Antichamber is a mind-bending psychological exploration game where nothing can be taken for granted. Discover an Escher-like world where hallways wrap around upon each other, spaces reconfigure themselves, and accomplishing the impossible may just be the only way forward.
ユーザーレビュー: 主に好評 (6,117 件のレビュー)
リリース日: 2013年1月31日

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ホリデーセール!1月2日 まで

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$19.99
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キュレーターによりおすすめされています

"If you're looking for a 1st person puzzler that requires you to throw away your preconceptions & then makes you brain melt out of your ears. Here it is!"
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レビュー

“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.”
Rock, Paper, Shotgun

“The most tenacious, infuriating obstacle you’ll face throughout the game is yourself.”
PC Gamer

“Every aspect of Antichamber is made to get players out of their comfort zone.”
VentureBeat

このゲームについて

Antichamber is a mind-bending psychological exploration game where nothing can be taken for granted. Discover an Escher-like world where hallways wrap around upon each other, spaces reconfigure themselves, and accomplishing the impossible may just be the only way forward.


Several years in the making, Antichamber received over 25 awards and honors throughout its development, in major competitions including the Independent Games Festival, the PAX10, IndieCade and Make Something Unreal. Antichamber was also supported by the Indie Fund.

Key Features

  • A deeply psychological experience that will make you question everything you know about how a game works.
  • Mind-bending challenges that will subvert your expectations at every twist and turn.
  • An enormous, seamless non-Euclidean world to explore.
  • Lifelike soundscapes developed by Robin Arnott and an ambient soundtrack composed by Siddhartha Barnhoorn.
  • A gun that can create, destroy and manipulate matter, allowing you to discover new ways to overcome your surroundings.

システム要件

    • OS:Windows XP SP2, Vista, or Windows 7
    • Processor:2.0+ GHz or better (dual core recommended)
    • Memory:2 GB RAM
    • Graphics:NVIDIA 8000 series or higher (Shader Model 3 Compatible)
    • DirectX®:9.0c
    • Hard Drive:1 GB HD space
参考になったカスタマーレビュー
40 人中 40 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 7.8 時間
投稿日: 7月6日
Portal系パズルFPS.日本語未対応だが問題なし.
キューブを操作して足場を作ったり,所定の場所にキューブをはめ込んで扉を開けることで各エリアを攻略していく.最初はキューブの操作はできないが,ある程度進むと銃が手に入り,キューブを扱えるようになる.その後もマップを探索し続ける過程で銃がアップグレードし,新たなエリアに進出できるようになる.
何度も行き詰まるが,Escキーでスタート地点に戻り好きなエリアから再スタートできるのでストレスは全く感じない.

このゲームには既存の概念が通用しない.さっきあった壁が振り返ると消えていたり,いつの間にか違う部屋に飛ばされていたりする.だが無秩序という訳ではない.全ての反応はプレイヤーの行動によって引き起こされている.
このゲームを楽しみ理解するためには固定概念を捨て,周りをよく観察し尚且つ視覚に囚われないことが必要である.
キューブの増殖法に関してやや説明不足に感じたが,基本的にギミックの仕組みは直感でわかるようにしてくれている.ストーリーが無いに等しくその点ではPortalに劣るが,独特な雰囲気があり魅了される.また,パズルの多様性・独創性に関してはPortalよりこちらの方が上.

パズルFPSが好きならプレイしなきゃ損!と言い切っても良いくらいの良作.勿論パズルFPSが初めての人にもオススメ.
このレビューは参考になりましたか? はい いいえ
5 人中 5 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 3.4 時間
投稿日: 8月4日
自分の持っている常識を捨て去って、ようやくゲームのスタート地点に立つことが出来る。
Antichamberはそんなゲームである。

