{"id":2595,"date":"2013-02-08T17:56:23","date_gmt":"2013-02-09T01:56:23","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=2595"},"modified":"2017-03-21T16:28:09","modified_gmt":"2017-03-21T23:28:09","slug":"antichamber","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/2595","title":{"rendered":"Antichamber"},"content":{"rendered":"<p><em>Antichamber<\/em> is distilled essence of <em>Portal<\/em> &#8212; by which I mean, it&#8217;s got the same underlying components, but with the flavor replaced with a chemical tang. It&#8217;s purged of impurities like plot and humor, abandoning any pretense of setting, leaving just a gun for manipulating the environment in novel ways and a labyrinth of stark white corridors, illogically-connected and rendered in a deliberately non-photorealistic style to enhance the sense of unreality. The strongest way it differs from the formula established by <em>Portal<\/em> (and followed by <em>Qube<\/em> and <em>Quantum Conundrum<\/em>) is that it isn&#8217;t a linear series of puzzles. It&#8217;s a network of them, with obstacles you can&#8217;t overcome the first time you encounter them, Metroidvania-style, and enough loops and branches that you can actually get lost.<\/p>\n<p>It only takes a few hours to beat, leaving aside optional collection for completists. It strikes me that there&#8217;s a particular design problem to providing a sense of finality in a thoroughly abstract and unexplained environment; <em>Antichamber<\/em> manages it largely through a longish final animation that communicates &#8220;massive forces unleashed&#8221;. Browsing forums afterwards for stuff I missed, I came across an interesting question from someone who hadn&#8217;t played the game yet: &#8220;Is Antichamber scary?&#8221;<\/p>\n<p>I&#8217;ll say right off that the answer is &#8220;No&#8221;. But it&#8217;s an interesting question because it&#8217;s a reasonable one. This is a game whose basic premise is that the world doesn&#8217;t work by the rules you&#8217;re used to. That alone can be very nervous-making. The last game I played along similar lines was <a href=\"http:\/\/www.rockpapershotgun.com\/2012\/08\/15\/incomprehensible-scares-the-4th-wall\/\"><em>The 4th Wall<\/em><\/a>, which I found extremely frightening. Not everyone&#8217;s in agreement about that, mind you; comment threads about <em>T4W<\/em> tend to be split between people completely creeped out by its disorienting alienness and people who it completely left cold. (There doesn&#8217;t seem to be much of a middle ground. It might be interesting to compare the gaming habits of the people on either side.) But <em>T4W<\/em> at least tries to make things feel unsafe, pulls tricks like having things that chase you, punishing you for ever standing still, even while you&#8217;re still trying to figure out what you&#8217;re supposed to be doing. <em>Antichamber<\/em> never really punishes you, except with puzzle-solver&#8217;s frustration. Even when the floor crumbles and vanishes under you, and you fall down a very deep pit, friendly signage at the bottom reminds you that what you&#8217;ve really done is find a hidden passage.<\/p>\n<p>For another thing, the &#8220;doesn&#8217;t work by the rules you&#8217;re used to&#8221; aspect doesn&#8217;t really last the full length of the game. It really only has so many tricks, and once you&#8217;re used to them, well, it&#8217;s no longer the case that it doesn&#8217;t work by the rules you&#8217;re used to. There are portals, of course, but we&#8217;re definitely used to thinking in terms of those by now. Some portals are obvious and highly visible, but one of the basic ways it disorients you is with inconspicuous one-way portals, or possibly just silent teleport triggers that send you to a place that looks exactly like where you teleported from until you try to go back the way you came in and realize it isn&#8217;t there any more. But that&#8217;s a trick as old as <em>Wizardry<\/em>; once you know it&#8217;s something that can happen, you just get into the habit of checking your tail once in a while. Then there are innovations in the use of look-triggers: not just where you are, but which direction you&#8217;re facing can be important. A more realistic game might use this to control NPC behavior, making enemies dodge when you aim at them and the like, but in the <em>Myst<\/em>-like solitude of <em>Antichamber<\/em>, it either controls more of those unnoticeable teleports I just mentioned, or affects the environment in more direct ways. Early on, for example, there&#8217;s a door that slams shut whenever you look at it, and which you therefore have to walk through backwards. Then there&#8217;s the relatively trivial matter of walls\/floors that appear or disappear as you near them. And that&#8217;s basically it as far as violations of physical law go. The opening area has some stair-stepped walls that hint at an Escher-like variation in the direction of gravity, but that never happens.<\/p>\n<p>So what does the game spend its time on once you&#8217;ve got a handle on its limited repertoire of space-manipulation? Block puzzles, mainly. It&#8217;s not quite what it sounds like: the blocks are cubical, maybe fist-sized, and completely immobile, even if suspended in midair, unless affected by your upgradable block-manipulation gun, which, in its simplest form, just lets you pick the blocks up and place them elsewhere. Some doors can only be opened by solving a self-contained block-manipulation puzzle in a panel next to it, which seemed at first like <a href=\"http:\/\/tvtropes.org\/pmwiki\/pmwiki.php\/Main\/SolveTheSoupCans?from=Main.SoupCans\">soup-cans<\/a> design (although I&#8217;d hesitate to call anything a soup can in this game; it&#8217;s more like the whole complex is one massive soup can), but in at least some cases, the panels are really tutorials in disguise, teaching block-manipulation techniques applicable outside the panels. It reminds me of something pointed out in <em>Portal<\/em>&#8216;s developer commentary, how they put a checkerboard pattern on the floor wherever the &#8220;fling&#8221; maneuver was useful, but only up to a certain point in the game, after which you were expected to be able to think of it on your own. I do have a complaint about the block gun, which is that using the more advanced powers &#8212; such as sending a group of blocks moving along a vector &#8212; requires moving the mouse while holding down the middle button (that is, the scrollwheel), which is especially awkward on my trackball. There&#8217;s currently no way to rebind controls in-game, although apparently you can do it by editing .ini files.<\/p>\n<p>So basically this is a confusingly-laid-out 3D puzzle game, mostly about blocks but themed around counterintuitive spatial weirdness. It&#8217;s still a pretty good game, with satisfying puzzles based around slowly realizing what your capabilities are, but I feel like the surrealism aspect has been exaggerated, because it&#8217;s the most obvious thing about it at first glance.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Antichamber is distilled essence of Portal &#8212; by which I mean, it&#8217;s got the same underlying components, but with the flavor replaced with a chemical tang. It&#8217;s purged of impurities like plot and humor, abandoning any pretense of setting, leaving just a gun for manipulating the environment in novel ways and a labyrinth of stark [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[14],"tags":[61,172,553],"class_list":["post-2595","post","type-post","status-publish","format-standard","hentry","category-puzzle","tag-antichamber","tag-portal","tag-the-4th-wall"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2595","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=2595"}],"version-history":[{"count":6,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2595\/revisions"}],"predecessor-version":[{"id":5121,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2595\/revisions\/5121"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=2595"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=2595"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=2595"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}