"I like games that surprise me," says Antichamber creator Alexander Bruce. Standing in a crowded expo hall in a bright pink suit and tie, Bruce is certainly not afraid to write his own rules. His peculiar choice of wardrobe extends to his game design philosophy, wherein he wants games to be a constant learning experience. "I'm not as surprised by games as I used to be," he laments. "I'd like to make games that fix that."
His upcoming puzzle game, Antichamber, casts you as a nameless, faceless individual plopped down in a series of test chambers. So far, so Portal. But whereas Valve's seminal first-person puzzler relied on a single idea that expanded throughout the course of the game, Antichamber refuses to rely on any one notion for too long. Instead, it's an ever-changing mishmash of spatial and logic puzzles that ask the player to constantly reassess how the world works.
An early room portrays a chasm with the word 'Jump!' Try to jump across it and you'll fall to a room below. The solution is to simply walk across - at which point a bridge forms beneath your feet - but failing to realise this doesn't punish the player.