The Orange Box Review 358
"PC Gaming is dying," the analysts tell us. "The Massive genre is the only viable business model left," websites report. That they're off the mark is obvious to anyone that's actually played a PC game in the last few years; games like Sam and Max , Battlefield 2 , or any of the numerous puzzle titles available online prove the flexibility and strength of the PC platform. Then, every once in a while, you get an offering like the Orange Box. A value-packed storm of content from Valve, this single sku offers five complete games at an amazing price. That would be great, even if the games weren't any good ... but they are. They're very, very, very good. Read on for my impressions of Half-Life 2: Episode 2, Team Fortress 2, and (the cake is a lie) Portal.
- Title: The Orange Box
- Developer/Publisher: Valve
- System: PC (360, PS3)
- Genre: Story Based Shooter/Team Multiplayer Shooter/Shooter Puzzler
- Score: 5/5 - These games are all classic titles. They transcend genre, and are worth playing by almost any gamer. Certain to be a part of many serious gamers' collections, definitely worth purchasing, and a great value for your dollar.
Given the amount of time it has taken Valve to release this, the next chapter in the Half-Life saga, it's not surprising that their thinking about episodic content has changed significantly. At this point, rather than being a continuation of Half-Life 2, Valve now effectively sees these episodes combined as Half-Life 3. That new focus is evident in Episode Two, in terms of storytelling and pacing. It picks up just a few moments after Episode One left off, with Gordon and Alyx picking their way out the wreckage of a train in the forest outside of City 17. The story almost immediately kicks into gear, hooking you up with members of the resistance, pitting you against an antlion hive, and forcing you to drive through trackless wastes on the way to your ultimate destination. Though there is plenty of action, the storyline of the Half-Life tale is greatly advanced over the course of the game. There are a few answers handed out but, as with any middle child in a trilogy, there are many more maddening questions raised by the events of the game.
More than a year has passed since the release of Episode One, and as a result numerous promises about Episode Two's gameplay have been muddied as a result. Many of the most-discussed new gameplay elements (Strider-busters, open environments) only come into play at the game's climax. Primarily, you'll be following the same sort of well-crafted (but very much walled-in) path seen in previous entries in the series. For some, this may be a disappointment - a more open environment was a much-discussed element of this title during its development. Personally, I was pleased by the game's focus. A Valve hallmark has always been tightly crafted progress, measurable movement through the gamespace. That focus is sharpened to a knife's point in Episode Two, with the intermingling of action, story-based downtime, and quick puzzles being better than ever before. And that climax ... it's essentially a race against time, putting every skill you've learned over the course of three games to the test. It's fantastic.
From an audio/visual standpoint, Episode Two more than meets expectations set by the previous chapters in the series. The new Hunter designs are deadly works of art, and carry a sound design to match their menacing appearance. The imagery of the portal storm left in the wake of Episode One dominates the skyline for much of the game, providing not only a visual landmark but a very concrete reminder of what has come before. The voice acting, as always, hits a high water mark for emotional resonance; and there's quite a bit of emotion to convey in this title. Once again, you're left with a very high opinion of Alyx Vance and the other members of the resistance against the combine.
For me, that emotional connection was the takeaway from this chapter in the series. The gameplay is just as solid as it has been in the past (essentially flawless). Other than hunting the Hunters (they don't like tires in the face much), there weren't a lot of stand out combat or puzzle elements. Which was fine, because I very much focused on the storyline as it unfolded around me. Much like Empire Strikes Back Episode Two ends on a down note, making you question what the future will bring in a hard and sometimes confusing world. Unlike that trilogy, though, the end of Gordon Freeman's tale has yet to be told. Just one more game to go before we find out the ultimate fate of the Freeman.
Team Fortress 2
Team Fortress 2 is a substantial redressing of a venerable entry into multiplayer gaming. Built on the original Half-Life engine, the first Team Fortress game was one of the first examples of role-based team play on the PC. The older game, with its own quirks and peculiarities, is still beloved by thousands of FPS gamers; indeed, some of them feel somewhat put off by Valve's re-envisioning of the game. Grenades are no longer a weapon available to every class, each of the classes has undergone significant retooling, and the unique visual aesthetic more resembles a Pixar film than a hardcore multiplayer shooter. What those changes add up to, though, is one of the most approachable online shooters ever released for console or PC.
