One of the announced games to be featured alongside the upcoming PC and console versions of Half-Life 2: Episode Two is one that promises to obliterate your concepts of traditional level design and generally assault your brain with a large rolling pin. It's called Portal and, should the name not be explanatory enough, it deals primarily with gaping holes in time and space which magically transport you to different locations. Where Human Head's Prey took you for a wacky ride through these portals, Valve's title equips you with a sterile looking gun and urges you to make your own entry and exit points with wild abandon. The trailer (embedded in the second part of the post) aptly demonstrates the powers of the portal gun, the dangers of getting caught in an infinite loop and, of course, how using rampant teleportation can enable you to solve puzzles involving crates of some kind. As they say, hilarity ensues.
[Thanks Easy_G!]












(Page 1) Reader Comments
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That's two words.
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Hopefully they'll make the levels look a little less antiseptic, though.
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There would be no safe haven...
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*cough* PREY *cough*
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Don't get me wrong I'm sure it'll be fun (I love to read about dimensional theories), but could you really see this "feature" being used again in another game without it feeling too "been there done that". This is just something temporarily new and fresh until designers finally break through the current doldrums of game design and tackle the important things that film, music and literature have been dealing with all these years like human drama, relationships, life and death - hell I'd even be happy with any game that didn't take place in a dorky fantasy setting for once. So in other words this is just the new telekinesis in games. :P
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http://www.gamevideos.com/video/id/4650
Anyway, this seems as though it would be really confusing in a gamematch, kind of like an instant puzzle. But it would fun to play others in DM with this.
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was that more than one word?
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Will you need HL2 for this, or is it stand alone?
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Could it be possible that THIS is the new gravity gun ?
There are several points in the video where the player grabs an object just like the gravity gun.
Think about it...if your primary fire shoots the portal ( and assuming you can only fire 2 at once, one entrance and one exit), alt fire would be to grab objects, and once you are 'holding' it, primary fire would then punt the object, like HL2.
Hmmmmmmm....
I know this is a stand alone game but Gabe did say that it takes place in the HL universe. Could portal be our training for the implementation of the tech in EP3 ?
Inquiring minds want to know.
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Anyway, I think I'll pick this up. It looks insane. I LOVE insane.
After I heard about it, I also went and downloaded Narbacular Drop, the game that came before:
http://www.digipen.edu/GameGallery/websites/NarbacularDrop/
The creators of that are working on Portal now. Very interesting, though the Valve version is much more graphically impressive.
This is, in a sense, going to be a one-shot deal. We won't be seeing 'Portal clones.' Still, the idea could be adapted to fit into other games, and I wouldn't be surprised if some other ideas emerged from the ridiculous gameplay.
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You can download the original Narbacular Drop here:
http://www.digipen.edu/GameGallery/websites/NarbacularDrop/
Hopefully it'll give you a decent idea of what to expect with Portal.
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"Valve hired a group of developers (nuclear monkey software: www.nuclearmonkeysoftware.com)who had made a game called Narbacular Drop(released on April 22, 2005), where a princess (princess Noknees) shot portals at walls. It's debatable whether this game was inspired by Prey(since it's been in development forever), but it came out at least a year before Prey, and the entire team is working at Valve, so this seems to show how the idea came about."
He seems right. Unfortunately the website is down due to bandwidth limits being exceeded. Maybe it got dugg.
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Yamen, dont make me Narbacular drop kick you.
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Awesome.
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Neil, I hope to god that no designers agree with you, for a few reasons:
Who wants to play a game if it's not "fun"? Films/books that deal with more complex philisophical issues (such as life and death) while interesting and engaging on an intellectual level tend to lack the "fun" that you'll find in your average mindless summer blockbuster. Games are an interactive medium, not a passive one; it makes sense to cram a book/film full of weighty phlisophical topics; it's a passive medium and the audience is reading/watching precicely because they want to engage those parts of thier brain while passively experiencing a very static world that's there to essentially just tell a story; there are exceptions of course, but I think we can agree the vast majority of movies/lit are narrative.
Games on the other hand are an interactive medium; people don't play video-games so they can contemplate the human condition, they play them mostly to be entertained. If you tie a video game down with a strongly narrative story, you've effectively killed it's replay value. Sure it's easy to tack on a multiplayer mode or two; but that doesn't make the core of the game any more replayable. Your thinking, Neil, leads us down the road of games like King Kong and Condemend, two games that aren't remotely replayable, and in all honesty weren't that fun either(the *cough* narrative kept getting in the way of the gameplay). If we steer clear of the narrative game quagmire though, we find outselves with games like Pacman, Super Monkey Ball, Marble Madness, where the single-player is very fun and very replayable, and the multiplayer, where avaliable, makes an addictive, fun game even that much more endearing. Which isn't to say that a bit of story is bad, but it must serve the gameplay, not the other way around.
Since you seem to be making a "games aren't artistic, they need 'x' to be so, and thusly taken seriously" kind of argument, let me respond by saying that, as we all know, both film and literature are passive mediums, and it's foolish to think that every medium should get the exact same kind of content. Do you think when film first became a force in art/entertainment people were running around saying "I can't wait for filmmakers to break through the doldrums of stories and tackle the important things that paintings/sculpture have been for all this years, still-life and nudes." Probably not, different mediums are used to express thoughts/concepts/etc. differently. You CAN NOT apply the template that works for film and expect a game that lives to the full potential of the medium any more than you can expect a book to do a good job as a painting, or a pre-recorded song to effectively stand in for a bit of performance art.
So... long story short, Neil, you don't want games, you want movies... If you want it to feel like a game (well, a metal gear game at least) why not just hold a controller while watching movies? Meanwhile I'll be off enjoying electroplankton, rez, and other games that lack narratives but have gobs of fun, and can possibly even be considered interactive art... even without philosophy.
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So... to make a long story short, AoE, didnt ask for your life story.
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If you don't think Prey is fun, then you obviously have never played it and have no intention of ever playing it.
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Also... I just checked the gun safe, and the gun's still there; I must not have been holding it to your head, telling you to read. ;)
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Sure you don't need an interactive form of "Waking Life" to communicate real life ideas of life/death; etc but you could in a game like Indigo Prophecy, ICO, or Shadow of the Colossus. Just like in literature you always "show not tell" - in videogames that means you let these ideals be told through gameplay, without ever letting the player onto it. For example not at all like Metal Gear where Hideo uses the game as a pedestal for his personal opinions.
I mean it's pretty pathetic when a critic spouts out how limited games are and how they're not real art and the industry is so quick to point out the aforementioned examples. Isn't it hypocritical that companies publishers use games like ICO as their defense when they themselves never make games like these - not to mention most companies don't!
Anyway I can go on forever and I'm sure you could too, so all I'm saying is that I've been a gamer all of my life and now it sucks that games aren't maturing with me. Whereas I can go read a book or even watch a stupid episode of Friends and actually empathize with the characters lives, I cannot in a videogame. Instead of the overly saturated science fiction/fantasy settings used in games, I would rather have some depth with my games, you know?
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