Non-Euclidean geometry, the ever-changing rules of the game, spatial and psychological puzzle Too bright and clear colors tire the eyes
Mad World, which will turn your understanding of the game mechanics and space
Geometry Antichamber scares and surprises. You can go right and go back to the point from which it started, to look back and see the place of the corridor, which has just been passed, a huge hall. Stairs are closed on themselves, like the engravings of Escher maze branches, convergent and divergent, without repeating himself. Inside the small room can fit a huge room, but the door will disappear as soon as you turn away from it. Here nothing can be trusted, and most importantly - you can not believe myself.
Our brain is clogged stamps, full deadlocks. If we see the abyss, and the inscription, "Jump", 99.99999% of the players will do so, only to fall down. We are used to run, where to go is unhurried pace, pounding headlong forward, rather than to go back a couple of steps back. We want to have a choice, even if it is conditional and will eventually lead us to the same end. We used to assume that the purpose - in that there would not get to the finish. And if it is not? Have you ever thought that the goal can be the way to go?
Alexander Bruce and Antichamber break our understanding of games and their rules. Actually this game - a violation of the rules and the way. Huge maze, with a mass of dead corners, forks and key points lies in front of you. Do you want to - you can rush to the exit, but it really is not the main thing, the main thing to explore the maze and of itself. What is possible and what is not, when to follow instructions, and when to break them. "Do not look down," "Do not think about the white monkey", "Do not hurry!".
Formally Antichamber puzzle / adventyura. To find the new rooms and new spatial tasks you need to go further. By and large all you can - walk, run, jump, and manipulate small objects. Guns, collecting bricks, of which built a labyrinth, a few, each agent can handle only a certain color. Sometimes you really have to decide unpretentious puzzles that require the use of these guns, but most of the time you'll be fighting with themselves.
Antichamber will teach you lessons, each time changing the rules. If you just have to stare in the eyes painted on the wall, next time will have to move back to him. If the wall was solid, it does not guarantee that it will remain the same for the turn. Robust floor can disappear at any time, as well as the door through which you have just passed. However, the space itself is safe, you can not die, unless, as a hero Seeds Farad, will forever wander the halls in search of people.
Alexander Bruce intentionally used in Antichamber very simple geometry and pure colors. No texture, no ornate lighting and clever special effects. Simple, clean, abstract. This is not a shooter - a laboratory in which to conduct experiments on himself.
In a Antichamber iconostasis various awards and prizes collected at indie festivals, exhibitions and competitions. Void sumnyashesya add to their number and "Editor's Choice» ITC. ua. Believe me, this game is no different. Although it is better not to trust anyone and learn to break the rules of the game.