Valve has chosen to apply the same kind of design directives to online combat that it applies to the single-player experience of games like Half-Life 2. Playing the game online (there is no single-player component) is like a moment-to-moment tutorial. Nuances of play become obvious as you progress through a match in your chosen class. The Medic profession is the best example of this philosophy. The character's healing gun links him to a particular character, creating a bond between two players who (in all probability) don't know each other. Learning to play the Medic is an interplay between your positioning vs. your partner, your positioning vs. opponents, and deciding when to use the 'invincibility charge' that slowly builds up as you apply healing. As a member of another class you learn the nuances of keeping your healer protected or (if you're on the opposing team) that shooting the medic first is often the best approach.
This 'tutorial-as-you-go' experience applies to every one of the nine classes. The complete team roster is a balanced array of strengths and weaknesses. Assuming that your team can agree to not all play the same class, they should allow either effective offense or defense as the scenario allows. The other Valve hallmark shows up in these classes: they're all fun. Each offers a substantially different play experience, but you can have an amazingly good time with each of them. Whether you're dropping turrets into play or wielding a fast-firing heavy machine gun, you'll have the opportunity to participate and make a dent. And if you're not having fun, it's a matter of a few moment to switch to a different class.
TF2 has some weighty competition in the online FPS space this year, but from what I've seen none can compete with it in terms of approachability. Halo 3 played online is fun, to be sure, but the preternatural skills of your opponents gets really old after a while. Team Fortress 2 rewards skill, to be sure, but the shallowness of the learning curve and self-teaching mechanisms means that expertise in TF2 is a much lower piece of fruit. Ultimately, isn't that the sign of a great online game? One that lots of people can participate in?
Portal
Words are ill-suited tools to describe the sheer amusement value of Portal. At about three hours long, it's one of the shortest games you'll play this year. You have absolutely no offensive weaponry, no special powers, and for most of the game your only real opponent is yourself. It's still, bar none, one of the best games I've ever played. You likely already know the basic premise of the game: you have a gun that makes holes in space. The Portals connect two points in reality and allow movement through them. You'll be using the device to solve puzzles, move through levels, and generally keep yourself alive in the face of the game's environment.
These puzzles are an absolute distillation of the Valve philosophy. Every challenge provides you with all the instruction you need to escape ... though their solutions are not always immediately obvious. Each one is only slightly more difficult than the last, and builds incrementally on every lesson you've previously learned. Portal is not only an excellent game, it's also a microcosmic example of the human learning process. This results, near the end of the game, in astonishing feats you would never have thought possible at the start of your journey. This plottable line of advancement from the simple to the sublime is the core of the game.
That said, more than just fun gameplay makes this title stand out. Aside from the Portal gun, you have but two companions on your journey. The voice from the ceiling, telling you what to do while lying out of one side of her face, is an artificial personality. The other companion is a lifeless cube. If that sounds sort of grimly funny, you're already getting the joke, and the point. Portal is hilarious in an Edward Gorey-meets-Douglas Adams sort of fashion, dark humor mixing with futurism for the sake of futurism.
Portal, then, is funny and intelligent in equal measure. It's wholly unlike anything else released this year, and on its own validates the entry price for Orange Box purchasers. It is, in point of fact, well worth buying all on its lonesome if you are interested by the rest of the offerings Valve has here. It also has the benefit of having the one of the best game songs ever made as its finale track.
Conclusion
Valve's Orange Box is easily one of the best offerings available for any platform this year. It's an amazing value and variety, offering story, online play, and intellectual challenge in equal measure. Every component of the piece is so strong that it could stand on its own - together it's an unstoppable force of gaming goodness. It's worth noting that reality intrudes on every element of perfection - lag has been a problem for Xbox 360 Team Fortress 2 players, but a patch is on the way. Otherwise ... there's really very little to complain about here. It's boring and unfunny to say "the whole thing is terrific" and leave it at that.