単純な3D探索型パズルゲームの顔をして、常に挑戦的な表情を見せてくる凶暴さ。
それでいてパズルパートもそれなりのものを用意している。

このゲームは明らかにプレイヤーに対しての挑戦状である。
一旦プレイして、全部忘れた頃にもう一回プレイしたい。そんな特異なゲームである。
このレビューは参考になりましたか? はい いいえ
5 人中 5 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 4.0 時間
投稿日: 8月9日
謎解き脱出ゲーム。あえてパズルと言わないのは、従来のパズルとはかけ離れた思考を要するから。
灯台下暗しというように、解決策は思った以上に簡単かもしれない。自分を疑い問題を疑う、そんな精神が鍛えられそうなゲーム
このレビューは参考になりましたか? はい いいえ
3 人中 3 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 10.0 時間
投稿日: 12月26日
一人称の謎解き型アドベンチャー
動画を見れば分かるように、シンプルな作りながらもカラフルに彩られた不思議な空間を歩き回るゲーム
特徴
・ブロックと銃
プレイヤーはChamberに秘められた謎やギミックを解き明かすことで新しい場所へ進むことが出来ます。
そのギミックの中でもメインとなるのはブロックと銃を用いたものです。
操作性としては銃を使ってMinecraftの様にブロックを設置したりする感覚。
ブロックはプレイヤーの助けとなることもあれば、行く手をふさぐ壁となることもあります。
プレイヤーはこうしたブロックを銃を使って移動させたり消去して謎を解くことになります。
ゲームを進めるにつれて銃に新たな機能が追加されるため、初めはどうしようもなかったギミックも後になってようやく解決する事も多いです。

・Chamberのつながり
さまざまなChamberを渡り歩くことになりますが、必ずしも来た道を戻れるわけではありません。
通路を途中で引き返したときにはまた別のChamberにつながっていることもあります。
異次元的に繋がっているため頭の中で接続を全て把握するのはやや難しいですが、一度訪れた場所は拠点のマップに記されていくため迷うことはあまり無いでしょう。

良かった点
・難しく煩雑な謎解きは少なく、発想が出来るかどうかが重要なところ
・マップのおかげでどのChamberに解き残しがあるかすぐに分かる点
・殆どの操作が簡易なため謎解きに集中できる点
・カラフルなChamberと意味深なメッセージが飽きさせない

気になった点
・オプションで変更可能な項目がきわめて少なく、マウスの感度は3段階でしか選べない。またFOVもゲーム内で設定出来ないため3D酔いをする人には非常に厳しいと思われる。
・一部のギミックでややシビアなアクション要素が含まれている点 特に操作性をオプションで弄れないため慣れない操作を強いられる場面があった
・後半に追加される銃の機能が活かし切られないまま終わってしまう点
・雰囲気を損なわないためかシステムの一部に殆ど説明が無いので、そこに気づかなければクリア出来ない点
・黄色い銃を用いた一部のギミックが酷く面倒な点

まとめ
クリアまでおよそ8時間 全てのChamberを埋めるにはもう少し時間がかかりそうです。
全体としては非常に良くできていましたが、人を選ぶ感は否めません。
私はセールで購入したため満足出来ましたが、通常価格を考えた場合ややボリューム不足だと思いました。
視覚を用いたギミックなどは3Dの特徴を活かした面白さがあるため気になっている方はセールなどを利用してプレイしてみてください。

おまけ
情報サイトなどを参照しなくても運良く気づくことが出来ましたが、やや謎解きの本質から逸れている印象を受けたため、分かりづらいと感じたシステムの解説を参考程度に以下に加えておきます。
ただし二つ目のものに気づくと一部のギミックはすぐにクリア出来るため、念のためネタバレ防止としておきます。
拙い文章で分かりにくいかもしれませんがお役に立てば何よりです。


・連続したブロックが消滅する条件(未確定の為間違いでしたら申し訳ありません)
複数のブロックが繋がっている場合、その繋がりの一部を切断すると残りのブロックが消滅することがあります。
切断によって分かれた二つのカタマリのうち、もう一方に比べて長さが短い方が消滅するようです。
例として以下のようにブロックを並べ■のブロックを抜き取った際は、右側のブロックが消滅(×)します。
□□□□□■□□□

