History VideoGame / Antichamber

8th Dec '17 4:59:18 PM BiggerJ
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** Stuck on a puzzle? Stuck ''by'' a puzzle? Not sure what to do? Whack the Esc key and go back to the main map. One room you might run into near the "beginning" of the game traps you in a tiny, inescapable box, with only the advice "Sometimes, we make choices that don't lead anywhere at all." and a picture of a person's finger pressing the Escape key.

to:

** Stuck on a puzzle? Stuck ''by'' a puzzle? Not sure what to do? Whack the Esc key and go back to the main map. One room you might run into near the "beginning" of the game traps you in a tiny, inescapable box, with only the advice "Sometimes, we make choices that don't lead anywhere at all." and a picture of a person's finger pressing the Escape key. Those who don't get the hint and instead turn around will discover that the door has been replaced with a wall with an ESC icon on it.
22nd Dec '16 1:19:37 PM Gosicrystal
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* HundredPercentCompletion: In the form of fully exploring the map and locating all the images. [[spoiler:And to a lesser extent, finding all the hidden pink cubes, though the game doesn't keep track of how many you have found.]]



* BellisariosMaxim: [[invoked]] At one point in the game, you can find a locked door similar to the Exit Door which is instead labeled "Under Construction", with a nearby quote saying "Some things don't have a deeper meaning." The door's purpose is unknown, but it obviously doesn't want you to dwell on something that doesn't matter.

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* BellisariosMaxim: [[invoked]] At one point in the game, you can find a locked door similar to the Exit Door which is instead labeled "Under Construction", with a nearby quote saying "Some things don't have a deeper meaning." meaning". The door's purpose is unknown, but it obviously doesn't want you to dwell on something that doesn't matter.



* EasterEgg: There are several DevelopersRoom[=s=] that showcase concept art, historical screenshots, and even a piece of shader code (coded with the Unreal Engine graphical editing tools). These tend to be well hidden behind the hardest puzzles in the game.

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* EasterEgg: There are several DevelopersRoom[=s=] [[DevelopersRoom Developer's Rooms]] that showcase concept art, historical screenshots, and even a piece of shader code (coded with the Unreal Engine graphical editing tools). These tend to be well hidden behind the hardest puzzles in the game.



* ExactWords: "A choice may be as simple as going left or going right." Facing this sign on the wall, to the left are the two stairways, and to the right is where you came from.

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* ExactWords: "A choice may be as simple as going left or going right." right". Facing this sign on the wall, to the left are the two stairways, and to the right is where you came from.



* HubLevel[=/=]PlayableMenu:

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* HubLevel[=/=]PlayableMenu:HubLevel:



** Also, the two first rooms, "Leap of Faith" and "A Jump Too Far", are connected to lots of different rooms, more than any other room in the game. Together, the different branches allows fast access (if you know well the layout, that is) to pretty much every area of the game. This includes the top of TheTower (which contains the Red Matter Gun), shortcuts to the rooms with the Green and Yellow Matter Guns and the access to TheVeryDefinitelyFinalDungeon. [[https://www.youtube.com/watch?v=yjmIW7Oe9hY This]] SpeedRun video shows it's possible to complete the game without getting too far from those two rooms, thanks to their connections.
* HundredPercentCompletion: In the form of fully exploring the map and locating all the images. [[spoiler:And to a lesser extent, finding all the hidden pink cubes, though the game doesn't keep track of how many you have found.]]
* LastLousyPoint: Have fun trying to find that one last image you're missing on the HubLevel's picture wall!
** LuckBasedMission: A few of those {{Last Lousy Point}}s are Luck Based. In particular, [[spoiler:the middle drop in "Laying the Foundation"]] is completely luck-dependent.
** LampshadeHanging: The game knows this and taunts you with it.
--->''The more you complete, the harder it gets to find what you've missed.''

to:

** Also, the two first rooms, "Leap of Faith" and "A Jump Too Far", are connected to lots of different rooms, more than any other room in the game. Together, the different branches allows allow fast access (if you know well the layout, that is) to pretty much every area of the game. This includes the top of TheTower (which contains the Red Matter Gun), shortcuts to the rooms with the Green and Yellow Matter Guns and the access to TheVeryDefinitelyFinalDungeon. [[https://www.youtube.com/watch?v=yjmIW7Oe9hY This]] SpeedRun video shows it's possible to complete the game without getting too far from those two rooms, thanks to their connections.
* HundredPercentCompletion: In the form of fully exploring the map and locating all the images. [[spoiler:And to a lesser extent, finding all the hidden pink cubes, though the game doesn't keep track of how many you have found.]]
* LastLousyPoint: Have fun trying to find that one last image you're missing on the HubLevel's picture wall!
** LuckBasedMission: A few of those {{Last Lousy Point}}s are Luck Based. In particular, [[spoiler:the middle drop in "Laying the Foundation"]] is completely luck-dependent.
** LampshadeHanging:
wall! [[LampshadeHanging The game knows this and taunts you with it.
--->''The
it]]:
-->''The
more you complete, the harder it gets to find what you've missed.''



