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* GeniusBonus: One of the items on the moral wall is the phrase "[[EpilepticTrees Some things don't]] [[DefiedTrope have a deeper meaning]]," the image this is paired with being [[MakesJustAsMuchSenseInContext a pig in rollerskates, goggles, and with the number 18 drawn on it's side]]. At first one might think this to be an [[InvokedTrope invoked]] BigLippedAlligatorMoment, but it might actually be a reference to a particular joke: "Step 1: grease four pigs. Step 2: write the numbers 1, 2, 3, and 5 on their sides with a marker. Step 3: discreetly release them in a large public building at different locations. Step 5: Watch as they search for #4."

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* GeniusBonus: One of the items on the moral wall is the phrase "[[EpilepticTrees Some things don't]] [[DefiedTrope have a deeper meaning]]," the image this is paired with being [[MakesJustAsMuchSenseInContext a pig in rollerskates, goggles, and with the number 18 drawn on it's side]]. At first one might think this to be an [[InvokedTrope invoked]] {{invoked|trope}} BigLippedAlligatorMoment, but it might actually be a reference to a particular joke: "Step 1: grease four pigs. Step 2: write the numbers 1, 2, 3, and 5 on their sides with a marker. Step 3: discreetly release them in a large public building at different locations. Step 5: Watch as they search for #4."



* ThatOnePuzzle: Link in a Chain Reaction. The only puzzle in the game to require decent spatial awareness, and utilizing the game's less than stellar three dimensional block construction.

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* ThatOnePuzzle: Link in a Chain Reaction. The only puzzle in the game to require decent spatial awareness, and utilizing the game's less than stellar three dimensional block construction.construction.
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* FanNickname: The yellow gun is called "The Butter Gun" by some as dragged lines of yellow blocks look like sticks of butter.
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* ThatOneLevel: ''Stairway to Heaven'', ironically, is one of the rooms you'll end up hating the most; not because of its difficulty, but because many different puzzles around the game lead to it (it's quite the inverse of a HubLevel: it has a lot of different entries, but not many exits). It can be very frustrating to solve a puzzle believing you're going to unlock a new zone, only to discover you're again in the same room where you've already been lots of times. Worse yet, once you've seen the room's glowing spheres, and therefore realised where you're now, it's too late to go back: the passage you came from has already disappeared, meaning you have to use the Escape button to come back there.

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* ThatOneLevel: ''Stairway to Heaven'', ironically, is one of the rooms you'll end up hating the most; not because of its difficulty, but because many different puzzles around the game lead to it (it's quite the inverse of a HubLevel: it has a lot of different entries, but not many exits). It can be very frustrating to solve a puzzle believing you're going to unlock a new zone, only to discover you're again in the same room where you've already been lots of times. Worse yet, once you've seen the room's glowing spheres, and therefore realised where you're now, it's too late to go back: the passage you came from has already disappeared, meaning you have to use the Escape button to come back there.there.
* ThatOnePuzzle: Link in a Chain Reaction. The only puzzle in the game to require decent spatial awareness, and utilizing the game's less than stellar three dimensional block construction.
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* {{Speedrun}}: Using various SequenceBreaking techniques, Website/YouTube videos eventually surfaced showing people beating the game in less than [[https://www.youtube.com/watch?v=Fkx9LjNR4TA 5 minutes]]. A previous world-record speedrun involved 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 required tricking the game's teleport, shooting cubes and catching them after visiting the menu room, and making the game think he'd gone to rooms he hadn't yet. This was [[https://www.youtube.com/watch?v=3vj3gmLM-nA outdone]] in 2019 utilizing a variant of the same trick, ending less than a tenth of a second off the theoretically fastest possible time at 43.12 seconds.
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* GeniusBonus: One of the items on the moral wall is the phrase "[[EpilepticTrees Some things don't]] [[DefiedTrope have a deeper meaning]]," the image this is paired with being [[MakesJustAsMuchSenseInContext a pig in rollerskates, goggles, and with the number 18 drawn on it's side]]. At first one might think this to be an [[InvokedTrope invoked]] BigLippedAlligatorMoment, but it might actually be a reference to a particular joke: "Step 1: grease four pigs. Step 2: write the numbers 1, 2, 3, and 5 on their sides with a marker. Step 3: discreetly release them in a large public building at different locations. Step 5: Watch as they search for #4."
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* EarWorm: Once you hear the pendulum enough times, it can be difficult to avoid hearing it even when your (seemingly) nowhere near it.
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* AlternativeCharacterInterpretation: The black block (the only thing in the game that you could tentatively call a character) is pretty creepy, so it's easy to think of it as an antagonist, [[YankTheDogsChain a tease]], an EldritchAbomination, etc. But you could also interpret it as just...[[spoiler:lost]]. It seems to be [[spoiler:trying to find its way home]]. This also gives us an alternate interpretation of the ''player's'' role — instead of just being "the player", you're [[spoiler:a ''hero'' of sorts. This poor black block can't find its way home, and you swoop in to save the day and personally escort it back to its proper place. With this in mind, the GainaxEnding can feel like a CrowningMomentOfHeartwarming]].

