s ‘rules’ don’t seem
to make much logical sense and require a lot of random experimentation. For
example, walking over some of the drops will create a path in front of you, or
trying to pick up green cubes from the middle of the structure they’re in will
cause its ends to disintegrate, leaving you with less cubes to work with.
Throughout
the game there is also a number of philosophical quotes scattered about.
However, most of those quotes don’t inspire much thought and instead are a collection
of common sense mantras that you’re more likely to teach your kids. It’s stuff
like ‘sometimes you’ve got to go backwards before you can go forwards’. As you
go collecting each quote, they all compile on a huge screen in the lobby area.
To what end I am not sure, because I didn’t collect them all, but it seems as
though it tries to draw a diagram of a person’s life and some of the time they
seem relevant to the puzzle in a nearby room.
Overall the
game’s setting is way too abstract for my liking. I couldn’t get much
satisfaction from solving the game’s puzzles, because every time I solved a
tricky puzzle, the game would either take me back to where I’ve been already,
or bring me to one of the puzzles that I cannot yet solve. The sense of
progression is not felt and there is little to no incentive to keep going
through the remainder of the labyrinth. After several hours in I got tired of
coming back to the same puzzles over and over again, so I ended up giving up on
the game. I think Antichamber is the kind of game that you either get it or you
don’t. It stands out with its unique art style and unorthodox way of puzzle
solving, but it’s hardly rewarding for the player and I couldn’t get much fun
out of it.
My score:
6.5/10
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