Antichamber Review

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A review of Antichamber which talks about the game in-depth and spoils some of the gameplay mechanics as a result.
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Alexander Bruce has stated repeatedly that the game was a metaphor for life, which made the line "but thanks to the build up I was expecting some kind of climactic encounter at the end, which the final sequence failed to deliver" pretty funny xD
While I like the game a lot more than you seem to do, it's still a very good review addressing the strengths and weaknesses of Antichamer.

Poklamez
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I always felt like the game was putting an emphasis on the artistic part, what I enjoyed was making progress and wander this trippy universe, it was putting me in a state of trance and wonder, and I liked it.
I can't disagree on the fact that the gameplay and puzzles were somewhat sloppy and wonky, not well integrated, but the goal of the game itself always seemed to be, in my opinion, a one-time experience.

madelinewoof
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This looks like the perfect Oculus Rift game.

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Regarding the signs, one thing that marred the experience for me (other than the goofy drawings that clashed with the style) was the placement of them. Most of them are placed AFTER the puzzle you just solved. If they'd been placed beforehand they might've felt like helpful hints, but instead it feels more like a condescending "this is the life lesson you have just learnt. Look, see how it applies to real life!"

JarrahTarrah
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I've heard similar complaints from other reviewers about the block puzzles, but I've never actually agreed with them. The main draw of antichamber is experimenting with and coming to an understanding of the game's bizarre mechanics, which is still present when using blocks. Each block except for the introductory blue one behaves in bizarre ways which are never completely explained and require the player to fiddle and experiment with, creating a similar sense of wonder.
While I do agree that there was perhaps a missed opportunity in the amount of wall mounted puzzles on display, I don't think that the mechanics of the blocks are inherently at odds with the brain bending nature of the game's early puzzles.

testoftetris
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You do get the impression with a lot of these weird games, that they all want to become the next Portal.   But it's starting to look more and more like Portal was really a combination of luck and being there at the right time.

I mean even the creators couldn't match it with the sequel or the major disappointment that was Quantum Conundrum.

Larry
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still waiting for a horror game in a claustrophobic non-euclidean setting. part of the advantage of horror in games opposed to other media is that the scares can be randomized and unpredictable; we just need more wrinkles like non-euclidean geometry to make something truly disorienting, unnerving, and terrifying.  

MirageMiM
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I agree with most of your points, but the block puzzles stopped being interesting for me after a while. The last quarter of the game was a chore, I only finished it to get it over with.

ManyAsNone
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Posting in the legendary most boringest MatthewMatosis review, revealed as canon in 2021's modern classic "Meta Microvideos"

FishopolisDoc
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It has a clock on the wall that counts down. I used to think it pointless, but it's there for a reason. It's a draining game to the point where the game might've been better off being explicit about taking a break. I didn't finish it the first time around, despite enjoying it a lot. I recently started over on it, and taking breaks, even short ones - which is something I tend not to do, as I think it messes with the pacing of some games if I stop at the wrong point. However, this game is paced with the breaks in mind, instead of implementing any artificial breaks itself, like most linear games do - which is difficult to do in anything this open, not to mention nontraditional.

Like most things, more man hours and resources would've benefited the project, probably exponentially in this case as it's practically a one man job, but he built something that takes a break from the norm, and as such has mitigated value if treated as such.

It always comes across as defensive and pretentious to say someone has played it wrong, but the designer can't force you to eat so you're mentally prepared for more, or get you to take a break by turning the game off, without aggravating the player in another way, so the last bit you said is probably the best advice to give to people playing the game; you need to let it sit for a while.

Nazareadain
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Excellent video. I picked this game up as part of a Humble Bundle a while ago and enjoyed what I've played. I feel it deserves more recognition than it's earned, and it's nice to hear that I'm not the only one.

MelftheAdventurer
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i finished antichamber without ever picking up the red gun. it wasn't until i saw a review of the game on youtube i discovered that there actually was a red gun.

fws
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That's not what non-Euclidean geometry means at all. Non-Euclidean space is just a space that does not have a flat space metric- I.e. Parallel lines do not stay the same distance apart. The surface of a sphere is an example of non-Euclidean geometry. This game does not have geometry really and is just nonsense as you've kind of pointed out.

aikidoka
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I think this could have emphasized the nonlinearity a bit more, to say there are multiple ways of reaching each bottleneck so most puzzles aren't mandatory. If you can't solve one, there is likely a way around it.
I wonder what you thought of the dev rooms as bonus puzzles/easter eggs. Some of them were really tricky to get to.

It's true that there were great block puzzles and great puzzles with other mechanics, but they didn't mesh well too often. Still, a great first playthrough isn't much to complain about, but it leaves you wishing for more of this style.

I don't see the red gun as disappointing, though. The ability to fill areas was used in some pretty interesting ways, if I recall correctly. Although some of its trickiest uses would be for optional dev room puzzles.

One interesting thing I've seen the dev mention is that Antichamber's puzzles are meant to be easily and quickly solvable once you know the solution. That's something I really enjoyed, but there are still a few puzzles that involve really fiddly gun usage.

noob_jr_sjrkc
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Good review, but I have to disagree with you when it comes to saying that the pictures were disconnected from the abstract puzzles. They were there to connect the abstraction of the game to real life. The texts were always given after a puzzle was solved, letting you know the lesson directly learnt from solving the puzzle. The pictures accompanying them showed that the lesson learnt was by no means specific to the puzzle, but could be applied to challenges in life, and finally the board in the hub showed the pictures coming together to show a synopsis of someone's life and at what event in their life they had to learn these lessons. You may not agree, but I think this is amazing! That it is arguably the entire point of the game. I say arguably, I mean literally, I've seen interviews from the developer :) 

minch
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I never noticed that the Antichamber logo is made of the letters "AC" before.

SimonClarkstone
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I always liked the spacial impossibility ideas presented in Antichamber, as well as the minimalist, cryptic style. The hints on the wall and the map, etc, these things I could have done without. I came up with my own version of an Anti-chamber style game which would take some basic ideas of puzzle elements (thinking outside the box and reaching beyond human/physical possibility into the endless void of human imagination basically) and would incorporate it into a horror game with a commentary on the nature of video games, it's effect on players, artificial intelligence, etc. I think the abstract visuals and physical impossibilities of Antichamber give it a creepy vibe that could be extended into outright horror territory if applied correctly. No more brick puzzles though, and no more "guns" of any kind. And much more heavy emphasis on surrealism.

BassbaitGG
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This is one of those games that you can argue against any criticisms, because it is unique. With that said, your arguments seem reasonable, and if the creator ever cares to make a sequel, he should definitely consider some things that you mentioned. Less use of the gun, and more using the visuals to solve the puzzles. I do like this game, and I agree with you, sort of. Although, for the map, I can't see it done well without it. Too many people would just quit because of how confusing the layout is. Though, they should have put in more landmarks to make later areas more memorable.

joanahkirk
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Great video Matthew, I don't think I ever would have said anything bad about this game, but you make some interesting points. Thanks for the video, keep on making more!

KelshmosChannel
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I just felt like checking my subscription box and bam Matthew
I'm psychic

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