But then, I'm a nerd. The whole thing is terrific. In the face of dozens of high-price AAA titles this Christmas season Valve's offering stands out from the crowd with a clusterbomb of content that won't be easily put down. People will be playing TF2 for literally years to come, if you're done with Episode Two you can go back through it gnome-style, and I fully expect Portal to be supported by fan-created rooms for a long, long time. It's well worth buying for anyone that enjoys the first-person perspective on gaming, regardless of what kind of gamer you are. Now if I could only get that song out of my head ...
Team Fortress Correction (Score:5, Informative)
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Netrek = 1988 ... beats Quake by a lot of years. (Score:2, Informative)
WHY? (Score:5, Insightful)
Oh, Weighted Companion Cube, WHYYYYY?
Re:WHY? (Score:4, Interesting)
Considering you can buy Portal for $20, and there's bound to be map packs coming out sooner or later, it's a steal. Couple that with modders already combining the game with Half-Life 2 (http://www.primotechnology.com/2007/10/17/half-life-2-portal/) and you have a recipe for long term fun at a cheap price.
Re:WHY? (Score:5, Interesting)
It really is kind of amazing, right? Thinking back, there are no cut scenes, no real expository narration or even dialog. There are just a bunch of meaningless puzzles. Nothing ever tells you what is going on, but there are enough hints that you have a story by the end of it. Pretty much the entire story comes out of hints that GLaDOS doesn't mean to drop, and also crazy graffiti in areas you're not supposed to be able to get to. And yet there's still a pretty engaging story there.
Really impressive, if you ask me. There aren't even a lot of filmmakers or novelists who are willing to show that level of restraint in their story lines.
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Just further proof that we don't need much exposition. It's a game: show us. I'm savoring the Portal experience.
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If at first your don't succeed, you die.
Quote from GLaDOS in the game Peggle Extreme from Valve. (A Valve modified version of Peggle Deluxe. also comes with Orange Box, I think.)
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Yeah, NOW you're all "Oh, WHYYYYY?", but I hear that you euthanized your cube in record time.
zeropunctuation (Score:5, Informative)
http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/2541-Zero-Punctuation-The-Orange-Box [escapistmagazine.com]
Gratuitous comment... (Score:4, Funny)
Re:Gratuitous comment... (Score:5, Funny)
Heh, that reminds me of a nickname we had for your mom.
While we're on the subject of gratuitous comments. (Score:2, Informative)
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I believe the correct term is now "Benefactors".
David the Gnome! (Score:3, Insightful)
Re:David the Gnome! (Score:5, Funny)
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Damn, that is clever. I spotted the little guy but never thought anything of it.
In the first Half Life 2 the training ball that you play with when you first get the gravity gun has a secret power; it's attracted to enemies and they are attracted to it. In Ravenholm you can just fire it into a corner and all the enemies will move out of your way and they pointlessly chase it down. You can keep it until the end of the Ravenholm section, but you absolutely cannot carry it beyond there. Unless someone has a s
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Portal is an instant classic. (Score:3, Insightful)
That said, it was a great game with some of the most memorable lines I've ever heard in a video game.
"Remember when the platform was sliding into the fire pit and I was all 'goodbye' and you were like 'NO WAY!' and then I was all 'we pretended we were going to murder you'. That was great."
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I agree. There's something to having the place utterly deserted. Like, you can even see into the little observation rooms and they're all empty. Even before you find out what happened to everyone (and who says it's true? GLaDOS lies!) you get the sense that this whole thing is being run by an unsupervised AI who is carrying out procedures her human creators have already abandoned. It makes all the puzzles and everything seem that much more pointless and strange.
Having human enemies would have ruined t
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Re:Portal is an instant classic. (Score:5, Interesting)
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Nice work, android. (Score:3, Funny)
Orange Box just confirms PC gaming demise (Score:5, Insightful)
But note that the orange box is in simultaneous console/PC release*. How does a major release like this coming out at the same time for consoles as the PC not confirm the trend for game makers to support consoles at least as well as, and in the future to a greater degree than, PC games?
* Well, 360 anyway - the PS3 version was delayed a bit.
Bioshock 2 was a great new PC gaming hit - that also came out for a console at the same time.
