Publicada: 28 Fevereiro
Antichamber is a game designed specificallly to strike terror into the hearts of players who take realistic causality and "how to play" documents in thier games for granted.
First thing you're likely to find out playing Antichamber is that there are very few reliable constants; you can generally count on the mouse to move your view and the keys to walk around. Beyond that, every other step is a chance to trip over some spacial awareness wrecking passage or infinitely looping hallway. Depending on how lost you get yourself, this might account for half your playtime before getting to the actual puzzle part of the game.
There is more to the game than just wandering lost in a building that's actively trying to get you more lost, and when you reach the point where you're intended to start solving puzzles, Antichamber does finally start to get some cohesion going on, so it's not just a "walking around lost and confused" simulation.
My biggest complaint (SPOILERS) is that there's no explanation for what's happening in the game, right up to the end. Not that there's anything wrong with making a game with no story; but Antichamber has the trappings and suggestions that there's something bigger going on, but there's nothing concrete.
Aside from all that, some of the late game puzzles can be pretty dense and difficult to figure out, and the visual motif with the outlines and primary colors can get kind of obnoxious when the game demands that you jump across giant holes in the ground.
None of these complaints are enough to keep me from issuing a reccomendation, however, since it's still a very rare example of an artsy game that doesn't feel like the video game equivilent of a coffee house art snob, scoffing at all the "normal" games for not being deep enough. Antichamber is good right at face value, on its own merits and for its own reasons. Most of which will leave you wondering how stairs work.