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Antichamber

Developer: Alexander Bruce
31 January 2013
Antichamber - cover art
Glitchwave rating
3.53 / 5.0
0.5
5.0
 
 
652 Ratings / 5 Reviews
#1,053 All-time
#26 for 2013
Antichamber places the player in a surreal, enigmatic maze, leading them through abstract rooms filled with unique and varied puzzles.
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"В этом мире нет ничего более могущественного, чем перелом сознания. Ты можешь изменить цвет волос, одежду, адрес, гражданство или даже жену, но если ты не изменишь мышление, то события вокруг будут дублировать себя раз за разом. Потому что все изменилось лишь снаружи, когда внутри тебя всё осталось так, как и было. - (с) Алексей Мокшин

Казалось бы, как данная цитата в эпиграфе сопоставляется с инди-головоломкой, да ещё и явно вторичной, вон - пазл-пушки на скриншотах, небось очередной убийца Portal. Что ж, если ответить на это в соответствии с аксиомой Antichamber, то все 3 утверждения неверные. Почему 3, а не 2?! А вот это как раз-таки метафора на перелом сознания - главную мозголомку в игре...

Эта странная суть необъяснимого зарыта ещё в корне слова Antichamber - этакое "Антипространство". Мир, где мир искажается. Наверное самая ближайшая к наркотикам вещь, что я испытал. Не в плане опасности для здоровья, разумеется [strike]хотя от таких кислотных контрастов из кошмара эпилептика мои глаза теперь слепит даже ультрафиолет[/strike], а тем, как все элементы этой игры будоражат своей непохожестью с первого же прикосновения, будто ток по телу. Сознание, помните? Так вот в Antichamber ты словно ничего не можешь осознать - ходишь по невидимым мостам, наворачиваешь буквально бесконечные марафоны в коридорах-восьмёрках, слышишь лягушек в полностью безжизненных стерильных помещениях, попутно следуя подсказкам.., вредящим скорее, и думаешь, что до покупки игры разработчик тебе что-то подсыпал в чай. Вау, многовато для стартовых минут, не правда ли? Наверное, не будет преувеличением сказать, что ни одна другая игра не зайдёт к вам за порог с ноги как эта. И вот тут и кроется ответ на первый поставленный вопрос - Antichamber не клон Portal, а в фауне инди-пазлов так вообще неисследованный организм.

В принципе эту штуку можно описать, как если бы мир зазеркалья из "Алисы" вдруг бы стал интерактивным. В отношении Antichamber в прессе часто фигурировало то имя нидерландского художника М. К. Эшера, то какой-то заумный термин "неевклидовая геометрия". От первого создатель игры, австралиец Александр Брюс, подчеркнул стиль абстрактного окружения: полунагая цветовая палитра с очень точечным подбором акцентных цветов, нагромождением симметричных строений, будто бы плавящихся как металл в сочленениях друг друга - словом, сплошь оптические иллюзии, построенные на извращениях с перспективой. Второй же аспект - это, грубо говоря, окружное пространство. Отсутствие параллельных линий отвергает в нём как симметрию, так и привычные нам законы геометрии и где-то физики. Самое забавное то, что даже эти, вроде бы, определяющие элементы Antichamber растяжимые настолько, что любая резинка бы уже лопнула. Напрямую Эшера цитируют такие проекты как Echochrome, Monument Valley и Manifold Garden. Что же до неевклидовой геометрии, она тут такая же редкая, как атеист на Ближнем Востоке, хотя всё ещё заметная. Весь сыр-бор Antichamber в том, что он комбинирует лишь частички этих элементов, но непредсказуемо - чтобы опрокинуть ваш мозг, всполоснуть, встряхнуть и вывернуть наизнанку. Причём это та грань, когда произведение, будучи напрочь самобытным и артистичным, не пытается, как это обычно бывает, лишь играть в искусство.