□□□□□ ×××

ブロックの増殖
■■■■■ ある平面の一部を囲むようにブロックを並べる(■)と
■□□□■ その内側のスペース(□)にブロックが増殖していきます
■□□□■ 直方体のような立体に囲まれた場合、ブロックはその中の空間全てを埋め尽くす
■■■■■ 最低8個のブロックがあればブロックは増殖可能
このレビューは参考になりましたか? はい いいえ
1 人中 1 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 6.5 時間
投稿日: 12月27日
何度も何度も
グルグルグルグル
同じ所を
グルグルと
このレビューは参考になりましたか? はい いいえ
242 人中 225 人 (93%) がこのレビューが参考になったと投票しました
記録時間: 2.1 時間
投稿日: 11月1日
Someone once said "If the laws of physics no longer apply in the future, God help you."

That game is here.

God help me.
このレビューは参考になりましたか? はい いいえ
88 人中 86 人 (98%) がこのレビューが参考になったと投票しました
記録時間: 7.2 時間
投稿日: 11月17日
Antichamber is easy to dismiss as a Portal clone at first glance; it is a first person puzzle game wherein you move from chamber to chamber, equipped with a puzzle “gun” which interacts with your environment. But while Portal deals mostly in learning the rules of its mechanics and then adding complexity to those mechanics, Antichamber is a game which aims to subvert your expectations about how a puzzle should fundamentally work. It makes you question the unspoken rules that video games abide by. Frequently, it is simply brilliant and mind blowing, though occasionally it’s too obscure or random for its own good (especially in later parts of the game).

There’s no real story to speak of in Antichamber, but the entire experience is expertly accented in a very sterile atmosphere and minimal graphics. Sound design is also minimal, but well done. Certain audio cues can give you hints to where you are in the world, and the simple tick-tock of a clock can become a fixture of an entire portion of the game. It’s definitely a polished game which looks and feels nice.

Of course, the real meat of Antichamber is the puzzles, and it’s hard to say much about them without revealing part of what makes this game special. Suffice it to say that it is one of the most unique and creative games that I have ever played. Environments are frequently non-Euclidean in nature, and rely heavily on perspective or understanding the rules of the universe which Antichamber itself has defined.

There is inherent difficulty in designing that kind of puzzle; if you don’t abide necessarily by the rules of physics or perspective that we’ve come to rely on, puzzles can have arbitrarily hard solutions. For the most part, especially in early parts of the game, Antichamber does an excellent job of staying consistent and teaching you the ways of its mind-melting world.

But in the later hours, you are bound to run into situations where a puzzle solution will feel almost entirely arbitrary. Frustration will set in, and occasionally solutions don’t have the satisfying payoff they were designed for. There was one instance where I resorted to some online hints because, it turns out, I had completed an earlier puzzle in a non-traditional way and didn’t have the resources the game expected me to have. It took quite a bit of digging before finally understanding how I was supposed to complete the prior puzzle so I could complete the current one.

One very smart addition to curb some of this difficulty is the ability to, at any point, press escape and jump out to the central hub of the world. From there, you can see your progress and also a map of the entire area you have so-far discovered. You can jump in to any area you’ve previously visited, and I found it helpful to jump from puzzle to puzzle I didn’t know how to solve. Typically inspiration would strike somewhere, and my frustrations would yield relatively quickly.

Overall, Antichamber is a smart, mostly incredible puzzle game. Moments of frustration are almost inevitable here, and for the most part the balance is hit just right so that frustration results in joyous satisfaction when you make progress. It occasionally missteps and frustration just leads to greater frustration, but it’s easy to forgive when so much of the game is so good. Highly recommended.
このレビューは参考になりましたか? はい いいえ
220 人中 173 人 (79%) がこのレビューが参考になったと投票しました
記録時間: 18.8 時間
投稿日: 7月1日
Antichamber instructions:

1. Buy it
2. Play it
3. Get stuck on stairs
4. Turn off the game raging
5. Realise that game wasen't that cheap
6. Go play it again
7. Realise how amazing it is after finishing
8. Go reccomend it
9. Realise you are actually stoned and none of this is true
10. Or is it?

