This means I spent lots of time trying to solve a solution to a puzzle, becoming frustrated, looking up the room on the wiki, and founding out that the puzzle required a gun I didn’t have yet. Worse than being lost is the fact that throughout the game you gain new “guns” which give you new abilities but there is no way to tell if a puzzle requires a gun you don’t have yet. However, this means you can become confused as to which puzzles you have beat and which you haven’t. This allows you to go back and take, say, the door on the left instead of the door of the right. This means that once you unlock puzzles you can play them in any order you want. One of the reasons for this is that, unlike the other games, it is fairly non-linear and doesn’t have a strong narrative. Unfortunately, while Antichamber is quite fun, has a unique aesthetic, and has some quite imaginative puzzles, it is also sometimes frustrating and non-intuitive. However, Antichamber does distinguish itself from Portal by using non-euclidian geometries to give the game a strong focus on changing perspectives and seemingly impossible geometries (which reminded me of games like The Stanley Parable (without that game’s satire or narration) and even games like Prey). Featuring a mute protagonist wandering through a series of puzzles by using a “gun” that changes the world instead of shooting bullets and only works on certain surfaces, the resemblance to Portal is unmistakable: Antichamber’s use of different primary colors to signify a material’s unique qualities also evokes Portal II’s paints. I picked up Antichamber during a Steam sale a while back but never got around to playing it until recently. Antichamber is a fun puzzle game with similarities to Portal but isn’t as polished.
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