"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."