Two Games That Undermine The Concept of Games
The only way to beat Alexander Bruce’s Antichamber is to go backwards.
Getting stuck in this game leads to walking in circles, just as it does in more straightforward adventure games like The Legend of Zelda or Portal. But in Antichamber, going in circles is the game. That’s how you win.
You start in a hallway with two sets of stairs; one goes up, one goes down. It doesn’t matter which set of stairs you choose; both lead nowhere. No matter how many stairs you climb, you end up back at the foot of the stairs again. It’s a trick, and that first trick teaches you the key to winning this game, insofar as the game can be won at all: Do not trust Antichamber, because Antichamber is not what it appears to be.
The way to “beat” this set of endless staircases is to turn around. Turning around will not take you back down the hallway that you used to get to the stairs; it will take you to a new room entirely. In most videogame—and in, y’know, actual rooms in real life—turning around will take you back to the place you just were. In Antichamber, going backwards often results in discovering a totally new area.
This is no grand emotional statement about how the true value in life is re-evaluating your chosen path. Antichamber isn’t a commentary on real life; it’s a videogame about videogames. Bruce’s game doesn’t just count on your expectations about how real-life spaces work and subvert those assumptions; his game also relies on the player’s expected knowledge of videogame paths. As a player, I trust that the developer wants me to take a particular path, and that this path will hold my hand and sign-post me to the end. In Antichamber, Bruce makes it clear that he knows the path I’m used to taking as a player … but he has a better idea. A weirder idea.
A player’s “reward” for beating sequences of a game is usually a feeling of progress or power. Antichamber provides no such sensation. There are no enemies in these white, empty hallways; I eventually find a pair of guns that shoot blocks, which I can use to solve puzzles, build bridges and stop automatic doors from closing. But as I said, this isn’t like a Zelda or a Portal, in which puzzles unfold in logical sequence and require the use of the tools provided. In Antichamber, the hardest part is finding the puzzles in the first place. I spent most of the game exploring and re-exploring old ground, trying to figure out what I was even supposed to do in these mysterious white hallways besides wandering around … and then, eventually, I would trip over a new room, often by accident or by doing something bizarre.
There are no points, no scores, no power-ups, no health packs and no save points. Nothing can kill me in Antichamber, except maybe my own boredom. I can always return to the first room of the game by pressing the “escape” button. Within that first room, a map of places I’ve visited appears by itself out on the wall, but this map offers little in the way of guidance since it only tells me where I’ve already gone. “Winning” the game requires me to find all of the rooms, and finding the rooms requires me to behave against type.
For example, I found a set of stairs that built themselves in the air as soon as I stepped on them. This took me to a new area. Soon, though, I could go no further. I went up and down the invisible stairs in confusion. What else was here? What was I missing? Surely these stairs were supposed to take me somewhere that mattered? Eventually I realized that the stairs would only build themselves if I stepped on them … so I stood on them and I jumped. The stairs disappeared underneath me—or, I guess I could say I fell under the stairs. Either way, I had found a new area to explore. Ordinarily, falling in a videogame is punished, not encouraged. Voluntarily jumping into nothingness always felt like the “wrong” choice—but it was the choice that brought me forward. Or … well, it was a choice that brought me somewhere else, at least.
Theoretically, I explored these rooms to get to the “end” of the game, but that wasn’t my motivation from moment to moment. I just wanted to see more of these rooms. I didn’t really care about the game’s ending, per se. I felt delight at the discovery of each new room, since each had forced me to follow a counter-intuitive path, like a window that changed its appearance each time I looked through it. That sounds like an analogy, but it’s not: the game has literal windows that change each time you look through them (and also change the contents of the rooms around them, each time, as well). I wandered through the same rooms again, and again, and again, until I got so bored that I had to force myself to look at my surroundings in a new way: to walk backwards, to jump into an abyss, to look into a window over and over until it produced a new result.
For whatever reason, I never felt frustrated. I suppose the game was trying to trick me, but I never felt like it was laughing at me; if anything, I felt like the game and I were sharing a mutual laugh over the useless skills that other games had taught me, the skills that I had to unlearn over the course of Antichamber. Predictable solutions—like, just shooting as many blocks as I could at an impasse, or trying to move in a straight line through obstacles—always led me to a dead end or produced unsatisfactory results. I was never going to see all the content if I wasn’t willing to have a little imagination.
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