Monday, January 17, 2011
When Portal was originally released as part of The Orange Box in October of last year, its uniquely puzzling gameplay and dark, sharp-witted humor thrilled consumers and critics alike. Set in a mysterious scientific facility, Portal introduced players to new ways of moving through the gameworld that challenged their perspective and flexed their spatial awareness. The pitch-perfect voice-over soon became stuff of Internet legend, and the song that played during the end credits was so popular that it has since been released as a downloadable track for Rock Band. The only real complaint that surfaced was that the game ended too quickly. Recently released as a stand-alone retail product, Portal remains a unique gem of a game that packs a huge amount of appeal into a small package.
The first few levels of Portal introduce you to fairly simple applications of portal technology, eventually putting the portal gun in your hands and enabling you to create portals anywhere you like. Well, not quite anywhere. Certain surfaces are not portal-able, and this is one way that subsequent levels, known as test chambers, become more difficult. Other elements, such as energy balls, weighted cubes, floor switches, and moving platforms, are incorporated into the test chambers in increasingly exacting ways, but the real complexity and the real genius of Portal lie in the challenge of "thinking in portals."
The second one is coming out and its going to be sick