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* AlternativeCharacterInterpretation: The black block (the only thing in the game that you could tentatively call a character) is pretty creepy, so it's easy to think of it as an antagonist, [[YankTheDogsChain a tease]], an EldritchAbomination, etc. But you could also interpret it as just...[[spoiler:lost]]. It seems to be [[spoiler:trying to find its way home]]. This also gives us an alternate interpretation of the ''player's'' role — instead of just being "the player", you're [[spoiler:a ''hero'' of sorts. This poor black block can't find its way home, and you swoop in to save the day and personally escort it back to its proper place. With this in mind, the GainaxEnding can feel like a CrowningMomentOfHeartwarming]].SugarWiki/{{Heartwarming Moment|s}}]].
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* EarWorm: Once you hear the pendulum enough times, it can be difficult to avoid hearing it even when your (seemingly) nowhere near it.
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*** Hell, the ambient sounds in general. Most of the time the only ambient noises are soft, distant tones similar to xylophones or bells. but as you continue exploring you'll sometimes hear footsteps, whispering voices too quiet to make out, rustling leaves, chirping birds, or just a low hum. Or [[NothingIsScarier nothing at all.]] You can't help but feel both totally alone and yet watched at all times.
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"Nightmare Fuel" expanded.

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** In the room "Three Paths in Sight", you'll find what looks like a gallery full of bizarre stuff. If we ignore the ominous pendulum spelling "LIFE" constantly ticking loudly, wandering around the room you'll find [[https://vignette3.wikia.nocookie.net/antichamber/images/a/a4/Bear.png/revision/latest?cb=20150814121418&format=original these]] [[https://vignette2.wikia.nocookie.net/antichamber/images/d/d1/B2.png/revision/latest?cb=20150814123138&format=original three...]] [[https://vignette3.wikia.nocookie.net/antichamber/images/6/61/Robot.png/revision/latest?cb=20150814113559&format=original things]]. What they are is unknown and their presence, despite they don't move, can be very unnerving, especially if you are a newcomer. You'll wonder if they'll stay at their place or eventually they'll come to life and get out of their "cages" to hunt you down.
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Renamed some tropes.


* AlternateCharacterInterpretation: The black block (the only thing in the game that you could tentatively call a character) is pretty creepy, so it's easy to think of it as an antagonist, [[YankTheDogsChain a tease]], an EldritchAbomination, etc. But you could also interpret it as just...[[spoiler:lost]]. It seems to be [[spoiler:trying to find its way home]]. This also gives us an alternate interpretation of the ''player's'' role — instead of just being "the player", you're [[spoiler:a ''hero'' of sorts. This poor black block can't find its way home, and you swoop in to save the day and personally escort it back to its proper place. With this in mind, the GainaxEnding can feel like a CrowningMomentOfHeartwarming]].

