
Soundself returns from the wilds, trippy as ever
Soundself returns from the wilds, trippy as ever
Soundself returns from the wilds, trippy as ever
You’re a lab rat chasing the cheese around a maze devised to break your mind.
The inscrutably named Funktronic Labs has something brewing.
Are games just narcissistic entertainment, or could they actually teach us moral values? It’s a big question and open for debate, but Alexander Bruce, the developer of Antichamber, says that process of creating the perspective-warping puzzler changed his personality for the better. Speaking with Game Church’s Drew Dixon, Bruce explains how the game was originally filled with spiteful messages, a reflection of his personality before making the game. But this didn’t gel with the concept of the game, which is about “positive reinforcement to overcome challenges.” Because he cared so much about the game, he says, he decided to change…
The interesting thing about SightLine is how it fucks with your sense of perception in manifold head-trippy ways: it’s like psychosis without actual psychosis, beautiful-looking and equally terrifying. For one, it’s played in virtual reality, and that’s always a bit unnerving. But it’s also one of those postmodern, first-person, metaphysical mind-benders like Portal or Antichamber where normal thought processes are overturned and toppled. The concept sounds suitably strange, with the game placing you inside a fairytale environment that vaguely reminds me of Alice in Wonderland, the catch being that the world around you mystically shape-shifts when you turn your head—something…
In praise of walking and looking.
Welcome to Art 101, kids.
Robin Arnott’s soundscapes push the edges of what nothing sounds like. We dig deeper into his design philosophy and how making music is as crucial to feel of Antichamber as the game itself.