"A great puzzle game doesn’t stump you. It destroys you. It was around Christmas of 2007 that I first discovered Portal, one of the best puzzle games ever made, and the game I generally view as the reason I write about this medium today. For me, it defined what a piece of interactive entertainment could and should be, as well as strengthened the fragile bond between gameplay and narrative. I wish to tread lightly, because I’m sure many will compare Alexander Bruce’s non-Euclidean mindfuck Antichamber to Valve’s surprise hit, and that’s not exactly fair. I bring up Portal not because of thematic similarity, but because I recognize that both games do one extremely specific thing extremely well. Atmosphere. They destroy you."
KeenGamer: "Non-Euclidean games may hold the key to the future of gaming. But what exactly are they, and why do they matter? Slowly rising in popularity in recent years, these titles allow for experiences we could never hope outside of the medium."
The square has 7 sides, and we have a look at the very confusing world of Antichamber
In Episode 83 of the Game Under Podcast, Phil Fogg reveals his GOTY in the first ever instalment of his to-be-annual annual award show, the Foggies.
Tom Towers joins Phil to discuss the Saints Row series, ACE Team's oeuvre, and to bear witness to The Witness, Antichamber, The Talos Principle and Myst: Is Jonathon Blow a visionary auteur, or just another Joe Blow?