When you don't need a PC anymore for PC gaming... PC gaming is on the decline.
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Usually though PC gaming involves not just "thowing a game onto a system you already own" but periodic hardware refreshes that make the console look cheap indeed.
And dollar for dollar, why would I not prefer to spend money on a great HD-TV and sound system than everyone in my house can use for movies and games and TV instead of jacking up my PC yet again?
I'll still play a few games on the PC myself for a variety of reasons.
Re:Orange Box just confirms PC gaming demise (Score:4, Interesting)
I think you've got it kind of backwards there. People buy PCs for non gaming purposes and then choose to buy games as an afterthought a hell of a lot more than they do when they're buying game systems. If I buy a game system, I still need a PC for a large number of reasons. The reverse is not true.
If all the best games are ports of PC games (or simultaneous releases), rather than great console games that are only available on the game platform, there is little reason to get a console in addition to your PC.
Not backwards at all (Score:2)
I would argue the reverse is true.
Yes a lot of people need PC's anyway. But the reality is that keeping a PC up to snuff for gaming sucks. My recent experience with Bioshock just confirmed that was still as true as it ever was when I got off teh PC gaming Upgrade-go-round years back. So even if you have to buy a PC, there's a world of difference between buying a PC to do a bunch of tasks on and buying a syste
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I've been able to play, BioShock, Quake 4, Doom 3, Half-Life 2, Peggle, C&C 3 and Jericho, not always at the highest graphic settings but always been able to play them, you've replied to almost every post in this section abo
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PC gaming is dying? (Score:2)
One Word: Extensibility (Score:5, Insightful)
The Typo - Fruedian Slip! (Score:2)
Would you kindly tell me where I can buy that?
Oh I got it... but it's funnier than you realize because I keep thinking about Bioshock as "System Shock 2 2".
Consoles just as great though (Score:2)
Aha, but a console is just as great now - with an HD set and a game even at 720P, you get just as good resolution as you ever got with PC gaming. Only now you get it on a larger screen, with a better sound syst
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no you cant. my monitor is at 1920x1200, slightly higher than 1080p. and larger monitors can do 2560x1600.
i'll give you larger screen, as that's usually the case, but better sound system? perhaps for you. but my klipsch 4.
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The first difference is just one of aspect ratio. Really at those levels, 2560 is not a large enough difference to justify the exorbitant sum it's going to take to make games really playable... and I would still argue the larger screen makes more of a difference past 720p or so than does more resolution.
i'll give you larger screen, as that's usually the case, but better sound system? perhaps for you. b
Low System Spec a big plus too (Score:5, Insightful)
Another big plus for OB imo is that all the games are basically using 3+ year old engine so you don't really need to worry about whether you have the greatest hardware.
About a year ago, after playing nothing but PC games for 10+ years I got tired of upgrading hardware and all the other "work" that goes into PC gaming and said F-it and bought a Wii. I wasn't planning to buy any new PC games for awhile, but then I heard about OB and figured I'd give it a shot since my current PC ran HL2 just fine. Glad I bought it, Portal alone has kept be busy for two weeks.
TF2 (Score:2)
(disclaimer: I'm a hardcore bhopping, rocket/gren jumping, physics abusing player of the original TF and Custom-TF)
Leveling the field between newbies and long time players doesn't come without a price. The correct phrase is "dumbed
Re:TF2 (Score:4, Insightful)
First, let me put up my own disclaimer: I have not yet tried TF2, but have been re-obsessed with TFC after I realized that even though my install CD went missing years ago at a friends house, the box with CD Key on it that I still have can be used to download through steam (and run it in Linux under WINE!).
That being said, all of the physics exploiting moves were not in wide use when these games were first released. These skills were discovered, developed, demonstrated and passed on to others until it became common practice. So while those old skill may now be bannished, who knows what new 1337 5ki11z will be discovered and then perfected until we all use them. Don't forget, there is a collective learning curve with most online multi-player games. In the beginning, the relatively new player can do pretty well for himself, but then those putting in the overtime quickly start pwning and those who don't keep up, are all of a sudden not doing so well.
