In 2007, a game was released for computer systems. Based on a unique
idea -- yet somewhat expected, considering the developer -- Valve
created an experience that will likely go down in gaming history among
games that changed how they are played. This game I'm analyzing,
"Portal," has won numerous awards for it's ingenuity, including Game of
the Year. What made this game so amazing? A storyline of
being a
portal-gun tester sounds as though it can be quite boring, since all
you do is shot portals all around a room, and can walk freely among
them. What's so fun about that? They effectively combated this problem,
ending up with a game that created a whole new genre -- First Person
Puzzle.
To start off with, lets look at game mechanics. Going against the
normal tendencies of newer games, Portal keeps a simple approach to the
game. Very basic controls, a portal-gun as your only weapon, and hints
all the way through keep a new gamer into the game long enough that
they can appreciate it. The tutorial takes over half of the game,
bringing one concept of the game at a time. I found the tutorial to be
slow, and overly basic at first. However, I have plenty of gaming
experience; I was ready for something challenging. The level designs
were interesting, as all the rooms are clean and bright. Most
first-person games are generally dark, random objects littered
throughout levels, trying to simulate a real feel. Being in a
laboratory, it feels as though you're stuck alone in the facility. As
the game progresses, the story line deepens, allowing you to understand
why this place is here.
Shortly after starting, you are greeted
by a computerized voice, GlaDOS.
She tells you everything you need to know to survive in this laboratory
with reminders of lab safety procedures. While being serious
in her
job of keeping track of your progress, she pushes you onward with
promises of cake at the end of the experiment. Even thoughGlaDOS is
mildly creepy, she does prove to be a help at first while explaining
how to open doors, how to push buttons, and other tasks that you have
to successfully complete for the experiment of the usage of the portal
gun. As you progress,GlaDOS seems to have a sense of twisted dark
humor, yet stays completely serious about her mission of getting you to
the end. In the context of what she says, many people have found her
sayings to be hilarious. She pulls up random statistics, notes, and
eventually, she starts getting angry with you as you complete the
tutorial.
Along with GlaDOS's talk,
along the walls there is graffiti from someone who must have passed
through the laboratory before you. The majority of the scribbles say,
"The cake is a lie," which has inspired an Internet meme. There's a few
poems scribbled on the walls as well. Most of them are about one of the
non-animate characters in the game, the companion cube. While the only
thing special about this cube -- other than being named -- is a heart
painted on all the sides, there's an emotional attachment to the box.
At the end of the puzzle, you're forced to incinerate the companion
cube.GlaDOS tries to assure you that it's okay, and that you can't
progress with the cube in tow. As you but the box into the fire, you
can't help but feel a friend has been lost, and must be avenged. The
person who wrote the graffiti about the companion cube must have never
left the room, but you never come across this person.
Perhaps one of the most interesting things that Valve had done with
their main game series, Half-Life, is also in Portal. You have the
ability to modify how the game runs. Using a scripting language, the
game can be completely modified, allowing for different possibilities,
making the game easier or harder with a few key strokes. I find this to
be the most fun thing to play with, finding ways to add new objects, or
changing how the walls and items look.
Nearly everyone that has played Portal through to the end agree on two
things -- It's short. It's easy to play from the beginning to the end
in less than three hours. However, the ending is one of the best in a
long time.GlaDOS sings a song through the credits, giving an excellent
and hilarious report on how the experiment is a success. The credits
complete the report, being treated as ifGlaDOS is typing out forms on
the after-thoughts of the experiment. A most satisfying ending, I can't
think of any other game that gave such a great way to end it. Most
games today neglect the ending, which is sad. Endings to games should
be like endings in books -- Good, complete, and leaving few loose ends.
I included this analysis piece as a range of
ability, as I like writing analysis. I like to show the best and worst
of stuff for others to make informed desisions on something.
Portal is an amazing game, so I thought I'd do an analysis
on it. It's deserved all the rave reviews, and is an essential game for
everyone to play. So me doing an analysis is something I thought I
needed to do.