Portal Review
Holy!
Version tested: PC
The portal gun is the most exciting thing to happen to FPS games since the gravity gun, and it's no surprise to discover that Valve is agonising over whether to give it to Gordon Freeman. Its function is simple: bridging gaps. But, in doing so, it alters the way in which you approach an FPS environment so radically that it's hard to think past it. Give it to Gordon, and Half-Life will never be the same. Better to keep it in the family, but away from the action. That's what Portal does, and the results are interesting.
Waking in a small glass room at an unknown location, you're welcomed ("again") to the Aperture Science Enrichment Centre, a sequence of 19 scenarios designed to test your ability to use portals to bypass concrete walls, transport crates over impossible obstacles, slingshot yourself across chasms and overcome mischievous gun turrets. The first levels serve as a gentle introduction to the various concepts at work, and it's a good few minutes before you gain access to the weapon itself, and even longer before it's fully operational. Once it is, you can fire a blue portal at one surface and an orange portal at another, step through either and exit the other.
Levels demand a mixture of skills, all of which make use of portals in some way and your new tool when you acquire it. Some involve transporting crates to red switches in other areas of the test chamber; others, redirecting flying energy pellets to power up doors and platforms. The gun turrets, armoured on the sides and alarmingly powerful, represent a more dangerous obstacle, cutting you down if you stray into their sights for even a second, and need to be knocked over to disable them, or avoided altogether. Framing the gameplay are the portal placement restrictions - grey concrete floors, walls and ceilings can accept a portal, but reflective black sections, moving surfaces, doors, glass partitions and other world-objects cannot - and those springy metal rods tied to your calves, which allow you to fall over vast distances without incurring damage.

Who, or what, is behind these frosted windows? I wish I could tell you.
Most exciting are the sections that rely on momentum, which is conserved as you travel through portals. Place an entrance at ground level and an exit high up on a wall and step through the lower portal so that you're tumbling from a great height, and rather than simply land on the floor again you can reposition the entrance portal to catch you, which has the effect of throwing you out of the elevated portal a second time at terrific velocity. The implications ought to be obvious, and the puzzles that derive from this mechanic are some of the game's best and most spectacular, calling to mind the vehicular acrobatics of TrackMania.
Accompanying you on your journey and helping you to understand what's going on is the robotic voice of the AI that governs the test centre, GLaDOS - part instructor, part antagonist, total fruit-loop. While you learn, she keeps you amused, reminding you that any appearance of danger is "merely a device to enhance your testing experience", promising not to watch, then promising to stop lying about not watching you, and complimenting you on your intuition. "You remain resolute and resourceful in an atmosphere of extreme pessimism," she intones without emotion, before promising cake if you win.

The sentry guns demonstrate low levels of potential variety - confront, or dodge?
If you've spent as much time analysing the original Portal trailer as we have, you might wish GLaDOS would stop jabbering and let you have your fun, but this would be unwise, as the education you receive is important and cleverly articulated. One of the game's great strengths, if not its greatest, is that concepts are introduced in such a way that players are entertained and informed without exception or confusion, guided by subtle design decisions that emphasise particular elements and concepts by constraining your actions without ever actually seeming to. If another Gordon, Brown, is reading, we'd like to nominate Valve to take charge of Britain's education system. The people there could stand to start thinking with portals.
Yet despite a remarkable economy of design, Valve gets more out of the portal gun than it ever did out of gravity. It may only be one weapon, with you for the majority of the game, but it's easier to think of your growing portal expertise as a substitute for your traditional FPS arsenal. In your head, each scenario has you scrolling a mental mousewheel of abilities and tricks. Would this work here? What about that? As you apply their logic to the scenarios playing out in front of you, they slot into increasingly elaborate combination, and new ideas present themselves intuitively.

If you can get behind the guns, you can pick them up, at which point they start whining at you.
Taken out of context, screenshots of vast rooms, full of networked infrared sentry beams, floating platforms, angled walls and flying energy pellets appear overwhelming; in the context of the game they are simply fascinating challenges that you are well equipped to overcome. It's rewarding, not frustrating, to sit and ponder one, partly because of that economy of design, partly because the pacing is so patiently considered, and partly because it always comes together with such delightful eloquence. And, of course, partly because GLaDOS is always there with something to say.
GLaDOS does more than simply guide you, however - she is the heart and soul of Portal's biggest surprise. Know simply that Valve harnesses its strengths in storytelling to drive your fascination with the Enrichment Centre - as wonderfully realised a location as anywhere in Half-Life - and with GlaDOS.
As the game reaches its apex, the scripted feel of the earlier levels is ousted in favour of something closer to a Half-Life episode. Its conclusion is funny, original and extremely memorable, as you dismantle the game's very personality and achieve a manner of revenge. Gabe Newell was right when he said it was Valve's best to date.
As a component part of an admirably vast whole, Orange Box, Portal gets away with its brevity - first-time completion rates of less than three hours will be the norm for FPS devotees - and in doing so comes close to that increasingly likely gaming future: single-sitting, film-length entertainment experiences. It's closer to the episodic ideal than Valve's own Half-Life episodes have proven thus far. Beyond the main narrative single-player mode, you're invited to gun for achievements - certainly present in the PC and 360 builds, both of which we've completed - and tackle advanced levels and 'challenge' versions.
'Advanced' tours through the latter six test chamber scenarios with seemingly vital elements removed, or conditions skewed to enhance the difficulty. The Weighted Cube becomes a bouncy ball, while other solutions, dependent on the flinging concept, do away with charitable portal surfaces, forcing you to leverage every second of a pliable surface's exposure, laying down exits during feats of acrobatics with the precision of a traditional twitch-killer. One of the best advanced levels is the adaptation of a mid-game scenario built primarily around sentry guns, this time encasing them in indestructible cages, forcing you to build your strategy around evasion rather than confrontation for the second attempt. More of this, in the form of downloadable content, will be welcome.

