Antichamber

Antichamber

Xantic_ 18/fev./2013 às 17:19
One Complaint
I realize that this may be a hard thing to ask for, considering that there aren't that many possibilities in a game like this, but it seems like, after the first ~10-30 minutes of playing the game becomes less about solving a specific puzzle with out-of-the-box thinking and more about trying to backtrack your progress and revisiting everything you've missed. Does anyone else share this concern?

Other than this, though, I love it. 9.5/10
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LTK 19/fev./2013 às 3:17 
I had that problem as well until I figured out how the map shows you placed you haven't explored yet. It's easy to go around in circles if you don't focus your efforts on the places you know there is something to find. If a square on the map has an unconnected corridor or a small rectangle attached to it, then you know there's something you still have to discover around there.

Although I will say that the increasing emphasis on block puzzling kinda makes the puzzles less satisfying to solve than when they relied on figuring out the game's logic.
Senen 19/fev./2013 às 3:33 
Also, the map only show paths that you are supposed to be able to solve. When you get a new gun, more paths are displayed.
The map is very helpful and you don't really have to backtrack if you use it correctly.
Tman 19/fev./2013 às 10:12 
Yeah, the map helps a LOT. I wish there was more explanation for how the map works, but that might be part of the puzzle as well.
Xantic_ 19/fev./2013 às 17:22 
I know about the map, thanks, but still, it's extremely less satisfying.
PicAxeAndChill 19/fev./2013 às 20:55 
Than what, linearity?
Xantic_ 20/fev./2013 às 15:26 
Than finding false logic.
Mellowmarrow 20/fev./2013 às 18:04 
In my experience, this was not the case. Every time I completed a segment/hallway/whatever, the game would have me wind up in a place I'd been before, except now I had the ability to open a new pathway. It was always pointing me in the right direction. And if I ever got lost or stuck, I could use the map to figure out how to get myself back.
abort_user 23/fev./2013 às 20:24 
i had a similar complaint. i actually like open world and free roaming games. i liked that the world was both compact and labyrinthine (though i was little disappointed the world wasn't more non-euclidean cause a non-euclidean open environment would be my dream game).

my problem with the games openness only came up after i finished it. at its heart Antichamber is a puzzle game. most the puzzles arent necessary to beat the game and i imagine the signs are even less necessary. however, when i went back to finish the puzzles id missed i find the process to be far more tedious than it should have been. its like the game actually discourages you from going back and doing the puzzles you missed.

the game had another (lesser) problem too. theres something odd about where you cubes go when you shot them or move them sometimes. it didnt cause me too many problems. only on a couple puzzles that required precision aiming and manipulation of cubes.
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Publicado em: 18/fev./2013 às 17:19
Mensagens: 8