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* AlternateCharacterInterpretation: AlternativeCharacterInterpretation: The black block (the only thing in the game that you could tentatively call a character) is pretty creepy, so it's easy to think of it as an antagonist, [[YankTheDogsChain a tease]], an EldritchAbomination, etc. But you could also interpret it as just...[[spoiler:lost]]. It seems to be [[spoiler:trying to find its way home]]. This also gives us an alternate interpretation of the ''player's'' role — instead of just being "the player", you're [[spoiler:a ''hero'' of sorts. This poor black block can't find its way home, and you swoop in to save the day and personally escort it back to its proper place. With this in mind, the GainaxEnding can feel like a CrowningMomentOfHeartwarming]].



* ScrappyLevel: ''Stairway to Heaven'', ironically, is one of the rooms you'll end up hating the most; not because of its difficulty, but because many different puzzles around the game lead to it (it's quite the inverse of a HubLevel: it has a lot of different entries, but not many exits). It can be very frustrating to solve a puzzle believing you're going to unlock a new zone, only to discover you're again in the same room where you've already been lots of times. Worse yet, once you've seen the room's glowing spheres, and therefore realised where you're now, it's too late to go back: the passage you came from has already disappeared, meaning you have to use the Escape button to come back there.

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* ScrappyLevel: ThatOneLevel: ''Stairway to Heaven'', ironically, is one of the rooms you'll end up hating the most; not because of its difficulty, but because many different puzzles around the game lead to it (it's quite the inverse of a HubLevel: it has a lot of different entries, but not many exits). It can be very frustrating to solve a puzzle believing you're going to unlock a new zone, only to discover you're again in the same room where you've already been lots of times. Worse yet, once you've seen the room's glowing spheres, and therefore realised where you're now, it's too late to go back: the passage you came from has already disappeared, meaning you have to use the Escape button to come back there.
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* ScrappyLevel: ''Stairway to Heaven'', ironically, is one of the rooms you'll end up hating the most; not because of its difficulty, but because many different puzzles around the game lead to it (it's quite the inverse of a HubLevel: it has a lot of different entries, but not many exits). It can be very frustrating to solve a puzzle believing you're going to unlock a new zone, only to discover you're again in the same room where you've already been lots of times. Worse yet, once you've seen the room's glowing balls, and therefore realised where you're now, it's too late to go back: the passage you came from has already disappeared, meaning you have to use the Escape button to come back there.

to:

* ScrappyLevel: ''Stairway to Heaven'', ironically, is one of the rooms you'll end up hating the most; not because of its difficulty, but because many different puzzles around the game lead to it (it's quite the inverse of a HubLevel: it has a lot of different entries, but not many exits). It can be very frustrating to solve a puzzle believing you're going to unlock a new zone, only to discover you're again in the same room where you've already been lots of times. Worse yet, once you've seen the room's glowing balls, spheres, and therefore realised where you're now, it's too late to go back: the passage you came from has already disappeared, meaning you have to use the Escape button to come back there.
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** The ambient sounds in the dark areas.
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* FridgeBrilliance: "Failing Forward" starts with one of the most GuideDangIt puzzles in the whole game. There's a pit with a small bridge over it that's too short to help you cross it. If you jump, you'll just fall to the bottom. Players will just pick some blocks down there and use them as an elevator to reach to the other side. However, if you don't and instead press the Escape button and come back to the same room, you'll see the bridge is now a little longer. Repeat this, and eventually the bridge will be long enough to cross the pit. You'll now be wondering "How on hell did the creator expect me to figure ''that''? And then you'll see the sign at the other side: "You can't do everything yourself". He ''didn't''. The creator apparently assumes most players won't learn of the bridge solution unless they heard of it somewhere on the web, and is basically saying "OK, there's nothing wrong with looking for help if you ''really'' need it, there are things we just won't be able to do by ourselves" (mind you, there's still the block elevator solution, so you can still complete the puzzle on your own, you just won't learn of the other way).
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** The '''DON'T LOOK DOWN''' room. [[spoiler:Take the SchmuckBait, and you see a giant eye appears on the floor. It blinks, the floor disappears, and the player is forced to plummet down a lengthy shaft while the usual ambient sound changes to a thunderstorm.]]

