


It only rarely leads you along with anything as explicit as a tutorial, and even then such lessons are relegated to a sketch on a wall and an overtly simple puzzle to solve. One staircase could actually bring you to a new location, but another might merely loop back on itself again and again until you break the cycle by turning around and going back the way you came… at which point you find yourself stepping into an entirely new and different space.Īntichamber is a game that rewards creative thinking.

The puzzles you encounter operate under a unique set of rules, some of which are specific to the space you currently stand in. To put it more simply, strolling through the world of Antichamber is analogous to stepping into an M.C. Everything you do unfolds in an interconnected series of spaces that are all built on the foundation of non-Euclidean geometry. That other game is a physics-based puzzle game at its heart, and physics – at least as we humans understand them – have no place in the universe that Antichamber occupies. There’s been a temptation within the critical community to compare Alexander Bruce’s Antichamber to a certain other highly regarded first-person puzzle game from Valve Corporation.