My second counterpoint, is that the game developers have tried to bring each role back to basics. In the original concept, you have your offensive players (actively attacking) and defensive/supporting players (passively attacking/supporting others). The medic and the engineer were intended originally, not to be used for offense. While relatively quick, their health/armor was relatively low, and their supershotgun takes a lot of skill to be affective on offense. However, grenades seem to be the great equalizer. When grenades are available, those two classes, as well as others, have a lot of offensive firepower. Rather than having medics healing teamates (a rarity), you have medics conc. jumping across maps and grenade spamming the defense. On maps like 2fort, engineers are possibly the most powerful player offensively thanks to the EMP grenades (I should know, I'm a devout TFC engineer). After a while, the teams stop working together, and start working for themselves. Everyone wants to have the high ranking (which means lots of kills), and forgetting about your other duties, like healing and building support devices like dispensers and teleporters. There's no "i" in Team Fortress (except Team Fortress Classic, but I guess that supports my argument of what the game had turned into).
Those who have played TF2 can certainly comment better than I on whether any of these things are happening, but I see a more authentic team experience, and don't worry, the moves people will be pulling off in two years, the developers would have never imagined.
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I never got into TFC, but I was an old-school QWTF Medic/Sniper. I played the Sniper like an ambushing defender, not a balcony counter-sniper... I played the medic like rambo. If you combined the super nailgun with the plague axe (Remember you could whack a bad guy and infect them), the medic could run rings (Literally) around most other classes on offense, even before you added in the grenades...
Oh, and rocket-jumping on the soldier became a reflex after a while. If you cou
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After a while, the teams stop working together, and start working for themselves. Everyone wants to have the high ranking (which means lots of kills), and forgetting about your other duties, like healing and building support devices like dispensers and teleporters.
One of the niftiest revamps in TF2 is that your points are no longer based exclusively on kills. Pretty much everything you do that helps your team will move you up the leader board. If you're a medic and you effectively heal your teammates, you move up the board. If you're an engineer and you build a useful dispenser or transporters, you move up the board. If you're a spy and you sap a sentry gun, you move up the board.
The upshot is that the game encourages cooperation far more than any other FPS I've
Skills aren't Skill. (Score:3, Insightful)
A skill like Conc jumping basically splits the entire scout community into people who conc jump and people who don't. If you're a good conc jumper, and suck at EVERY other part of being a scout, you're still a better scout then the best player who can't conc jump. This basically means if you don't want to conc jump you're SOL.
Re:TF2 (Score:4, Insightful)
(disclaimer: I am a similar bhopping, rocket jumping TF vet)
You haven't spent enough time with TF2. For all the reasons that TF & TFC were great, TF2 is better.
The biggest difference isn't grenades, as you would know if you had spent more time with it. The biggest difference is that one player can't affect a match as much as teamwork can. In other words, one uber-1337 player on a team of nubs will never win a match in TF2. Only teams that can work together can truly dominate in TF2.
It is the only game I have ever played where this is the case (some other games come close).
Portal Praise (Score:4, Funny)
And my favorite quote (I paraphrase):
"Here at Aperture Technologies, we're bound by regulations to inform you that further progression through the training is very dangerous and may result in pain or physical disability, such as death."
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TF2 Comments (Score:2)
What can I say? I loved Portal. I haven't gotten to Episode 2 yet (just finished HL2 and Lost Coast)
I'll comment on TF2 though. I loved the original, and I like this one quite a bit. There are definite changes. The most obvious to me is the lack of grenades. They are all gone (except for the Demoman's launchers). This has made engineer's sentries much more powerful (as it used to be any class could take them out or damage them seriously with 'nades, now if you are a scout you are in big trouble). That's ju
One sku, please, piping hot! (Score:2, Funny)
The PC isn't dead yet, just resting (Score:5, Interesting)
Console Gaming
Pros
1. Buy once, will last you for five or so years until next console comes out, every game made for it will work for it, no worries.