Так что же такое Antichamber на самом деле? По сути - головоломка совмещённая со структурой метроидвании, что уже делает её весьма штучной. Обычно любая игра подобного формата проводит вас по рельсам с комнатами-испытаниями. Здесь же вы будете ошеломлены, как кошка на льду, от всех тех трюков с искажением пространства, о которых я упомянул, но сильнее всего - от гибких решений головоломок, которую такая свобода предоставляет. К ключевым для прогресса пазл-пушкам можно порой подобраться как минимум 3-мя путями, а некоторые из них превращаются ещё и в новые способы на этом пути. Комнаты для пазлов тут представляют собой ветвистые коридоры, в которые можно в любой момент телепортироваться, просто нажав Esc, тем самым зайдя в интерактивную хаб-локацию, которая содержит в себе динамичную карту местности, экран с настройками и ещё одну фишку игры - стену для печенек с предсказаниями?! Я немного слукавил, но суть сохранил. Эту игру явно сделал физик-лирик, который, словно взяв за основу личные заметки, проведённые во время наблюдений за звёздами, сопроводил каждый пазл карикатурной зарисовкой. Кликнете - выскочит жизнеутверждающая метафора на происходящее. Ключевое слово "сопровождает". Автор как бы завуалированно обращается к вам - порой с иронией, а порой с назиданием - специально после выполнения любой задачки. Эта идея может показаться претенциозной, но она получилась действительно эффектной. Один из моих любимых примеров такой игры в восприятие особо запрятанный тупик с табличкой "подлежит восстановлению" на заблокированной двери, рядом с ним карикатура со свинкой... в шлеме... на роликах... с надписью: "Некоторые вещи не имеют особого смысла".
https://steamcommunity.com/sharedfiles/filedetails/?id=2690925616
Antichamber постоянно обманывает ваши ожидания. При каждом новом правиле логичная последовательность тут может смениться иррациональным экспериментом. Преуспеть в этой игре можно только если не бояться творить уникальную ахинею чуть ли не при любой удобной возможности. Этот пазл скорее про нестандартное мышление, нежели разгадку. Любое направление тут может оказаться ещё более озадачивающей развилкой, опять телепортом в никуда, а порой и комнатой разработчика, что делает проект неким мета-комментарием в стиле "анти-игра"! Также никогда не знаешь наверняка, что за поворотом, ибо даже тупик тут может рассосаться при приближении. Функциональные места игры на первый взгляд шизофренично разбросаны, а на второй - ты уже лавируешь в этом аду словно партизан из Въетконга в подземных туннелях. Мир игры чем-то смахивает на фильм "Куб 2: Гиперкуб" - вся территория непрерывная загадка...

Подход к геймдизайну тут изящен в том числе с такой вторичной для жанра вещью как пазл-пушки. Каждая из них кроме оригинальной обладает уникальными свойствами, работающими по сюрреалистичным законам внутриигровой физики, что сбалансировано так грамотно, что может и дальше привести к "эврика!"-моментам. Даже самая первая пушка может быть использована настолько нестандартно, что мне казалось, будто я ломаю игру. А упомянутая выше вырвиглазность графики здесь на самом деле один из практичнейших примеров минимализма. Кислотные участки мгновенно выделяют точки интереса в окружении, а предустановленные в некоторых местах блоки могут цветом подсказать, каким инструментом можно решить уравнение раньше времени - в том числе когда кажется, что это невозможно. На самом деле всегда возможно, просто решение проблемы может оказаться крайне уникальным в любой момент. Самое потрясное здесь - это возможность срезать путь к финалу, выискивая всё более эффективные алгоритмы действий. Первое прохождение у вас может занять от 3 до 20+ часов. Второе - от часа до 10 минут без каких-либо рефлексов Джона Уика. Игра крайне ценит вашу любознательность, что либо обескураживает её подходом, либо выпячивает IT-грыжу от ощущения собственной гениальности, и никакого сокрытого третьего в этот раз не дано.

Благодаря такой эластичности Antichamber стал для меня любимой головоломкой, в то же время это - аки секс с девственницей - любовь через кровь. Тот же визуал, мягко говоря, субъективен. Свободное перемещение вкупе с нежеланием игры быть голословной иногда приводят к контринтуитивности. Кого-то сильно разочаруют статичные задачки, вшитые в стену для пушек. Финал здесь скорее как факт. Для меня же самое обидное - опциональные розовые кубы, которым разработчик смысла не придал, ибо вымотался.

Как итог, если вы любите в играх исследование, эксперименты, самопровозглашённые испытания и креативность, эта штуковина может раздуть вам голову аки шмель. Antichamber буквально недостающий кусочек пазла в вашей игровой мозаике. И неважно, что розовый куб ложь, а в конце не появится голая Ева Грин.

D!XI

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Quem disse que zerou sem olhar um guia uma ou outra vez tá mentindo, mas também não é enigmático assim sempre.