All hail the Companion Cube!
Elsewhere, 'Challenge' mode imposes other conditions - using the fewest number of portals, the least possible number of steps (effectively the opposite of the least-portals goal), or achieving the solution in the shortest amount of time. More than simply space-fillers, the challenge levels help drive you toward new patterns of play, revisiting levels with a view to reduce them to the purest, simplest solution. You'll tear your hair out in places, but bending the rules of the already thoroughly bent portal gun rulebook is worth the aggravation.
Beyond that, it should be said, there is almost nothing frustrating or poorly conceived in Portal's design - an astonishing achievement given the degree to which the portal gun reshapes the movement potential of a player. Listening to the (once again extremely revealing) developer commentary, with contributions from developers like Kim Swift, Robin Walker and even GLaDOS actress Ellen McLain, the degree to which tester feedback informed level design, and the level of purpose invested in every nook, crate and glass partition, is laid bare.
There's common sense (portals never kill you - if you're in one and it closes, you're simply pushed back into the world) as well as uncommon sense (observation rooms represented as frosted glass windows with desks and chairs behind them are not just a G-Man-style narrative indulgence - they give Valve another light source to play with, allowing them to direct your attention to certain areas) and pleasant inferences to draw (the GLaDOS humour is often used at junctions where it's necessary to keep you still long enough to witness something instructive). At times, it's as fascinating to observe Valve's attention to detail in action, as it is satisfying to nail the solution to a puzzle.

