It’s a common mistake to associate that concept to big and open settings, in spite of their possibilities being quite limited in many cases. That’s why if you ask me what game is similar to Antichamber, my answer will be undoubtedly a sandbox. It’s a puzzle game where the difficulty lies in how to place the items, but they are completely obvious all the time. If you asked me what is in my opinion the biggest mistake of Portal, I’d answer that no doubt it’s how obvious its items are as soon as you enter a room, you know where the exit is, where you can open portals, where you can’t, if you will need a box or move a laser. But the whole Portal game is based on an easily explained mechanics. Still, it would be utterly unfair to spoil you the discovery of even the most basic of its riddles. I discarded that possibility, among other reasons, because I didn’t want to put your patience to the test (and because I’d like to be read by someone this time) but it’s actually very difficult to write about Antichamber without explaining at least some of its puzzles, inasmuch it will be difficult to transmit that urge to play it that would do you so much good. ![]() ![]() When I was thinking about how to approach this text, I contemplated aiming it at the reader that had already completed the game, like I did for Little Inferno.
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