Pra quem gosta do gênero, é um deleite. Muito inovador e trouxe um monte de cópias indies depois.
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gabrielctps 2021-08-04T04:12:51Z
2021-08-04T04:12:51Z
4.0
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Antichamber is an abstract puzzle game. Without the need for any story, you find yourself within a hub with four surrounding walls. One wall has your game options, another wall has a collection of the hints you find throughout the game, and the third wall has a map of discovered rooms which acts as a puzzle select. Tapping the Escape key on your keyboard will instantly return you here, allowing you to reset puzzles, or jump to a different one. Going through the door in the final wall begins the game. Once you begin the game, there's a count-down timer, but nothing actually happens when it elapses, which is just one of the strange things within the game.

Initially, you can walk, run and jump, so the way of clearing the room is simply based on this. In each room, you will find a hint on how to clear that room. You may find a bridge that crumbles as you move across it. The hint may say something along the lines of “take your time”. So you walk (not run) across the bridge and reach the other side. There's another puzzle where you can go upstairs or downstairs, but each path seems to take you back to the same room. I tried taking the same option multiple times, or alternate between them but no luck. So I decided to turn around... which solved the puzzle! Most rooms make you think, although the solution may be somewhat simple.

Later on, you find guns that allow you to interact with small blocks. Initially, its just about finding a block and slotting it into a hole to open the doors. A few puzzles later, you have to use multiple blocks and jam a series of doors. Later on it becomes more complicated, when you can clone blocks and drag them around grids in the wall.

The way the rooms join together means a lot of the puzzles are actually optional. As you explore and move from one room to the next, there's a good chance you will end up a little lost. Sometimes I found myself completing a puzzle, then seeing the hint on the wall, indicating I was actually going through the game backwards. It can be a bit irritating, but that's just part of the madness of the game. If you remember you can jump to previously explored rooms, there is no need to repeat puzzles if you find yourself going round in circles.

The visuals add to how surreal the game is. It's mainly white with black outlines, with colours used as lighting. The rooms can morph as you move and you can see some really strange stuff at times. It's not a scary game; but quite unsettling due to how weird it is.

If you are familiar with the game, it is possible to speed-run through the game in around 10 minutes. I competed the game within 4 hours, but it can take a lot longer depending on how much you want to explore and how long it takes for you to solve the puzzles.

Even at 4 hours long, I started to get a bit bored with the game. I really appreciated the art style and the quirkiness of the game, especially towards the beginning of the game. Later on, it starts to rely more on the block puzzles which means it starts to feel like other games, rather than playing to its strengths.
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CaptainClam 2019-10-04T19:40:24Z
2019-10-04T19:40:24Z
4.0
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One of the best puzzle games out there. The unusual geometry and interesting soundscape mess with your head, in a way that's both confusing and relaxing in a strange way. You might play Antichamber, but goddamn if the game doesn't also play you along the way.

Gameplay: As a puzzle game, the gameplay is what draws you in and keeps you there. I'd give Antichamber's unique style a 8/10. This isn't the type of game that is very conducive to binge-playing. It's much better to take breaks and come back with a fresh mind.

Graphics/Visual Experience: Antichamber's visual simplicity does it justice. With the graphics limited by the puzzling geometry of the game, there's very little that will blow you away except to make you say "Wow, they've implemented that puzzle pretty well." 7.5/10, as with certain graphics settings it can certain tax the eyes after a while.

Sound: To call Antichamber's soundscape a "soundtrack" isn't quite accurate. It's quite atmospheric and ambient. Not so much as to become background noise, but never so prominent that it draws your mind away from the puzzle you're trying to solve. 8/10

Replayability: As mentioned earlier, it's a not a game that's conducive to binge play. It's best played in short bursts. In that regard, you'll be coming back often. However, the puzzles are designed, not generated, so the game does have an ending. However, it's not an easy game. You really have to take your time with this one. With the length of the game, I'd be surprised to see if you actually remember the path through the earlier puzzles by the end. 7.75/10

How it Runs: It's not a very demanding game at all. Most computers should be able to run this as it involves very little in the way of physics or impressive graphics.
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jobosno 2017-10-09T01:24:05Z
2017-10-09T01:24:05Z
7.0 /10
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Left Is Right and Up Is Down
Left is right, up is down and your mind is exploded in this genius first-person puzzler. I don't know who recommended this game to me, but I sure am glad that they did.

Antichamber explains to you... just about nothing. You're put in a room with a countdown timer and a weird gun in your hand that, as you progress, can manipulate matter in various mind-boggling ways.

Every puzzle is truly a representation of what games that advertise themselves as "think-outside-the-box" puzzles should be about. You are given very little instructions in the form of small illustrated hints on the walls. Everything else is left to your own imagination.