Go buy the game.
このレビューは参考になりましたか? はい いいえ
81 人中 65 人 (80%) がこのレビューが参考になったと投票しました
記録時間: 7.1 時間
投稿日: 11月29日
what
このレビューは参考になりましたか? はい いいえ
44 人中 41 人 (93%) がこのレビューが参考になったと投票しました
記録時間: 7.5 時間
投稿日: 7月27日
Antichamber wants to screw with you. An abstract puzzle game, it exists in a world built upon its own rules, requiring you to shed conventional logic and adopt an out of the box mindset to progress through the labyrinthine chamber you find yourself in. Up is down, going backwards moves you forward, and nothing can be taken at face value. It's one of the smartest games I've ever played; thoughtfully evolving at every step, as my feeble brain scrambled to keep up.

To attempt and describe Antichamber would be counterproductive, and a rather hopeless task. The foundation of the experience is designed around self discovery and interpretation, making any outside explanation of how to solve the absurdly clever puzzles and navigate the twisting level layouts detrimental to someone playing the game for the first time. At its core, Antichamber involves manipulating the rules of its world to allow you to overcome seemingly impossible tasks and continue onward toward the next puzzle. More often than not this involves interacting with blocks placed throughout, by way of a gun whose functions extend far beyond the simple ability to move and delete.

Though outwardly simplistic and plain, Antichamber's art direction (and to a lesser extent its sound design) is as purposely and meticulously designed as its puzzles; with clean lines and intelligent use of color all playing a large role in telegraphing integral aspects of the puzzles. Its basic graphical design also accounts for a huge portion of how atmospheric Antichamber can be. Often times I'd find myself so drawn into the experience that I'd look up to find to my surprise I'd been engross in it for hours, as time becomes rather meaningless once you begin to make your way through the chamber. It feels like being inside an abstract painting, with as much artistry and inverted syllogism as you would expect.

The moments when you manage to solve a puzzle and move forward in Antichamber is one of the most satisfying feelings I've ever had in a puzzle game, which is why it's unfortunate that its intelligence can at times become a handicap; blocking the player from continuing onward and giving little knowledge of how to do so or where they might should head in instances where its functionally impossible to progress without collecting an upgrade first. This is a deliberate aspect of Antichamber's design and a large factor in why solving its conundrums is so empowering, but it has the unshakable counter effect of turning people away on the basis that the game is simply too smart for them (especially early on). It's a shame because once you begin to understand the way the world works the game really opens up and you can finally appreciate it in all its glory, but to get there you'll inevitably be hitting your head against the wall quite a bit as you try and make sense of it all.

Antichamber is a rather intimidating game even to those with a mind for puzzles and an ease at thinking irrationally, but its one that's worth forcing yourself through the first few confounding hours for the brilliant moments of understanding that follow. The ingenuity of Alexander Bruce's abstruse creation is mindboggling (which I mean quite literally), and an incredible accomplishment that I honestly cannot believe came together without falling apart under the weight of its own ambition. I still only barely understand it, but even my limited intelligence can appreciate how remarkable Antichamber is; making me feel clever even as I can fell it silently mocking me for being the comparative imbecile I am.
このレビューは参考になりましたか? はい いいえ
38 人中 35 人 (92%) がこのレビューが参考になったと投票しました
記録時間: 0.8 時間
投稿日: 12月6日
You don't play Antichamber, Antichamber plays you.
このレビューは参考になりましたか? はい いいえ
24 人中 23 人 (96%) がこのレビューが参考になったと投票しました
記録時間: 8.3 時間
投稿日: 10月26日
This game is so hard to understand and you it really challenges to use your brain at its best. But take breaks because your brain will probably stop at a moment. The puzzles are very hard to solve but when you do it is so rewarding and worth it.
Id recommend this game for sure
このレビューは参考になりましたか? はい いいえ
26 人中 24 人 (92%) がこのレビューが参考になったと投票しました
記録時間: 10.1 時間
投稿日: 10月14日
A game like Antichamber should not be played by people like myself; games that have puzzles that go beyond merely logic, reasoning, memorization or problem solving and into the realm of beating your head against it until a solution reveals itself do not sit entirely well with me. This is more an issue with myself than those types of games for sure, but while Antichamber does take a couple of cues from Portal, this title is a drastically different experience that, while at times went way over my head, I can still recommend to people who want a puzzler that's different from your Trines or Professor Laytons or Mysts.