* LuckBasedMission: A few of the {{Last Lousy Point}}s are Luck Based. In particular, [[spoiler:the middle drop in "Laying the Foundation"]] is completely luck-dependent.



* MindScrew: The trailer for the game starts with a quote from a critic saying "Even as the developer told me what the game was doing to mess with my brain, ''it still succeeded in messing with my brain''." On top of all of the geometry screwery and visual aesthetics, half of the game's score is of [[http://robinarnott.bandcamp.com/album/meditation-walk-with-antichamber field recordings of nature.]] (On a related note, the [[http://f1.bcbits.com/img/a2547813274_10.jpg two soundtrack album covers]] show the flocking red balls breaking through a wall on one cover, and an identical image replacing the balls with birds and the wall with trees on the other. The balls in-game make the sound of a swarm of birds. Now think about the rest of the game.)

to:

* MindScrew: The trailer for the game starts with a quote from a critic saying "Even as the developer told me what the game was doing to mess with my brain, ''it still succeeded in messing with my brain''." brain''". On top of all of the geometry screwery and visual aesthetics, half of the game's score is of [[http://robinarnott.bandcamp.com/album/meditation-walk-with-antichamber field recordings of nature.]] (On a related note, the [[http://f1.bcbits.com/img/a2547813274_10.jpg two soundtrack album covers]] show the flocking red balls breaking through a wall on one cover, and an identical image replacing the balls with birds and the wall with trees on the other. The balls in-game make the sound of a swarm of birds. Now think about the rest of the game.)



* PlayableMenu: The menu is in-universe. There you can adjust several settings: mouse inversion, mouse sensitivity, sound, music, full screen or windowed and screen resolution. It also is a HubLevel.



* SchmuckBait: In one room the ceiling says "Don't look down." If you look up at that, then down, the floor disappears.

to:

* SchmuckBait: In one room the ceiling says "Don't look down." down". If you look up at that, then down, the floor disappears.



** {{Speedrun}}: Using various SequenceBreaking techniques, Website/YouTube videos eventually surfaced showing people beating the game in less than [[http://www.youtube.com/watch?v=Fkx9LjNR4TA 5 minutes]].
*** The current world-record[[note]]As of writing, anyways[[/note]] for the game involves beating the game with only the green gun, entering less than 5% of the rooms, and spending only 2 minutes and 9.67 seconds between resetting and firing the final block. This require tricking the games teleport, shooting cubes and catching them after visiting the menu room, and making the game think he's gone to rooms he hasn't yet. AND HE ADMITS HE COULD HAVE IDEALLY DONE IT FASTER.

to:

** * {{Speedrun}}: Using various SequenceBreaking techniques, Website/YouTube videos eventually surfaced showing people beating the game in less than [[http://www.youtube.com/watch?v=Fkx9LjNR4TA 5 minutes]].
***
minutes]]. The current world-record[[note]]As of writing, anyways[[/note]] for the game involves beating the game with only the green gun, entering less than 5% of the rooms, and spending only 2 minutes and 9.67 seconds between resetting and firing the final block. This require tricking the games teleport, shooting cubes and catching them after visiting the menu room, and making the game think he's gone to rooms he hasn't yet. AND HE ADMITS HE COULD ''And he admits he could HAVE IDEALLY DONE IT FASTER. FASTER.''



