The prospect of an FPS without guns
and ammo is enough to make your
usual publisher faint, but Portal is
probably the most important evolution
of the genre since Half-Life first surfaced.
SCORE
19/DEC/07
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Since sitting down to watch
the first teaser trailers for
Portal, we’ve been itching to
get to grips with Valve’s latest baby.
The humour and the immense puzzle
potential alone got us hooked, so
despite only being offered up as a
four-hour ‘micro-game’ of sorts, Portal
stoked our fire for The Orange Box more
than even Gordon’s latest crab-clubbing
escapade (and believe us, that’s saying
something). It’s probably little surprise
then that this was the first game we
played seconds after being plonked
down on a couch in Valve’s offices. Sure,
the PR wanted us to focus on Half-Life
2 first and foremost and yes, we were
scheduled to play the next day, but as
soon as the door closed we picked it out
of the menu and stuck two fingers up to
convention (metaphorically, of course).
The game opens with the player stuck
inside a small glass-walled cubicle replete
with a bed, toilet and clock radio. When
the female computer voice (as featured
to amusing effect in the teaser trailers)
speaks for the first time, you learn
you’ve been detained, presumably for
bad behaviour, in a kind of on-campus
correctional facility. You’re in a place
called the Aperture Science Enrichment
Centre and you’re scheduled to undergo
some training. It’s immediately clear that
all’s not well, however. There’s no one
around to meet you and the computer
voice garbles occasionally as she directs
you out of your pen, via a summoned
portal, onto the first of a series of tests.
The mystery surrounding the game,
and your part in it, isn’t given up lightly.
In fact, Portal is something of an enigma
right up to its conclusion. Valve has
regularly hinted in numerous interviews
that the game is part of the Half-Life
universe, and that fact is initially made
clear through a variation of audiovisual
clues. Subtle sound effects lifted
straight from Half-Life 2, for example,
and graphical touches you can’t quite
put your finger on. Obviously, the fact
that the game is built using Valve’s
proprietary Source engine plays its part,
but there’s definitely a link and it’s up to
you to find out what it is.
Before we look at the game proper,
though, a thought should almost
certainly be spared for the incredible
work behind your only real companion
in Portal: the computer voice. More than
anything she’s funny; clearly as mad as a
box of epileptic frogs, but funny all the
same. Thanks to great scripting and the
way events in the Enrichment Centre
pan out, she’ll have you in stitches with
deadpan lines like ‘thank you for helping
us help you help us all’. However, it’s
not long before you’re left biting your
nails with utterings explaining that the
penalty of failure in a given task includes
‘an unsatisfactory mark on your testing
record – followed by death’. Towards
the start she’ll follow up such remarks
that lead you to believe she’s just testing
your ability to perform under pressure,
but given the fact that the computer
is clearly malfunctioning, until you hit
pay dirt a good two-thirds of the way
through the game, you’re never quite
sure where you are. Is it a simple test,
or has the computer gone HAL 9000?
Sorry, no spoilers from us…
So, portals then. You might think you
know a thing or two about them having
played Prey perhaps, but while the act
of jumping through space time-holes is
adequately covered, you’re by no means
a real part of the proceedings, merely a
traveller. Portal is different. Here, using
the Aperture Science Handheld Portal
Device (ASHPD) you can create entrance
and exit portals in almost any space
big enough to support them and must
use them to negotiate a series of 19
progressively more difficult tests. Each
test has an entrance and an exit – all
you have to do is figure out how to get
through them. Amusingly, the computer
will often set out to explain the pieces
of the puzzle as you enter each testing
area, but thanks to cryptic wording and
well-placed static interruptions, you
never really glean enough to know quite
what’s going on.
While the difficulty of the puzzles is
curved to introduce you to the ASHPD as
gently as possible, it’s not until the tenth
test that you’re finally let loose with it
proper (until then exit portals are placed
for you). We’d probably be quicker to
grumble had the difficulty been stacked
the other way, but Valve was clearly
concerned that some people wouldn’t
get it, which in some ways is a shame.
Since it’s only a shade over three
hours long (assuming you’re quick
to grasp the concept) we had our
reservations but, given the quality of
the puzzles in the later levels and the
remarkable way the story concludes, it’s
not enough of a gripe to affect a topnotch
score. Oh, one more thing: Portal
has the best end credits ever…
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