I'm really the wrong demographic for this kind of game, but Antichamber's advertising suckered me in since I wanted an exploration-based puzzle game in similar veins to La-Mulana; puzzles that were made to crush lesser minds. While I did get that vibe and happily did so, Antichamber sometimes felt like it could get away with whatever it wanted and did so with crossed arms and shrugged shoulders to the player. The Steam store page does say, quote, 'Antichamber is a mind-bending psychological exploration game where nothing can be taken for granted. Discover an Escher-like world where hallways wrap around upon each other, spaces reconfigure themselves, and accomplishing the impossible may just be the only way forward'. 'Accomplishing the impossible' may sound quite romantic to a player thinking about buying the game, but there are some cases where the impossible is possible, it just requires a ridiculous solution. To talk about these cases would just be absolute shameful spoilers and would take away from your experience, but the big pro tip here is that just when you think you've tried absolutely everything and are ready to give up, you actually haven't tried absolutely everything and need to try again. Not every puzzle in Antichamber is this 'impossible', as for a majority of the game your challenges are quite tame; blocks, switches, platforming, interacting with the environment, toying with some anomaly that's keeping you from progressing... Many of these can be solved just through expirimentation, trial and error or simple application of your brain, and for quite some time you can chug through the game at a steady rate, only meeting major opposition when you near the end of the game - And I mean major. Again, perhaps I'm the wrong kind of person for this kind of game, but at some point I ran up against puzzles where just nothing clicked and I found myself spinning my wheels in perpetual defeat, and that's where my enjoyment of the game took a heavy drop.

What kept me from really getting sour on the game is that at just about any time you can return to the main 'hub' room where you can look at a map of the 'facility' (players have insinuated there's a story some kind, but there's no plot in Antichamber at all) and then teleport elsewhere. This means that you can zip around the game and try assaulting a puzzle again or from a different angle, never being stuck against just one challenge forever until you complete it. This is an absolute god-send of a feature, and one that no doubt has kept many players (including myself) from quitting the game with a bitter aftertaste. It's also incredibly useful since you can stumble upon shortcuts or alternate exits everywhere that will take you all over the place, sometimes not quite in the direction you wanted to go. If you keep hallway-wrapping into a room you've visited or accidentally fall off a bridge that melts if you're looking at it, being able to warp back and try again keeps frustration down to a minimum, especially when you're trying to find the matter 'guns' to further manipulate blocks that you need for switches, platforms or other impede your progress.

The 'guns' is the aforementioned cue from Portal, and how they help you get around the game is the other. Again, to talk in detail about the puzzles you'll encounter would be shameful spoilers, but each new gun upgrade you find unlocks that much more of the game, with a myriad of possible solutions and new challenges to run into, which is a good feeling of constantly asking yourself 'what's next?' when you unlock this door or find a way past this chasm. You'll be looking forward to the next puzzle and not to the designs of the rooms as a whole since the game's sterile white environment at times feels just downright oppressive on the eyes, save for the splashes of bold, full colors that are strangely relieving when mixed in with the 'music' that is nothing but ambiance noises that I feel were designed to keep the player as relaxed as possible when hopping around the game trying to figure out a new solution. Color doesn't play any sort of theme like in Okami, but it does serve as something to take hold of your attention and to differentiate one route from another to avoid confusion.

