I played the beta of yet another pretentious art game; Hazard: The Journey of Life (now retitled Antichamber for various reasons).
Firstly, it's white. Very, very white. I had to turn the brightness down on my monitor for the sake of my retinae.
Secondly, it's got one of those funky non-Eucledian things going on - corridors that lead into themselves, rooms that are bigger on the inside, multiple rooms occupying the same space depending on the angle you look at them from, invisible surfaces, corridors that lead somwhere other than the place you came from if you turn back, dissolving walls etc.
Thirdly, it doesn't make any secret of the metaphors it uses - what each puzzle represents is plainly stated afterwards, plus a funny cartoon.
Fourthly, It messes with game structure in entertaining ways - the concepts of level progression, timed challenges, narrative instruction etc.
Example: One path locks behind you, and going forwards leads straight to the end of the game. "Some decisions bring us to the end of our journey sooner than we'd like." placates the philosophical poster, accompanied by a cartoon of a man stepping in front of an oncoming car.
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