I review, preview, and wax poetic about the things that interest me: video games, coffee, the world.
Showing posts with label portal. Show all posts
Showing posts with label portal. Show all posts
Monday, August 6, 2012
Demo: Quantum Conundrum
Last week, during the sporadic moments of Internet I had access to, I downloaded a couple of game demos to play, punctuating my otherwise unenjoyable X-button mashing quest for a Platinum Trophy is Final Fantasy XIII.
One such demo was that of Quantum Conundrum, previously released on Steam and the XBLA, but also available on the PSN. Quantum Conundrum is a first-person puzzle game (a genre only recently emerging and with only one other entrant I can think of: Portal) wherein you traverse various rooms, manipulating physics and controlling small objects to push buttons and make way to the room's exit.
If you notice that the description for QC I offered was remarkably close to the one I gave Portal, well, you're right on the money. However, QC is mostly different from Portal in that it exists in a more cartoony world, the physics you control are environmental, and the narrating voice is male and less malevolent (and voiced by John de Lancie, Star Trek's Q!)
Thanks to a handy device, you are able to modify the properties of the environment around you in one of four ways (only three of which are featured in the demo). You can enter the Fluffy Dimension, where objects are easy to move around and throw; the Heavy Dimension, were objects are solid, break through glass, and are indestructable (but sadly, is not a dimension populated solely by TF2's Heavy - be still my heart); the Slow Motion Dimension, which I hope does not require additional explanation; and a dimension where gravity reverses itself.
The demo is fun, with nice quips from John de Lancie as you go along. Definitely worth a grab to see if you'd enjoy it enough for the $15 price tag.
Saturday, April 23, 2011
Portal 2
No beating around the bush: Portal 2 lived up to and exceeded my expectations (which were high). And here's how:
1. Simple game mechanics explored by every angle imaginable.
The game play is pretty easy to understand: open up a blue portal, open up an orange portal. Whatever goes in the blue portal comes out the orange portal. Lasers, weighted cubes, yourself. Use the portals to get from the entrance of each area to its exit while evading any obstacles designed to cause your demise.
Any time I'd get stuck on a puzzle (it happened a couple dozen times), the solution was nearly always a simple return to the basics: take a step back and open up some portals.
2. Stupendous writing coupled with excellent voice acting.
The bar for comedic writing was set fairly high in the original Portal, and I'm delighted to say that Portal 2kept up pace incredibly well. The three "main" characters have excellent interactions with each other and plenty of great monologue opportunities when interacting with the player character. But in addition to just being hilarious: the writing creates excellent moments of sympathy for the characters.
And the voice work is exactly what it needs to be. Each character is full defined and encapsulated within their first few lines of dialogue.
3. Story, story, story - but don't shove it down my throat.
We also get a great look into Aperture Laboratories and its development, but it is fully at the player's own interest to discover it. There is very little delivered narrative, but plenty to discover, which earns Portal 2 an A+ in creative writing and story delivery.
And that's just the single player campaign. Once I've got a chance to play co-op I'm sure I'll be continuously wow'd. Worth a pick up, indeed! Though the game was somewhat brief (I bested it in about 6 or so hours, total), I'm sure it'll be the kind of game I play again and again...
1. Simple game mechanics explored by every angle imaginable.
The game play is pretty easy to understand: open up a blue portal, open up an orange portal. Whatever goes in the blue portal comes out the orange portal. Lasers, weighted cubes, yourself. Use the portals to get from the entrance of each area to its exit while evading any obstacles designed to cause your demise.
Any time I'd get stuck on a puzzle (it happened a couple dozen times), the solution was nearly always a simple return to the basics: take a step back and open up some portals.
2. Stupendous writing coupled with excellent voice acting.
The bar for comedic writing was set fairly high in the original Portal, and I'm delighted to say that Portal 2kept up pace incredibly well. The three "main" characters have excellent interactions with each other and plenty of great monologue opportunities when interacting with the player character. But in addition to just being hilarious: the writing creates excellent moments of sympathy for the characters.
