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Fortunately for me, I went past those shortcomings and since I hadn't played Antichamber (and still haven't, though it's in my library), I had nothing to compare it to. Maybe when I get around to playing Antichamber, my opinion will change a little.
Still, Kairo is one of the very few games in which I felt awed and tiny.
Fair or not, Kairo draws comparisons to Antichamber - they both involve physical, first-person puzzles. Antichamber succeeded, in my experience, by gearing everything towards the puzzle. Every single element serves that puzzle experience. Collectables offer guidance, emotion, encourages exploration, and then storytells. Exploration and admiration for the designer's work felt like my choice. Getting "lost" often advanced the game further and having an escape/home/overview removed most potential "dead end" feeling. I was also constantly in awe of my first-person-player expectations being challenged.