the white chamber [sic] is a freeware point-and-click horror-themed Adventure Game designed by British indie group Studio Trophis (which also specialised in animation).the white chamber follows a young woman who awakens within a strange glowing coffin. She soon discovers that she is trapped on-board a space station, and that something has killed the rest of the crew. The only clues point towards something called the "white chamber", but to learn the truth the young woman must first survive whatever malevolent presence still pervades the ship...The game has been applauded for its impressive Animesque artwork (and surprisingly high-quality animation), high-quality sounds, and its creepy atmosphere that has been compared to the likes of Silent Hill. Just keep an eye on the blackboard in the lab room, while you're at it.The lead designer has another game, Kairo, coming out in 2012.
This game provides examples of:
Alignment Based Endings: There's a bunch of endings based on main heroine's (and therefore player's) attempts to act good and to redeem her sins, none of which actually affect the gameplay otherwise.
Apocalyptic Log: Arthur's reports. He also turns out to be the one behind the horror. (Though if you compare his logs to "the grey tower"'s logs, he could simply be another victim.)
Arc Words: "Do you regret?" or some variation of it.
The Atoner: Sarah. Until she redeems herself, Arthur forces her to relive the events of the game again and again.
Creator In-Joke: The characters in the comedy ending are parodies of the creators' personalities. Also, the fridge which smells so awful it can kill strongly resembles an actual fridge in one of the authors' student lodgings.
Dark World: This pops up every once in a while. Technically, this "dark world" is darker than usual, as the entire game sans the ending is spent in a dark world.
Do Well, But Not Perfect: If you do everything right and fill the blackboard with all six marks, you get the bizarre comedy ending. If you want an ending that makes sense, you have to only have three to five marks on the blackboard.
Downer Ending: Several of them. Besides the instant deaths, you can be tortured forever by the spirits in the artefact, trapped to repeat the cycle again, or...the surreal comedy ending, which still ends with everyone dying.
Dull Surprise: While the written lines and character portrait suggest the situation is shocking and emotional the VA continues to talk in the same neutral, measured tones even when discovering monstrosities or being forced to relive murders. This might have been a good sign of a detached and scientific mind but looks more like a failure to convey the emotion the character portrait suggests.
Easter Egg: A few. For starters, interacting with the MES console multiple times results in the protagonist ending up in a pixelated version of the room, complete with 8-bit music and and a pixel-art portrait. And if you use the droid code before your character is able to learn it, the corpse you assemble later on appears on-screen, glaring at you with the words "NOT YET" engraved in the place where it's eyes would be. Also, there's the comedic ending?
Electric Torture: The protagonist ends up watching a tape of herself being electrically tortured... And this causes her to be literally warped onto that same table and tortured in the same manner. You can die here, but they give you so much time to figure out the solution that the only way to actually die here is to let it kill you.
Eye Scream: There's an FMV devoted to a decapitated head with its eyes missing, and said eyes glow as if they were opening. And you find the eyes in a sealed box. Even with the eyes back in, it's not a pretty sight.
Fanservice: You get some of the main character in the background as the credits roll in the good ending. The creators even have a wallpaper of it on their website named "Fan Service." The other endings... not so much.
Final Girl: Subverted - Sarah killed everyone else.
Hammer Space: You end up carrying an entire human corpse bigger than yourself, a barrel of explosives, and an assortment of odds and ends and can't tell by looking at the character. She even Lampshades it at one point.
It Came from the Fridge: Partway through the game, a fridge that emits poisonous gas appears in the central chamber. Failing to deal with it appropriately results in one of the death endings.
Multiple Endings: Nine endings, that result in either Sarah dying or her escaping. The five ways you can die in the game are all labeled as "endings". As for actual ENDING endings, there's four of them: a bad ending where Sarah gets torn apart by disembodied hands while trapped in a hibernation "coffin", a neutral Reset Button ending where the game starts over, a good ending where Sarah escapes to the planet below, and a Mind Screw comedy ending.
Name's the Same: "The White Chamber" with caps refers to one of the sequels to The Crimson Room.
No OSHA Compliance: The doors leading out into space and a perfectly accessible rotating fan. Who the hell designed this space station?
The MES console is a blatant reference to the NES, and Gabe and Tycho make a cameo in a retro gaming mag, apparently still living and running a galactic gaming store. And written inside the lid of the sealed box is the phrase "Where we're going we won't need eyes."
The sealed box also contains a pair of eyeballs! Not only is that seriously squicky, but it clearly references that one scene (or is it scenes?) from Event Horizon.
The microscope in the laboratory is a 7777 Zentraedi Proto Analyzer.
Solve the Soup Cans: Lampshaded. The protagonist has to collect a set of body parts including one she lops off herself (and it's not pretty, either), and assemble them on a bed. Once this is done, the protagonist wonders why she even did that in the first place. Then said parts actually come to life, fused together as if he wasn't dead in the first place, once she leaves the room. This is required to continue the plot.
Stupidity Is the Only Option: At one point there is suddenly a horrific monster sitting in the middle of the console room, which has changed into a room full of crazy. The only way to move on to the next part of the game is to walk right up to it and get skewered through the chest, only to wake up in the crew quarters afterwards.
Unfinished Business: Arthur practically becomes one with the artefact and forces Sarah through a loop that will only be broken by redemption. The portrait used to show that he is speaking in the titular white chamber is his corpse.
Unwinnable by Mistake: There's a particular puzzle piece that can only be acquired during one of the dark(er) world scenes; once you leave the room, that event can't be triggered again, and the item is lost. It's right next to the door, and it's easy to assume the protagonist picks it up when she becomes aware of it.
You Shouldn't Know This Already: The color code to control the robot. You know that eyeless head you have to collect? Enter it before you get the note and the room camera will show that eyeless face, glaring at you. If you dare look closely, you will see the words "NOT YET" on the spaces where the eyes should be!