As the game nears completion, we get some of the best chambers. This, on Advanced, is riveting.
Nevertheless, it's hard not to return to the fact that it's all over so soon, and, with so few puzzles actually to tackle once you're in your stride, not feel slightly let down. Some of the better concepts - using portals to manipulate rockets fired by sentry turrets into offensive weapons - are scarcely used, and the vaunted link between Aperture Science and the world of the Half-Life games is less dramatic than we had hoped.
More will undoubtedly follow, of course - as Gabe Newell remarks at the outset of the developer commentary, Valve feels it is only touching the surface of the portal mechanic's potential - and so we have that to look forward to, and the rest of The Orange Box to enjoy in the meantime. We've had potential before, though, with student game Narbacular Drop, Portal's predecessor, and this was meant to deliver on it. And so we're left with a curious contradiction: one of the most interesting and delightful things Valve's ever done, but also one of its least fulfilling. If only we had our own portal gun to bridge the gap to the first infusion of new content, perhaps we could forget it. Either that, or the next best thing - Companion Cube plush toys. It's surely only a matter of time.
9 / 10
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Comments (86) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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TF2 is worth the price alone, imo... plus ep2, plus portal...
Ye Gawds.
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Good review apart from that though and the game looks simply awesome.
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(In the review, not this thread)
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/shakes fist
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Throw in the rest of OB, Halo 3 and Mass Effect and you have to be a sausage not to be happy.
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Let us find out for ourselves; you might be all excited about it but it really does take the piss.
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If that is possible.. I'm so firing that up this weekend!
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These spoilers.
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Krudster, he goes mad? Well that's ruined it now for me!
For the record, reading that review did give me that little heart-sinking sense of learning things I'd rather discover for myself. Maybe once we all play the game we'll realise those aren't really spoilers, which I think is your point.
(edit: beaten to it by MMUK)
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Is this the first First Person Puzzler?? I look forward to some silly categorisation arguments.
@disc: How much did you pay for it?
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I can't quite imagine playing this on the 360 or PS3. It seemed to require some very accurate aiming when whizzing about at speed, something I'm sure I'd have trouble with using a pad. It'll be interesting to see.
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I now know at least three things that I had no idea about before, and which would have been fantastic surprises. Not any more.
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Y'know... like paypal, or debit cards, like EVERY OTHER ONLINE SHOP DOES...
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Really? I always end up paying through the nose for a boxed version, because 'Switch' isn't one of the options, and neither is 'Maestro'...
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I don't usually chip in to these kinda things but:
Weak defense, sorry but you're wrong. My take on this game is that there's enough new and original stuff in here such that a relatively large portion of the enjoyment that most people will take from it are from the new/surprise elements of the game. Some of that new and surprising stuff is now not new or surprising.
I.E. spoiled.
I understand that you can hardly do a review on such a game by saying "It's got new stuff in it and it's cool" cos everyone will insist on knowing more so I understand it's a difficult balance but at the same time when reviewing a game of this nature you have to ratchet up the spoilerometer to uber-sensitive.
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The only gun in this game is the thing you use to create the portals, right?
This is a puzzler and there's no boring-as-fuck-killing-stuff, yes?
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Just because the plot might be obvious in reflection doesn't make it so to all us poor fools who have yet to play it.
Hopefully the 'spoilers' are misleading and I'll be surprised when I play the final game.
Apart from that a brilliant review that really showed your enthusiasm for the game and got me really excited.
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Don't suppose it comes separate from the other games does it? lol
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I didn't feel the way the review dealt with certain elements of Portal spoilt the experience. That's obviously not the majority view, so I've cut a few lines here and there, and I'm sorry if you felt it did. Either way, the game's still brilliant and you will still love it to bits.
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That they DO take Paypal and Debit cards makes your fury a little confusing.
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Again, I'm sorry this disappointed you and I will take greater care in future.
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eg blowjob valve yet again
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/plants a blue portal under a "TARD" label
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As I said before, its a great review apart from the spoilers
/thats unacceptable testpattern, accusing this site of immoral behaviour is grounds for a ban imo
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"they DO take Paypal and Debit cards"
Really? Well that's definately a recent change, because when I tried to buy episode one, there was almost no way to pay apart from credit card. They definately didn't take Paypal then. I was on the forums asking...
Might check it out 2nite then.
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But you're right - they didn't use to, and they also had the Worst Credit Card Form In The World, that didn't allow you to enter your name as it appears on the card. Ooh, it was rubbish. But not any more.
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Score is well deserved.
[Edit: I've removed this bit for winky winky nudge nudge reasons. -Mugwum]
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Thanks to everyone for feedback. You are all welcome to come round to my house for cake*.
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Poor. More effort required.
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I didn't feel the way the review dealt with certain elements of Portal spoilt the experience. That's obviously not the majority view, so I've cut a few lines here and there, and I'm sorry if you felt it did. Either way, the game's still brilliant and you will still love it to bits. "
Good for you
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Here's to doing science!
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Sorry for the lack of brain-power but I'm sick and having to flit in-and-out as I'm at work
Oh and EG, in anticipation of me loving my Portal experience but wanting (lots) more - can you get those guys to confirm that more content is on the way ASAP?
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Last time I was over there, they said they would do more Portal content. Timing is obviously TBC. I wouldn't be surprised if they wanted a few days off first.
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Actually I have no idea how EG can possibly justify not giving it 10/10, and normally I think they're too generous in giving those out (FF XII, Oblivion and Bioshock all being examples of games that didn't deserve 10/10 but did get it).
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I wanted more. I thought it was over too quickly. The penultimate test chamber, with the sentry guns on platforms, played on Advanced setting, demonstrates the sort of brilliant, mind-bending potential of the game's parameters, and there wasn't enough of that. With the inevitable addition of more levels that really test the skills you spend 3 hours developing, it would undoubtedly nudge itself into the highest bracket possible, but I can't award marks for potential unrealised. That's the only thing.
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aperturescience.com
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I blame the Yanks.
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+1
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No, on the PC at least you can buy it seperately, via Steam... for $20. Which seems a bit much even for such a great game.
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/prays
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No, on the PC at least you can buy it seperately, via Steam... for $20. Which seems a bit much even for such a great game. "
I'm 360-only so I guess that means I have to have the whole bundle. Not exactly a hardship though, I already know I'm going to love Portal such is my brain-starved diet of 360 games ...
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@ chicknstu
They've taken Visa debit cards for as long as Red Orchestra's been on there. However I share a certain amount of your agitation; is it so very hard for a shop to say "credit/debit cards" rather than just "credit cards"? Debit cards are not uncommon, and no-one will ever make me use a credit card.
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BEST ENDING CREDITS EVER: FACT
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lolz
Bordering on pop genius?
That is all.
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There are a few references to the world of Half-Life, the most obvious one where they've got a meeting room with a presentation on competing with Black Mesa on the projector.
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"another win from valve!"
i can hear the cash registers chiming.
"gimmicky, asinine, repetitive drivel".
Whoops, that last one just sliiiiiipped out.
Only valve can be credited for their erm credits. What a compliment.
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In final regard to Portal: It was a triumph, I'm making a note here: Huge Success.
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Or are you really just being a cock?
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short and sweet with awesome end credits.
"Still Alive"
SPOILER! -End Song
http://uk.y outube.com/watch?v=xRV1oD2lP6E
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10/10
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"We do what we must because we can. For the good of all of us... except the ones who are dead"
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I only unlocked this yesterday and I got to 12/19 before stopping for a little break - to make it last longer, you know?
To hear that there may well eventually be more things to grab on Steam for this makes me a very happy Portal-flinger indeed!
testpattern:i can taste the pr money all over this review
eg blowjob valve yet again
So the fact that it easily lives up to all the positive comments on here from many other players means nothing to you then? Might be best to at least troll in an intelligent fashion, if that isn't an oxymoron.