Antichamber
(originally known as Hazard: The Journey of Life) is a single-player
first-person puzzle-platform video game developed by Alexander Bruce.
The game was released on Steam for Microsoft Windows on January 31,
2013.
Gameplay
Gameplay
In
Antichamber, the player controls the unnamed protagonist from a
first-person perspective as they wander through non-Euclidean levels.
Regarding typical notions of Euclidean space, Bruce has stated that
"breaking down all those expectations and then remaking them is
essentially the core mechanic of the game".
The player starts in a room that contains four walls. One is a diegitic menu to set the various game options as well as a countdown timer starting at ninety minutes. A second wall provides a map of the game's space that will fill in as the player visits specific rooms, highlighting passages the player has yet to explore, and allows the player, upon return to this room, to jump to any room they've visited before. A third wall shows a series of cartoonish iconographs and obfuscated hint text that are added as the player finds these on walls of the puzzle space. The fourth wall is a window, showing the ultimate goal, the exit from the space, which the player must figure out how to get to.
The player starts in a room that contains four walls. One is a diegitic menu to set the various game options as well as a countdown timer starting at ninety minutes. A second wall provides a map of the game's space that will fill in as the player visits specific rooms, highlighting passages the player has yet to explore, and allows the player, upon return to this room, to jump to any room they've visited before. A third wall shows a series of cartoonish iconographs and obfuscated hint text that are added as the player finds these on walls of the puzzle space. The fourth wall is a window, showing the ultimate goal, the exit from the space, which the player must figure out how to get to.
Puzzle
elements in various chambers involve maneuvering themselves around the
non-Euclidean spaces, where level elements can change after passing
certain points, or even based on which direction the player is facing
when traversing the level. Laser beams are used as mechanisms to
control various doors; these may either require the beams to be blocked
or unblocked, and many doors require multiple beams to be in their
proper state to open. Initially, the player can trigger these
themselves. Later, the player gains access to a series of colored
"guns", each which helps the player access more of the space. Initially,
the gun can pick up any number of small cubes, storing them, and then
place them on surfaces; these can be used to block the aforementioned
laser beams, or used as platforms for the player to get over obstacles.
Other guns can be used to "grow" new blocks by placing blocks out in
specific patterns, to direct a connected series of blocks towards an
objective point, and to mass create and fill an area with blocks; later
guns retain the abilities of the earlier ones. Certain areas in the
space are dead zones that remove any blocks stored in the gun or prevent
blocks from moving through them. Prior to most puzzles are signs with
the forementioned iconographs which can be activated to give a hint on
the upcoming puzzle. At any point, the player can jump back to the
first room, and use the map to navigate to other areas; this resets any
progress made on specific puzzles though the player retains the guns
they have obtained.
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