And the voice work is exactly what it needs to be. Each character is full defined and encapsulated within their first few lines of dialogue.
3. Story, story, story - but don't shove it down my throat.
We also get a great look into Aperture Laboratories and its development, but it is fully at the player's own interest to discover it. There is very little delivered narrative, but plenty to discover, which earns Portal 2 an A+ in creative writing and story delivery.
And that's just the single player campaign. Once I've got a chance to play co-op I'm sure I'll be continuously wow'd. Worth a pick up, indeed! Though the game was somewhat brief (I bested it in about 6 or so hours, total), I'm sure it'll be the kind of game I play again and again...
Tuesday, April 19, 2011
Portal 2 Released
I just thought I'd add to the internet ethosphere (I just made that up) of the number of times Portal 2 appeared in newsposts and blogs and the whatnot. I haven't had a chance to get my salacious mitts on the thing, to be honest, but I'll be plenty excited when the time comes. All in good time.
I am a bit dubious about the multi-player aspects, mostly because I believe video games are selfish isolations from the cruel, cruel world around us, but I've had some success in some multi-player ventures, so it might be fair to give the dog another chance.
Finally, if I was a professor, I would have sent out this e-mail too:
I am a bit dubious about the multi-player aspects, mostly because I believe video games are selfish isolations from the cruel, cruel world around us, but I've had some success in some multi-player ventures, so it might be fair to give the dog another chance.
Finally, if I was a professor, I would have sent out this e-mail too:
Tuesday, April 12, 2011
Portal 2 Comic Online
I may have mentioned earlier that I was interested in Portal 2. I typically feel like blogging about something I want helps alleviate the cravings, but seeing as there are billboards everywhere, television and internet ads, and this awesome 27 page comic detailing the events between Portal and Portal 2, I don't honestly know how it is I'm supposed to be resisting its siren's call.
Wednesday, April 6, 2011
Want: Portal 2
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| I even love this logo. |
It's not because I didn't want to! It's because the game was exclusive to the Xbox 360 and PC. I don't have an Xbox 360 (anymore), and I only play games on the computer that are low quality, low comittment. True, the Orange Box was eventually released for the PS3, but by that time, I'd already almost played the game anyway...
Well, I haven't played the game, strictly speaking, I just OBSESSED about its existence after first hearing the credits song Still Alive. I spent hours watching gameplay videos to dedicate all of the GLaDOS' dialogue to memory. I even got to understand the basic mechanics of gameplay from the demo on Steam and the flash-based fan game.
Look at me: still talking when there's wanting to do. The sequel to the smash game, aptly and inarguably named Portal 2, comes out April 18, 2011. And since its being released for the PS3, there's no reason I should miss out on this iteration.
Portal is a first-person shooter, except instead of a gun that kills things, you have a gun that opens portals. One portal is blue and one is orange. Leave one, you appear at the other. So it's a first-person-puzzle game, tring to figure out where the portals should go to help you through the test chambers. And because of the mechanics, it's also a platformer, and sort of an adventure game. So it's a first-person-shooter-puzzle-adventure-platformer. And also, physics and gravity. It's no wonder this darling of a game wowed so many critics.
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| Easy enough to understand. Go in one portal, out another. |
The writing is brilliant, with sincere moments intermingled with GLaDOS' tongue-in-cheek dialogue with the silent player character. Her taunts are rewards that really complete the Apeture Science environment. In one particular instance, you are issued a Weighted Companion Cube, which you are told to love and cherish. By the end of the level, you are instructed to incerate your Weighted Companion Cube. You are presented this gem of dialogue if you hesitate in your inceration:
"While it has been a faithful companion, your companion cube cannot accompany you through the rest of the test. If it could talk - and the Enrichment Center takes this opportunity to remind you that it cannot - it would tell you to go on without it because it would rather die in a fire than become a burden to you."
"Although the euthanizing process is remarkably painful, 8 out of 10 Aperture Science engineers believe that the companion cube is most likely incapable of feeling much pain."
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| I feel fantastic and I'm still alive. |
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