![]() ![]() Portal, as far as I know, shoots two unique portals against a flat surface, one you can jump into and the other that you come out of. I'm someone who doesn't care if an idea is used over and over again as long as you make it your own. You can always twist an idea enough to make it fresh, and you can always make something unique by borrowing ideas and making them your own. Not every idea is a good one, and the good ones don't always have to be unique to be fresh. Kudos to somebody for making another thinking game though. ![]() aaaaand that's basically why I don't care when they release any new Final Fantasy either. I could also get the same geometrical fun from the BIOS on my Gamecube. The Gravity Gun and the Portal Gun were enough to get it out of my system. I will admit that there are many things that look enticing about this game. It sells to repeat what's popular, so here we have it. Night Shyamalan is the only person I can think of who actually declined during his career by running the same trend for too damn long. Remember the platformer? Since it was mostly all 32-bit could put together, there were wayyyy too many platformers. That's why we end up with super hero movie after super hero movie (also badass fairy tale move after badass fairy tale movie in a more recent trend), 500 different Mario (and various other Nintendo hero) games, etc. The modern day definition of originality is taking a previously successful idea and transforming it so that it looks like your own, like an original. I know that comment might be upsetting to you starry-eyed gamers. "Antichamber takes you through a world where accomplishing the impossible may just be the only way out." a philosophical and visually-unprecedented experience." "One of the most fascinating finalists at this year's IndieCade festival. "As finely crafted and varied in its puzzles as it is gloriously unbounded in its avant garde artistic flair." "It's one of those rare puzzle games where it's not about how much you know, but rather, how much you think." "As much as I want to get my hands on the finished version of Antichamber, I'm almost looking forward to seeing how everyone else reacts to it more." "Even as the developer told me what the game was doing to mess with my brain while I was playing it, it still succeeded in messing with my brain." As gamers, we've come to develop a certain way of thinking about games and Antichamber seeks to totally screw with our heads." "It's a game about subverting players' expectations. "Everyone who has played it walks away in awe of the ingenious use of puzzles and counter-intuitive level design. ![]() "Imagine trying to navigate a world where the laws of physics are always changing: where strange spaces and non-Euclidian geometry challenge your instincts." If you get a chance to play this, do not hesitate." "Antichamber will hereby known as Oh My God, My Favorite Game of PAX. Lifelike soundscapes developed by Robin Arnott and an ambient soundtrack composed by Siddhartha Barnhoorn.Ī gun that can create, destroy and manipulate matter, allowing you to discover new ways to overcome your surroundings. Mind-bending challenges that will subvert your expectations at every twist and turn.Īn enormous, seamless non-Euclidean world to explore. Antichamber was also supported by the Indie Fund.Ī deeply psychological experience that will make you question everything you know about how a game works. Several years in the making, Antichamber received over 25 awards and honors throughout its development, in major competitions including the Independent Games Festival, the PAX10, IndieCade and Make Something Unreal. Discover an Escher-like world where hallways wrap around upon each other, spaces reconfigure themselves, and accomplishing the impossible may just be the only way forward. Antichamber is a mind-bending psychological exploration game where nothing can be taken for granted. ![]()
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