21-04-2021



Antichamber for macbook
released onJan 31, 2013
5★
released onJan 31, 2013

Antichamber is a single-player first-person puzzle-platform video game. Many of the puzzles are based on phenomena that occur within the Impossible Objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three-dimensional space. The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life.

Currently Antichamber is released on Windows, Linux, and Mac OS X. The game tasks the player with one simple goal: get to the exit.

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  2. Currently Antichamber is released on Windows, Linux, and Mac OS X. The game tasks the player with one simple goal: get to the exit. How to achieve this and why are left completely ambiguous to the player, but the game makes efforts to teach the player how its world works by introducing simple puzzles that require the player to use the rules.
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  4. Antichamber (PC previewed, Mac) Developer: Demruth Publisher: Demruth Release: 2012. Having essentially run out of competitions to enter (and win), creator Alexander Bruce will finally be ready.

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This is a game I just love watching people play. It's probably one of the most non-euclidean games ever made, and I mean that in a great way. Figuring out the strange logic of the world in order to solve puzzles is incredibly satisfying, and that 'woooaaahhh' moment is quite frequent at this game. It even has some life advice sprinkled into it. Give it a shot.

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A maior dificuldade do jogo não são nem os puzzles mas sim a vertigem que dá essas cores se misturando com esses filtros sebosos não passava 10 minutos jogando sem ficar com motion sickness

Antichamber Macos

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I don't think I'll ever have the patience to finish this game, and I think that only makes me appreciate it more.

Antichamber is the ultimate form of any platform puzzle videogame, one that gives to the players the mean to overcome every room they are put in but that also asks them to constantly question everything they have learned, including common knowledge physics and previous rules established by the game itself.
The concept of being put into a conceptual impossible structure, that resembles on many levels a hypercube, is already something that could’ve worked so flawlessly only in a videogame. The progression across each level is logical, but requires thinking out of the box on the same degree, if not even more convoluted, than The Stanley Parable and the Portal series. What is absolutely unique to Antichamber though it’s the almost soundless, eerie and unnaturally coloured ambient, which all the more convey the feeling of a metaphysical nightmare not even the philosopher Frank Jackson could be able to properly explain.
Aside from the players themselves, the only (much welcomed) recognizable human inputs inside the game are posters put around rooms and hallways, which use cute drawing and helpful lines to either hint the solution of a puzzle, to comment and congratulate an outcome with a clever moral lesson about the matter of perspective and the importance of keeping an open mind at all time.
From beginning to end, Antichamber will be a joy to immerse oneself in; truly engaging for how well it plays gameplay-wise and how the game itself plays with its players minds. There aren’t many not-meme metagames that can boast the same mind-blowing accomplishments.

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Antichamber For Mac

A really interesting take on the puzzle platform that places perception of space over a logical understanding of how space works. A lot of what is fun about this game is the gradual learning of and adjustment to the hidden rules of its reality - how do floors, doors, and walls work? What can I do with these cubes? Okay, what can I really do with these cubes? Wait, there's even more I can do with these god damn cubes?
That being said, the moment the aforementioned cubes are introduced is also the moment the game loses a lot of its experimental brilliance and becomes more of a standard logic puzzler than a hyperbolic illogic puzzler. What keeps the game fresh is that you're constantly finding different ways to manipulate the blocks that are basically currency for the various locks in the game, and each new thing you learn how to do opens up a world of new possibilities for manipulating the movable environment.
The ending feels suitably reality-bending and is a great test of what you've learned thus far. Combine the outside-of-the-box gameplay with some refreshingly clean aesthetics and a validation system of progress screens that apply existential aphorisms to the successes and failures of the puzzles, and you've got one hell of a memorable game.
Fans of Portal and The Witness will want to check this one out.

System: PC
Dev: Alexander Bruce
Pub: Demruth
Release: January 31, 2013
Players: 1
Screen Resolution: 480p-1080p
Antichamber For Mac
A Metaphor For Life, The Universe, And Everything
by Angelo M. D’Argenio

Open up my head and shove a stick of dynamite into my brain, because my mind is officially blown.