2. Consoles have gotten more powerful with prettier graphics, intruding into PC territory
3. Perceived as less technically cumbersome than a computer, plug the game in and play
4. Used to be significantly cheaper than a top of the line gaming computer.
Cons
1. Closed architecture system
2. Games not hackable
3. User-created content completely unknown.
4. Getting as expensive as a good computer but with so many restrictions
5. Nobody can make small fun casual games for the system (changing some with the live arcades, but you still have to be vetted by the console manufacturer)
Computer Gaming
Pros
1. People already have a computer for serious work, games are a nice diversion.
2. Computer games could be geekier in subject matter, doing things like RTS or WWII wargames or highly detailed military sims.
3. Total hackability, open architecture, allows an online community with mods, new art, hacks, etc.
4. On the net long before the consoles were -- this advantage is no longer an exclusive.
5. Anyone can make a computer game, there's no barrier to entry for fun casual games.
Cons
1. Computers are expensive as hell, especially if you want to be on the bleeding edge.
2. You could buy a video card that would be good for six months or a Playstation, the price was the same. (Now you have to buy two high-end cards to equal the cost of a PS3.)
3. With the rise in the power of the consoles, computers are taking a beating from the competition
At the point we're at right now, the difference between console and PC basically comes down to the openness of the architecture and the DRM inflicted rather than any other factor.
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Controls! (and copy protection) (Score:2)
-Consoles: In consoles there's only two or three layouts of the gamepad. Period. If you're used to another control scheme (like me), your out of luck. And more than once all the supplied control schemes suck big time.
-Computers: You can program controls in anyway you like, and even mix them. I have played some games with a gamepad in one hand and a mouse in the other. Beat that!
Thinking about it there's another con in computers:
-Copy protection: S
Stop the Jargon. (Score:5, Insightful)
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Stock Keeping Unit.
Re:Stop the Jargon. (Score:4, Insightful)
Actually, I'm fine with SKU as long as I don't have to read the word meme. That one seems to have gone away thankfully.
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Foolproof Tripod Formula? (Score:2)
I think that I'm too old to continue playing FPS games
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1. Hunter escort must be killed first. Hunters destroy Magnusson devices before attachment otherwise.
2. Best weapons against hunters are the car (one hit kill by ramming at speed), pulse rifle secondary fire (the energy ball, also a one hit kill, best used at point blank range), and RPG.
3. Stand directly below the strider to get the best chance of attaching Mag ball.
4. Use the car. Running around is too slow.
5. Learn the map. Fail a few times, drive around and get the lay of the land. Then when
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broken link (Score:4, Informative)
Portal is overhyped (Score:3, Interesting)
When I started playing Portal, I liked it very much. The slow progression, the impossible becoming possible, the wacky AI... And then came the last level and the great escape, which seemed like it lasted for ages. It was 1 AM already and I found myself irritated by the longevity of the escape, so I went and found a walkthrough for the few spots I got stuck in. I got tired of experimenting. I wanted it to be over. The very final thing in the game was something I did the next day, and it came down to trial and error. I knew what to do, but I got tired of it all. It wasn't the levels I've been playing earlier, where I had to think and actually have fun.
Then I ventured into the advanced chambers. The first two were easy, the next (15?) I once again knew what to do, but couldn't do it without dozens and dozens of tries to get enough momentum and jump through the field.
Finally I deinstalled the game.
Don't get me wrong, Portal is a fun little game and it was money well-spent, but it has no replayability. I'm not quite sure additional map content would help - once you get the hang of it, there is no challenge in terms of thinking, it's just reflexes and automated portal shooting. Portal here, portal there, ball goes in the collector, elevator comes down, then you shoot around to gain momentum and jump somewhere up high... One interesting little factoid is that several times I found myself saying out loud "How the hell did I just do that?" - I wasn't thinking, I was just doing stuff. (Don't give me any psychobabble about GlaDOS wanting me to do exactly that.)
Dunno... To be honest, the only FPS I've ever played more than once (four times, in fact) was Deus Ex. Maybe merging Portal and Half-Life would be a great game, as others have said already.
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Portal was a triumph (Score:2)
But seriously, for those who haven't played Portal yet, consider The Ending Song to be one big spoiler; it won't be nearly as amusing if you haven't played through the game, and conversely the game will probably seem kind of anticlimactic if you play it for the first time after already having heard the ending in beautiful lyric form.