While it sounds like I haven't had the greatest time with Antichamber, I walked away from it (and completed it) quite satisfied with the experience I had, and some minor technical hiccups like major frame-rate hitches during transitions and broken floor geometry were just that - Hiccups. Antichamber brings to the table a wildly different kind of puzzle game that sometimes can feel like it's cheating in order to challenge you, but overcoming these challenges brings personal accomplishment that is its own high. My overall enjoyment of the game left something to be desired, but I can still happily recommend Antichamber to those looking for a puzzle game that doesn't follow conventional rules.
このレビューは参考になりましたか? はい いいえ
28 人中 24 人 (86%) がこのレビューが参考になったと投票しました
記録時間: 18.8 時間
投稿日: 10月30日
I love mindfsk games.
THIS is a gorgeous mindfsk puzzle game. You don't have to listen to boring dialouge or pay attention to what is going on in the story. You just do. WARNING: Not a linear game. This is not just a puzzle game. It is an ultra mind♥♥♥♥. Be prepared to ragequit. Worth every penny and second.

<3
~color
このレビューは参考になりましたか? はい いいえ
64 人中 44 人 (69%) がこのレビューが参考になったと投票しました
記録時間: 2.1 時間
投稿日: 11月2日
Have a psychodelic trip without becoming a junkie.

10/10
このレビューは参考になりましたか? はい いいえ
21 人中 19 人 (90%) がこのレビューが参考になったと投票しました
記録時間: 2.7 時間
投稿日: 11月29日
After playing for a bit, I can conclude that you will say these 2 things a lot:
1. Where the ♥♥♥♥ am I?
2. And how the ♥♥♥♥ did I get here?
このレビューは参考になりましたか? はい いいえ
22 人中 19 人 (86%) がこのレビューが参考になったと投票しました
記録時間: 5.6 時間
投稿日: 7月1日
Protip for LSD – The Game: Real world rules don't apply.

Ironically, they do give good in-game tips that apply to life as well. Like "if you never stop trying, you will get there eventually.", or "at times we need to view the world from someone else's perspective."

It's pretty hard to throw away everything that you've thought you've known, but the thing is that you're no longer in the real world, you're in the Antichamber. What is the Antichamber? I don't know. There's no narrative to the game. I think the game's sole objective is to make the player furious.

But everytime I enter a new area my frustration is replaced by the desire to discover. What more can this M.C. Escher-like world throw at me? Why are the vibrant colours so nice to look at? Wait, what am I doing wrong? Then I get mad again. Rinse and repeat.

Occasionally I hear the ocean waves and the cawing of seagulls in the distance. This game is very atmospheric. With the desolate, isolated tone they set up adding to being confined in the false spaces, moving walls and rule changes, I realize that sometimes this game can't be fun. It can be pretty draining. Took a long, long break, but I still wanted come back.

And that's what makes this game pretty magical. It teaches me to think way way way outside the box, and it's great that a game can have that effect. It's engaging, mind-bending, thought-provoking, one-of-a-kind. I don't know how long it'll take me, but I'll finish the game eventually. Damn you, Antichamber.
このレビューは参考になりましたか? はい いいえ
19 人中 17 人 (89%) がこのレビューが参考になったと投票しました
記録時間: 5.5 時間
投稿日: 9月30日
This is the greatest game I have ever played.

The story is beautiful, the lessons are universal, and you'll be sad when it ends.

10/10 waiting for sequel.
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13 人中 12 人 (92%) がこのレビューが参考になったと投票しました
記録時間: 10.2 時間
投稿日: 11月13日
Just play this game. It is that good. Some puzzles are tedious as hell, but it is worth playing through to the end. Most puzzle consist of switch activating and others consist of physics that are consistently non sensical, and this is its strong point. I would recommend that everyone try play this. Even if they don't play video games.
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15 人中 13 人 (87%) がこのレビューが参考になったと投票しました
記録時間: 4.0 時間
投稿日: 10月25日
Mind-bending-puzzling-trippy-sketchy-bewildering and frustrating FUN! After it breaks your brain for the 46th time, it'll break it once more, then again, then again, then again, then ag...

9/10
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