Antichamber, a new game by Alexander Bruce—yes, just one man—is one of the greatest examples of indie excellence that our generation has to offer. It’s almost symbolic for the indie game revolution. It’s minimalistic on the surface, but it provides a more thought-provoking gameplay experience than any triple-A title we’ve seen in ages. Antichamber makes you think about the nature of motion, of physics, and of life itself. And all this comes from making you move blocks around inside a labyrinth of white walls.

When Antichamber starts, you aren’t given any goal. You are simply placed in a room with a timer counting down and a message on the wall saying “Every journey is a series of choices. The first is to begin the journey.” The game doesn’t tell you what the timer means, though it does place this message ominously over the button you click to delete your saved games. On the other side of the room is a glass window overlooking a door with the word “Exit” over it. It is now that you surmise, through your own reasoning, mind you, that your goal is to reach the exit before the time runs out. So you set out into Antichamber’s labyrinth, not yet knowing that the actual goal of the game is so much more than that.

This is what Antichamber is all about: finding your own solutions to your own problems. The game never outright tells you to do anything. You decide what you are going to do based on the environment around you.

Oh, and what an environment it is! Though many of Antichamber’s, ahem, chambers are built out of nothing but thin lines and white walls, they hold a secret so much greater than their simple appearance. Antichamer takes place in non-Euclidean space! That means that the laws of space and time and physics as we know it don’t apply. You’ll figure this out right away, as the game gives you your first taste of non-Euclidean travel. You’ll be presented with two staircases, one leading up, and one leading down, but no matter which one you take you always end up right back where you started. However, if you actually try to go back to where you started, you end up in a whole new area! Mind = Blown!

You’ll encounter lots of different non-Euclidean puzzles as you progress through the game. You’ll find some rooms that are bigger on the inside than they are on the outside, for example. You’ll look at some objects that appear totally different depending on which angle you look at them from. You’ll change your physical location by changing your perception of your location. You’ll travel through rooms that lead to different places depending on how quickly you travel through them. Everything is subjective in this game. Everything you know can change at a moment’s notice, forcing you to think about the world around you in totally new ways.

What’s awesome is that everything makes sense. It never feels like the game is cheating you by switching up the rules arbitrarily. Instead, it gently guides you from Eureka moment to Eureka moment as you figure out how the new laws of physics work.

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Along the way, you’ll see tiny little cartoon drawings coupled with fortune cookie-style proverbs that give you hints as to what to do next. For example, the puzzle I mentioned before was coupled with the proverbs “The choice doesn’t matter if the result is the same,” and “Sometimes we must retrace our steps to move forward.”

This will sound cheesy, but these proverbs are so much more than in-game hints. They are prompts that actually encourage you to be introspective about life. You’ll realize eventually that every puzzle in Antichamber is symbolic. You’ll see proverbs like “Some things happen whether we want them to or not,” coupled with a picture of a birthday cake or “All things must come to an end” coupled with a picture of a grave. These aren’t just puzzles, they are representations of your struggles in your own journey of your own life, or, as Antichamber puts it, your own “series of choices.”

As the game goes on, you eventually find guns that let you pick up and place colored blocks. At the start, you’ll have limited functionality, only being able to place a few blocks at a time. However, as you upgrade your gun, your abilities will expand. You’ll eventually be able to place multiple blocks at once, generate new blocks by filling in a square of ones you already have access to, cause whole strings of blocks to disappear, drag blocks to new locations, and even generate new blocks from nothing by the end of the game. Each new ability comes with a whole host of new paths to take and new puzzles to solve using it. You’ll eventually retrace your steps to find entirely new paths through the labyrinth once you have obtained the correct block-placing gun.

If Antichamber has one flaw, it’s that these gun-block puzzles eventually become the focus of the game. The cool non-Euclidean puzzles slowly dwindle in number as you find yourself needing to get blocks from point A to point B, usually to trigger a switch that opens a door. The non-Euclidean puzzles never outright disappear, as you’ll find yourself controlling the world through perception right up to the end of the game. It’s just that the game bombards you with them at the beginning but reduces their frequency as the game goes on. The block puzzles also tend to be non-Euclidian at times, but they just aren’t as impressive as the rooms that change their volume depending on where you enter them.