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** The '''DON'T LOOK DOWN''' room. [[spoiler:Take the SchmuckBait, and you see a giant eye appears on the floor. It blinks, the floor disappears, and the player is forced to plummet down a lengthy shaft while the usual ambient sound changes to a thunderstorm.]]]]
* ScrappyLevel: ''Stairway to Heaven'', ironically, is one of the rooms you'll end up hating the most; not because of its difficulty, but because many different puzzles around the game lead to it (it's quite the inverse of a HubLevel: it has a lot of different entries, but not many exits). It can be very frustrating to solve a puzzle believing you're going to unlock a new zone, only to discover you're again in the same room where you've already been lots of times. Worse yet, once you've seen the room's glowing balls, and therefore realised where you're now, it's too late to go back: the passage you came from has already disappeared, meaning you have to use the Escape button to come back there.
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None

Added DiffLines:

* AlternateCharacterInterpretation: The black block (the only thing in the game that you could tentatively call a character) is pretty creepy, so it's easy to think of it as an antagonist, [[YankTheDogsChain a tease]], an EldritchAbomination, etc. But you could also interpret it as just...[[spoiler:lost]]. It seems to be [[spoiler:trying to find its way home]]. This also gives us an alternate interpretation of the ''player's'' role — instead of just being "the player", you're [[spoiler:a ''hero'' of sorts. This poor black block can't find its way home, and you swoop in to save the day and personally escort it back to its proper place. With this in mind, the GainaxEnding can feel like a CrowningMomentOfHeartwarming]].
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None


** The ending may qualify. [[spoiler:As soon as you capture the black block, the game loses all color and the ambient soundtrack becomes dark and ominous, with the constant rumble of thunder being heard in the background]]. And if that wasn't enough, once [[spoiler:you shoot the black block into a wreckage inside a dome, it rises up and forms the Antichamber logo, which starts sucking everything in like a black hole, including you.]] After that, the credits roll... and then the game closes itself.

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** The ending may qualify. [[spoiler:As soon as you capture the black block, the game loses all color and the ambient soundtrack becomes dark and ominous, with the constant rumble of thunder being heard in the background]]. And if that wasn't enough, once [[spoiler:you shoot the black block into a wreckage inside a dome, it rises up and forms the Antichamber logo, which starts sucking everything in like a black hole, including you.itself.]] After that, the credits roll... and then the game closes itself.

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* DisappointingLastLevel: While the game was very well received overall, some critics noticed that the game started to tone down the MindScrew it did so well in favor of more standard BlockPuzzle mechanics as you upgraded the block gun.



* NightmareFuel: The ending may qualify. [[spoiler:As soon as you capture the black block, the game loses all color and the ambient soundtrack becomes dark and ominous, with the constant rumble of thunder being heard in the background]]. And if that wasn't enough, once [[spoiler:you shoot the black block into a wreckage inside a dome, it rises up and forms the Antichamber logo, which starts sucking everything in like a black hole, including you.]] After that, the credits roll... and then the game closes itself.

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* NightmareFuel: NightmareFuel:
**
The ending may qualify. [[spoiler:As soon as you capture the black block, the game loses all color and the ambient soundtrack becomes dark and ominous, with the constant rumble of thunder being heard in the background]]. And if that wasn't enough, once [[spoiler:you shoot the black block into a wreckage inside a dome, it rises up and forms the Antichamber logo, which starts sucking everything in like a black hole, including you.]] After that, the credits roll... and then the game closes itself.
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* AwardSnub: Despite all the press and praise early in 2013, by the time the end of the year rolled around this game had been largely forgotten by critics on "Best Games of the Year" lists.
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* NightmareFuel: The ending may qualify. [[spoiler:As soon as you capture the black block, the game loses all color and the ambient soundtrack becomes dark and ominous, with the constant rumble of thunder being heard in the background]]. And if that wasn't enough, once [[spoiler:you shoot the black block into a wreckage inside a dome, it rises up and forms the Antichamber logo, which starts sucking everything in like a black hole, including you.]] After that, the credits roll... and then the game closes itself.

