Posts Tagged ‘Antichamber’

What’s Yours Is Charity’s: Humble Indie Bundle 11

By Nathan Grayson on February 19th, 2014.

Another Humble Indie Bundle? What a strange turn of events. I thought for sure that Humble was going to suddenly and inexplicably shut down their massively successful enterprise this time around. I mean, they’re on Humble Indie Bundle 11 now. What a gross number. Ten – nay, X – was so svelte, so confident. It plucked the olive from life’s martini glass just so, and we all just wanted its gaze to fall on us for a single precious second. So seriously, what’s even the point of having more Humble Bundles? Oh, right: amazing games and charity and stuff. This time around, the star-studded lineup includes Guacamelee, Monaco, Antichamber, and my personal favorite puzzler of 2013, The Swapper.

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Soundself Has Got People Talking

By Alec Meer on April 2nd, 2013.

Oh look, it's Malachai Rectum again

It bears reminding ourselves that old-school RPGs and adventure games with sky-high budgets aren’t the real reason that crowdsourcing is a tantalising new model for game development. Smaller, madder ideas with eminently achievable funding goals are why Kickstarter and IndieGoGo are a force for good. Soundself ticks all the right boxes – novel but not ridiculous concept, sensible target, playable prototype.

The ‘not a game’ lobby will doubtless be out in force should Robin Arnott’s voice-controlled curio achieve any kind of profile, but the rest of us can enjoy tinkering with the odd, mesmeric sound and vision generated in response to our own voices. It’s almost self-hypnosis.
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Wot I Think: Antichamber

By Nathan Grayson on January 31st, 2013.

Truth be told, Antichamber felt nearly finished the first time I ever laid hands on it. That was nearly a year ago. But creator Alexander Bruce insisted that – even after multiple years of near-obsessive fine-tuning – his non-Euclidean, Escher-ish, other impressive words that start with E puzzler needed more. So now here we are. But is it actually, truly finished? And was it worth the interminable, largely radio silent wait? Here’s wot I think.

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It’s About Time (& Space): Antichamber Release Date

By Craig Pearson on January 19th, 2013.


You’d need a six dimensional tongue to describe Alexander Bruce’s Antichamber. It is a game and a psychological experiment. I’m not even sure if writing about it is a good idea, or if it’s somehow judging from it’s non-euclidean dimension. It exists in a potential form right now, but it’ll soon exist in exchange for money and a few frazzled braincells. Bruce has descended from the higher plane, where time is of no consequence and everyone has both completed Antichamber and yet never played it, to let us earthly types know it’s out on in the fifth quadrangle of hex space, just before the Platnar’s ascendance. That is a fixed point in time. I’m just running it through the un-gibbernator to let you know. Put on ze goggles.
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To The Moneymobile! Antichamber Joins The IndieFund

By Alec Meer on April 3rd, 2012.

Hip to be square-with-bits-on

Bundles, crowdsourcing – these are not the only ways to bring in suitable monies for an independently-developed videogame. Fascinatingly strange IGF Technical Excellence award-snatcher Antichamber – as experienced by one John Walker here - has been signed up as the seventh beneficiary of the Indie Fund. That’s the investment initiative arranged by the likes of 2D Boy, Jon Blow, Capy and thatgamecompany. It follows in the proud footsteps of Dear Esther, Qube, and Monaco, and is to receive the funding necessary to push it over the finish line for a PC and Mac release later in this year of our endless, ursine lord, 2012. If it works out as well as it did for Dear Esther, both developer Alexander Bruce and the Indie Fund team will be terribly happy.
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Hands On: Antichamber

By John Walker on March 6th, 2012.

In the always imaginative word of indie gaming, it’s ever-increasingly the case that finding out anything about a game before you play is to take away from the experience. But then you could argue the same is true of most things in life. Which is why I like to break into maternity wards and start telling babies all the spoilers I can think of. “Puberty sucks!” I will shout, as the angry midwives drag me backward from the room. “They lie to you about cell structure in GCSE biology!” I cry as I’m thrown through the doors. But here’s the fascinating thing about Antichamber: even as the developer told me what the game was doing to mess with my brain while I was playing it, it still succeeded in messing with my brain.

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Uncle Enclosure: Antichamber

By Adam Smith on February 28th, 2012.

good question

First-person puzzle ‘em up Antichamber took one look at physics, shook its head, sucked on its teeth and then set to work rejigging the whole sorry show. And why shouldn’t it? Aren’t you tired of the space contained between four walls having to match up, size-wise, with the area as viewed by an outside observer? If a man chooses to enter a maze and turn left at every junction, why shouldn’t the maze be nonchalantly rerouting itself behind his back and then turning into a psychedelic lightshow? Yes, Antichamber, your approach to physics is erratic and haphazard, and that is why you continue to be of interest. Trailer below.

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IGF Factor 2012: Antichamber

By Alec Meer on January 17th, 2012.

Next up in our series of chats with this year’s Independent Games Festival finalists is Alexander Bruce, creator of ‘psychological exploration puzzle mindfuck’ Antichamber – which is up for the Technical Excellence award. Here, he talks about competitions and conferences, being tired of alphas and unfinished games, and answers the most important question of all.
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Welcome To The Arthouse: IndieCade 2011

By Adam Smith on September 16th, 2011.

It's a logo. I've got nothing.

IndieCade kicks off on October 6th and that’s as good a reason for October the 6th as any I can think of. If you’re not aware of it, IndieCade is a festival, in its fifth year, that aims to celebrate all that is good in the world of indie games. Creators submit games and a roster of finalists is chosen for the event, at which they get lots of helpful exposure, such as these words that I’m writing at this very moment. Now that the 35 finalists have been announced, I’m going to take a look at the most interesting ones. By which I mean most of the ones that aren’t iOS games.

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Hazardless Journey: Antichamber

By Adam Smith on August 30th, 2011.

How high??
Last time we talked about Antichamber it was called Hazard: The Journey of Life, which means we’ve never specifically talked about Antichamber. Hazard was a non-commercial Unreal mod whereas Antichamber is a UDK-developed game that should be out before the end of the year. It’s a first person puzzler, or a “mind-bending psychological exploration game”, with a striking art style. The version shown off at PAX this week appears to be close to finished. For those of us who’ve been following development for the last couple of years, this is all rather exciting. Why? Stay a while and listen.

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