Antichamber > General Discussions > Topic Details
sgreco1970 Sep 25, 2013 @ 9:39am
im near the end of the game, having only 9 blank spots on the wall o' artwork. But at this point, the game lacks any direction. I can keep revisiting places Ive been but if any still have undiscovered secrets, I wouldnt know. There definitely needs to be a little more direction as things develop.
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Californ1a Sep 25, 2013 @ 11:03am 
The map shows you which rooms are "incomplete" (the large squares). It is entirely possible to complete all the rooms and not have all the signs though. Also, Antichamber isn't meant to have any "direction" since it is an exploration game; it's not a puzzle game.
Last edited by Californ1a; Sep 25, 2013 @ 11:03am
sgreco1970 Sep 25, 2013 @ 12:58pm 
Im aware of what it is, and I am a supporter of it. That doesnt mean I think its perfect and doesnt lack some direction. After awhile, once you've revisited the same rooms dozens of times, and your map is mostly complete, it isnt "exploration" any more.
Californ1a Sep 25, 2013 @ 1:08pm 
Well once you've gotten to the end, and you're just searching for signs, then you're going for more of a completionist style than just general gameplay. You really don't have to keep visiting the same room over and over anyway, just go to an incomplete room, then escape back to the map once you get into the next room to see if it has been completed now.
Last edited by Californ1a; Sep 25, 2013 @ 1:09pm
Xello Sep 28, 2013 @ 2:49pm 
it does give direction by showing you the rooms you have still to do stuff in, what it doesn't do is explain how it's showing you that - you have to google to find out about the large and small squares, and what the circles and things mean, that's a mistake in design but once you know you shouldn't need any more hints i think
Californ1a Sep 28, 2013 @ 5:09pm 
You don't have to google it. You can figure it out if you just test out what each symbol means. For example, you can easily figure out what the flashing circle and spinning x mean if you look at where they are, go to a room, walk to a different room, then look at them again.
Last edited by Californ1a; Sep 28, 2013 @ 5:10pm
Xello Sep 29, 2013 @ 5:08am 
There's no way to be sure about certain things, for example circle rooms being dead ends. A room can look perfectly well like a dead end in this game and have some hidden exit.
Californ1a Sep 29, 2013 @ 8:40am 
Yes, which is why the map shows you exactly when each room is complete. It would be easy to figure out the large square/small square thing if you knew which puzzles you had solved, went to an incomplete room, and solved a puzzle there that you hadn't before; the large square is now small, so you'd know.
Xello Sep 29, 2013 @ 8:50am 
like i said, 'certain things', some stuff is able to be worked out and others require guessing and assumptions that cant be confirmed. I'd love to give the game a 10/10 but as it stands i have to say a solid 9
Last edited by Xello; Sep 29, 2013 @ 8:52am
Californ1a Sep 29, 2013 @ 8:52am 
Such as? I find that basically everything can be figured out if you take the time to test the mechanics on a smaller scale before attempting a puzzle that uses the mechanic.
Last edited by Californ1a; Sep 29, 2013 @ 8:52am
ItchyDani3l Oct 1, 2013 @ 12:49am 
Does this ring a bell?
"The more we complete, the harder it gets to find what we missed."
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Date Posted: Sep 25, 2013 @ 9:39am
Posts: 10