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Well let me ask you this, would you call Portal a puzzle game?
Personally I love those like knot window things that when you look through them, changes the enviroment
It's all arbitrary. It's not logical. Therefore it's not a puzzle game.
It's a visual treat, sure, and I can see why some people like it. I agree with Californ1a saying it's about psychological exploration.
To Ange1ofD4rkness, yes, Portal is a fantastic example of a true puzzle game, and imo one of the best in the genre.
That's like saying a FPS sucks because the first 2 missions were too slow paced.
The jump suggestion that screw us, the changing environment and the seemingly inconsistent rules... these steps were needed to get me off of my confort zone in what we've been undestanging as "game".
I mean, Anti chamber uses graphics and written language and meta language to present you puzzles. It's up to you to perceive and decode. By the way, didn't we all found adorable how, in Portal 2, we were supposed to say "apple" pressing the space bar?
But even before that, the premise that a puzzle game is "something you can look at and think your way through" is subjective and somewhat inadequate. A puzzle is not necessary presented to you as a whole at a time. Take for example chess ending games, you can only see as deep as you've exercized for, and yet you won't see all the possibilities even if you succeed.
This is also a bit fallacious. Anti chambers is "solvable". You are just forgeting that perceiving and decoding communication (aka exploring) is part of the puzzle. Rudimentarly, you must sense, rationalize and act. Perception is not a passive process in our minds.
Later on, if you are actually paying attention, you will begin to realize that there actually IS a logic. The whole "stare at eye until it blinks" thing is taught to you indirectly during at least 2 different instances, but connecting that together to apply it towards other instances in which you see that eye requires logic.
Learning how to use the blocks, and figuring out the new abilities to the guns takes trial and error. What isn't obvious right away is that the color of the blocks, as well as the color of some of the lighting along each hall will help you determine which gun is needed to solve teh puzzles in that direction.
It's not arbitrary, but the logic is subtle.
Pretty much this, the abstract reasoning required by the end of the game can be headache-inducing.
Yes, there are people who will moan about the game as they brute force their way through it in 3x the time, but those of us who like to step back and think will beat the game a whole lot faster.