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Antichamber, much like Portal, is very smart, and makes you feel very dumb until you figure out what it wants you to do. This leads to bizarre situations where you can often only solve a problem by coming at it from a certain angle.
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Each side of the cube allows you to see inside it, showing three dimensional objects in the centre, but move around to the next face of the cube, and you will see something completely different. An easy example of this occurs in one of the rooms where there are some large, apparently transparent, cuboid display cases. What this means, is that your perception of a situation can change based on your perspective. You have probably not solved any like this before though, as Antichamber is a game which takes place in non-Euclidean space. You run around a pristine, chamber-like environment in first person, and soon get a gun, which is used for puzzle solving rather than killing. At first glance, you will probably be reminded of Portal. It was made by a single man, Alexander Bruce, which is an impressive feat given the mind bending challenges on offer. It is hard to explain Antichamber without actually demonstrating it in game, and even then the puzzles in this game take some serious getting used to.
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