The game has no story, but near the end it does get an antagonist in the form of a mysterious black energy you get to chase around to defeat. The graphics are minimalist, but that helps make the game as weird as it is.

At a few points, the game even mocks your traditional expectations of what an end would look like by putting a door you can't open with the text "the end" written on it in one of the hallways you pass through.

All in all a very enjoyable experience. Recommended to both fans of puzzles and those who have yet to become fans of puzzles.
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zatharel 2017-09-01T15:42:19Z
2017-09-01T15:42:19Z
4.5
1
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Title
Every journey is a series of choices. The first is to begin the journey.
Now this is a very curious game - it's some kind of minimalist first-person puzzle game, in which you have to go through hallways and rooms and solve simple puzzles using colored square block with a special gun, and you can get upgraded versions further in the game that give you some cool new things to do with the blocks, like filling in an area or "extracting" the blocks in one and saving them in your gun. Level design is brilliant, using non-Euclidean spaces and mindfucking stuff that's impossible in real life but works flawlessly on Antichamber.

There are also lots of little signs with a drawing and a life-lesson kind of phrase, that normally helps you solve the puzzle. The goal is to follow a strange black, floating being that seems to have special powers and can open doors at will and stuff. It's a pretty "zen" game, quite abstract so I don't understand what it all means but it's a very immersive, interesting experience.
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Saculs78 2017-03-03T03:14:30Z
2017-03-03T03:14:30Z
4.0
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Catalog

Dumgum Antichamber 2024-04-17T03:20:38Z
2024-04-17T03:20:38Z
3.5
In collection Want to buy Used to own  
kafeis Antichamber 2024-04-09T19:13:44Z
2024-04-09T19:13:44Z
2.5
In collection Want to buy Used to own  
Oqwert Antichamber 2024-04-06T08:25:31Z
2024-04-06T08:25:31Z
4.0
In collection Want to buy Used to own  
Psychochimecho Antichamber 2024-04-04T12:41:40Z
2024-04-04T12:41:40Z
3.0
In collection Want to buy Used to own  
ArpeggiDivision Antichamber 2024-03-20T17:30:24Z
2024-03-20T17:30:24Z
3.0
In collection Want to buy Used to own  
eliottstaten Antichamber 2024-03-15T05:31:57Z
2024-03-15T05:31:57Z
In collection Want to buy Used to own  
garbach Antichamber 2024-03-06T14:18:07Z
2024-03-06T14:18:07Z
In collection Want to buy Used to own  
locomotic Antichamber 2024-03-03T14:59:36Z
2024-03-03T14:59:36Z
2.5
In collection Want to buy Used to own  
VWUWV Antichamber 2024-03-03T01:31:18Z
2024-03-03T01:31:18Z
In collection Want to buy Used to own  
unfinished
patatita Antichamber 2024-02-29T22:08:27Z
2024-02-29T22:08:27Z
4.0
In collection Want to buy Used to own  
Bwyrzy Antichamber 2024-02-28T10:46:32Z
2024-02-28T10:46:32Z
3.0
In collection Want to buy Used to own  
Fub98 Antichamber 2024-02-26T16:50:48Z
2024-02-26T16:50:48Z
In collection Want to buy Used to own  
Player modes
Single-player
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Comments

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  • Previous comments (3) Loading...
  • YellowJelly 2021-03-08 23:09:56.308978+00
    this is beautiful
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  • batubalci 2021-05-23 10:16:48.895312+00
    disclaimer for motion sickness
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  • EnnisDelMar 2022-02-01 07:10:15.7264+00
    So fun, understanding a new gimmick is extra satisfying
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  • guidop 2022-12-09 00:51:44.585449+00
    it reminds me of the witness in the way the new gimmicks are presented
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  • Aaantoni 2023-01-31 09:07:36.598074+00
    https://twitter.com/Demruth/status/1620297661369950210

    Antichamber is 10 years old today. I will take this opportunity to reflect and say, I’m still not making Antichamber 2.

    I’m making something better.
    reply
    • Aaantoni 2023-01-31 09:08:52.080273+00
      It really has been 10 years already, huh. I don't remember if I played it near launch, but damn does time fly fast.
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  • RawheatC 2023-03-13 06:43:12.733776+00
    Bit too cryptic for my enjoyment after a certain point. Had the same issue with The Witness. I think I even "solved" some of the puzzles without even understanding their logic, if there even was one.
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  • Marmalade88 2023-07-01 17:47:05.735424+00
    Singular
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  • sudatantalus 2023-08-02 16:11:35.629772+00
    such a fun game to come back to every time
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