* TimedMission: As soon as you start the game, a timer appears in the HubLevel labelled "Time Remaining", counting down from 1 hour and 30 minutes. [[spoiler:Once it expires, no indication is given until you return to the lobby area, [[SubvertedTrope and you see a cartoon displayed above the timer]] with the caption saying "[[http://i.stack.imgur.com/VTNGT.png Live on your own watch, not on someone elses.]] ''[sic]''". Letting the timer run out is, however, required for getting HundredPercentCompletion of the picture panels]].

to:

* TimedMission: As soon as you start the game, a timer appears in the HubLevel labelled "Time Remaining", counting down from 1 hour and 30 minutes. [[spoiler:Once it expires, no indication is given until you return to the lobby area, [[SubvertedTrope and you see a cartoon displayed above the timer]] timer with the caption saying "[[http://i.stack.imgur.com/VTNGT.png Live on your own watch, not on someone elses.]] ''[sic]''". Letting the timer run out is, however, required for getting HundredPercentCompletion of the picture panels]].
22nd Dec '16 11:28:24 AM Gosicrystal
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* LostForever: The first pink cube is only accesible at the very beginning of the game. After you've completed a few rooms, the layout of "There's No Way In" changes and you can't access the area where it is. It's particularly bad because it's precisely one of the most GuideDangIt cubes (it requires you to walk among darkness through a passage that, in a first playthrough, you won't learn of its existence until after the point where the layout has changed).


Added DiffLines:

* PermanentlyMissableContent: The first pink cube is only accesible at the very beginning of the game. After you've completed a few rooms, the layout of "There's No Way In" changes and you can't access the area where it is. It's particularly bad because it's precisely one of the most GuideDangIt cubes (it requires you to walk among darkness through a passage that, in a first playthrough, you won't learn of its existence until after the point where the layout has changed).
5th Nov '16 5:50:01 PM Sorio99
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Added DiffLines:

*** The current world-record[[note]]As of writing, anyways[[/note]] for the game involves beating the game with only the green gun, entering less than 5% of the rooms, and spending only 2 minutes and 9.67 seconds between resetting and firing the final block. This require tricking the games teleport, shooting cubes and catching them after visiting the menu room, and making the game think he's gone to rooms he hasn't yet. AND HE ADMITS HE COULD HAVE IDEALLY DONE IT FASTER.
8th Apr '16 6:14:20 PM hanazaki462anime
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** Since the red gun can make effectively limitless amounts of cubes, and the game can only handle so many cubes at once, it's possible to crash the game while performing convenient but inefficient bypasses of simple puzzles, or from just generally screwing around. Creating a block cube is also liable to crash the game, unless it's small enough. It's it's taller than your character, you are pushing it.

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** Since the red gun can make effectively limitless amounts of cubes, and the game can only handle so many cubes at once, it's possible to crash the game while performing convenient but inefficient bypasses of simple puzzles, or from just generally screwing around. Creating a block cube is also liable to crash the game, unless it's small enough. It's If it's taller than your character, you are pushing it.
4th Dec '15 2:36:41 PM xenol
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** A trippy one [[spoiler:comes from learning a quirk about the green gun which can multiply blocks which isn't an obvious use. A first time player may attempt a puzzle they've come across many times before because they couldn't solve it with the blue gun which ends in frustration because there aren't enough blocks. After finding another, carefully tucked away puzzle, it teaches the player about the multiplication trick. And then the game provides a quote on precisely what the player just experienced.]]

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** A trippy one [[spoiler:comes from learning about a quirk feature that isn't advertised about the green gun which can multiply blocks which isn't an obvious use. (the game normally provides a simple puzzle immediately after the gun as a tutorial). A first time player may attempt a puzzle they've come across many times before because they couldn't solve it with the blue gun which ends in frustration because that involves green blocks, but it's still unsolvable due to there aren't enough blocks. being too few. After finding another, carefully tucked away puzzle, it teaches the player about the multiplication trick. green gun's second ability: cube farming. And then the game provides a quote on precisely what the player just experienced.experienced ("Solving a problem may require using abilities we didn't realise we had").]]
4th Dec '15 12:59:06 PM pittsburghmuggle
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* TutorialFailure: For the green gun.

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* TutorialFailure: For the green gun.and yellow guns.
4th Dec '15 12:55:43 PM pittsburghmuggle
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* SchmuckBait: "Don't look down."

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* SchmuckBait: In one room the ceiling says "Don't look down."" If you look up at that, then down, the floor disappears.
4th Dec '15 12:42:25 PM pittsburghmuggle
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->''[[TryEverything Failing to succeed does not mean failing to progress]].''

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->''[[TryEverything Failing ->''Failing to succeed does not mean failing to progress]].progress.''
2nd Nov '15 4:46:16 AM morenohijazo
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Added DiffLines:

* AsceticAesthetic: Walls are plain, featureless white and areas have no curves at all, favouring a blocky and efficient feel, which invokes an uneasy emptiness of life. This helps build the game's dream-like atmosphere.
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