to:

* NightmareFuel: The ending may qualify. [[spoiler:As soon as you capture the black block, the game loses all color and the ambient soundtrack becomes dark and ominous, with the constant rumble of thunder being heard in the background]]. And if that wasn't enough, once [[spoiler:you shoot the black block into a wreckage inside a dome, it rises up and forms the Antichamber logo, which starts sucking everything in like a black hole, including you.]] After that, the credits roll... and then the game closes itself.itself.
** The '''DON'T LOOK DOWN''' room. [[spoiler:Take the SchmuckBait, and you see a giant eye appears on the floor. It blinks, the floor disappears, and the player is forced to plummet down a lengthy shaft while the usual ambient sound changes to a thunderstorm.]]
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None


* NightmareFuel: As soon as you capture the black block, the game loses all color and the soundtrack becomes dark and ominous.

to:

* NightmareFuel: As The ending may qualify. [[spoiler:As soon as you capture the black block, the game loses all color and the ambient soundtrack becomes dark and ominous.ominous, with the constant rumble of thunder being heard in the background]]. And if that wasn't enough, once [[spoiler:you shoot the black block into a wreckage inside a dome, it rises up and forms the Antichamber logo, which starts sucking everything in like a black hole, including you.]] After that, the credits roll... and then the game closes itself.
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* GameBreaker: The Red Gun's ability to turn as little as two cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.

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* GameBreaker: The Red Gun's ability to turn as little as two cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind. Depending on how well you know the layout, this can be a ''lot'' of puzzles.
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You can mass produce blocks with only two. Which is even more of a game breaker.


* GameBreaker: The Red Gun's ability to turn as little as four cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.

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* GameBreaker: The Red Gun's ability to turn as little as four two cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.
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* GameBreaker: The Red Gun's ability to turn four cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.

to:

* GameBreaker: The Red Gun's ability to turn as little as four cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.
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You need at least four cubes in the gun to make it work.


* GameBreaker: The Red Gun's ability to turn two cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.

to:

* GameBreaker: The Red Gun's ability to turn two four cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.
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* GameBreaker: The Red Gun's ability to turn two cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.

to:

* GameBreaker: The Red Gun's ability to turn two cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.mind.
* NightmareFuel: As soon as you capture the black block, the game loses all color and the soundtrack becomes dark and ominous.
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No, actually, you just need two. One to start with, and one to use with the red gun\'s multiplier power to give you four more cubes. Then you absorb those cubes - now you\'ve got five. Turn those five into a big block of 42, absorb those, and you\'ll have all the cubes you\'ll ever need in short order.


* GameBreaker: The Red Gun's ability to turn four cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.

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* GameBreaker: The Red Gun's ability to turn four two cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.
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* GameBreaker: The Red Gun's ability to turn two cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.

to:

* GameBreaker: The Red Gun's ability to turn two four cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.
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CaptainObviousAesop: The quotes you find scattered throughout are intended to be both clues and musings on the nature of life (see the game's original title). Many find them more useful as the former than the latter.

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* CaptainObviousAesop: The quotes you find scattered throughout are intended to be both clues and musings on the nature of life (see the game's original title). Many find them more useful as the former than the latter.latter.
* GameBreaker: The Red Gun's ability to turn two cubes into a theoretically infinite number of cubes trivializes all of the puzzles that weren't specifically made with it in mind.
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Added DiffLines:

CaptainObviousAesop: The quotes you find scattered throughout are intended to be both clues and musings on the nature of life (see the game's original title). Many find them more useful as the former than the latter.

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