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O RLY? (Score:2)
Ummm, no it wouldn't be great. I'd be pissed that I spent 50-ish dollars on crap.
A note on Orange Box value (Score:5, Interesting)
Zero Puntuation Review (Score:2)
Re:five or three? (Score:5, Informative)
If you already own these, and buy the Orange Box, you get an e-mail coupon, allowing you to *give* those two games to *anyone.* All they need to do is sign up for (if they don't already have it) a Steam account. You also do not have to give both to the same person.
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Yeah, I'm hoping someone (Valve or someone else) will at least release some more maps for Portal. Also, it'd be nice to bring some other mechanics into play-- I think early gameplay movies of portal showed the Portal gun also able to work like the gravity gun in HL2. That meant you could throw some things around, which might get interesting.
But as short as it was, it's a really great game. I had already played through a bunch of Narbacular Drop maps (which is what Portal was based on), and so the tricks
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You may be interested in Portal: The Flash Version [wecreatestuff.com]. 2D side-scroller, lacking the GLaDOS AI, but the gameplay is similar and has dozens of puzzles.
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Re:More Portal needed!!! (Score:5, Interesting)
You should check out PortalMaps.net [portalmaps.net]. They've already hacked the SDK together and are building new Portal maps.
I've already played the map por_facility_v100, and it's quite good-- a complex map, with lots of puzzles to solve, while introducing new elements (such as buttons that are too heavy for you to open-- only a block will do). Give it a try!
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Re:1) Fuck SKU (Score:5, Informative)
here are some reasons:
There's probably some other reasons but when it comes down too it, as a consumer, prices are not competitive for downloading and even with broadband, it can take time. Since I'm a gamer and I buy fun games, I always have some console games laying around to trade in. If I want a PC games, thats some extra money off that downloads will never be able to get, less Valve wants to buy my DS games. =) If it's 10pm on a Friday and the stores are closed, it's great to have a Download option if you have the urge. Downloading is not going to replace retail anytime soon, but it's a great compliment!
Cheers,
Fozzy
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Re:1) Fuck SKU (Score:4, Informative)
Failed to back up your claim with netcraft stats (Score:2)
OR, you could argue that PC gaming has evolved beyond the dusty store shelf and has embraced digital commerce pathways more fully than consoles. Yeah, you're just trolling, but there is a valid comment hidden in your post (or rather, there could have been had the post been more than an incitement to war). However, more and more PC game sales are occurring strictly online. A service like Steam is a great delivery method. NCSoft also has a pretty good site for their goods as well. I can pretty much guara
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Firstly, your argument that, "Your evidence supporting not x actually supports x!" (liberally paraphrased) is absurd. Secondly, arguing that PC games are not being sold [much] because they are not being sold [much] in retail stores is illogical. I observe that people who go to GameStop are mostly juveniles and that juveniles are more likely to be primarily console gamers, so GameStop is just catering to its core audience. Adults are more likely to have exclusive access to a fast PC and are more likely to ma
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Oh, and one more thing: I absolutely hate titles that compromise their PC interface for the sake of consoles.
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"ultimate fate"? More like a stepping stone on the way to
*SPOILERS*
An assault on the Combine overworld, which will likely be facilitated by the events of Ep.3.
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Doesn't tens of thousands of players playing games of Team Fortress, Team Fortress 2, Counterstrike, Counterstrike: Source, Day of Defeat, Day of Defeat: Source, Natural Selection, and Half-Life 2: Deathmatch lend credence to the counter-argument that PC gaming is not dead?
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The particle effects in Portal REALLY pissed it off (HL2 and its episodes never have, though). Crazy artifacts the second I'd so much as look at a portal or one of the blue end gates. Ended up having to point a box fan (!) into the side
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Seriously, I have to ask this. I know what Steam does, how it works, and I use it regularly. Where's the beef?
Are people upset that they feel forced to run a background application in order to play games? That I can understand, but if you cared that much about what ran in the background, you wouldn't be bitching about a Windows application because you wouldn't be running it would you?
Does online activation tweak people? I could understand this, if they weren't able to play in offline