Antichamber For Mac



released onJan 31, 2013
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Antichamber is a puzzle game that is any M.C. Escher fan's wet dream. Looking for similar items What is similar to Antichamber? $19.99 The tags customers have most frequently applied to Antichamber have also been applied to.

released onJan 31, 2013

Antichamber is a single-player first-person puzzle-platform video game. Many of the puzzles are based on phenomena that occur within the Impossible Objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three-dimensional space. The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life.

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Antichamber macos

Antichamber Macos

This is a game I just love watching people play. It's probably one of the most non-euclidean games ever made, and I mean that in a great way. Figuring out the strange logic of the world in order to solve puzzles is incredibly satisfying, and that 'woooaaahhh' moment is quite frequent at this game. It even has some life advice sprinkled into it. Give it a shot.

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Antichamber Mac Os Download

A maior dificuldade do jogo não são nem os puzzles mas sim a vertigem que dá essas cores se misturando com esses filtros sebosos não passava 10 minutos jogando sem ficar com motion sickness

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I don't think I'll ever have the patience to finish this game, and I think that only makes me appreciate it more.

Antichamber For Mac Download

Antichamber is the ultimate form of any platform puzzle videogame, one that gives to the players the mean to overcome every room they are put in but that also asks them to constantly question everything they have learned, including common knowledge physics and previous rules established by the game itself.
The concept of being put into a conceptual impossible structure, that resembles on many levels a hypercube, is already something that could’ve worked so flawlessly only in a videogame. The progression across each level is logical, but requires thinking out of the box on the same degree, if not even more convoluted, than The Stanley Parable and the Portal series. What is absolutely unique to Antichamber though it’s the almost soundless, eerie and unnaturally coloured ambient, which all the more convey the feeling of a metaphysical nightmare not even the philosopher Frank Jackson could be able to properly explain.
Aside from the players themselves, the only (much welcomed) recognizable human inputs inside the game are posters put around rooms and hallways, which use cute drawing and helpful lines to either hint the solution of a puzzle, to comment and congratulate an outcome with a clever moral lesson about the matter of perspective and the importance of keeping an open mind at all time.
From beginning to end, Antichamber will be a joy to immerse oneself in; truly engaging for how well it plays gameplay-wise and how the game itself plays with its players minds. There aren’t many not-meme metagames that can boast the same mind-blowing accomplishments.

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Antichamber For Mac Pro

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A really interesting take on the puzzle platform that places perception of space over a logical understanding of how space works. A lot of what is fun about this game is the gradual learning of and adjustment to the hidden rules of its reality - how do floors, doors, and walls work? What can I do with these cubes? Okay, what can I really do with these cubes? Wait, there's even more I can do with these god damn cubes?
That being said, the moment the aforementioned cubes are introduced is also the moment the game loses a lot of its experimental brilliance and becomes more of a standard logic puzzler than a hyperbolic illogic puzzler. What keeps the game fresh is that you're constantly finding different ways to manipulate the blocks that are basically currency for the various locks in the game, and each new thing you learn how to do opens up a world of new possibilities for manipulating the movable environment.
The ending feels suitably reality-bending and is a great test of what you've learned thus far. Combine the outside-of-the-box gameplay with some refreshingly clean aesthetics and a validation system of progress screens that apply existential aphorisms to the successes and failures of the puzzles, and you've got one hell of a memorable game.
Fans of Portal and The Witness will want to check this one out.