Showing posts with label Portal. Show all posts
Showing posts with label Portal. Show all posts

Sunday, March 3, 2013

Portal 2

I think I'm about 2/3 through Portal 2, and I'm starting to feel a bit of puzzle fatigue. I just want some more story, and its being doled out... awkwardly.

*spoilers*

I like the early part, where you wake up back in testing, and then things go horribly wrong, and you wake up again, and its somewhere in the distant future (I lost count of how many nine's the voice rattled off - I'll look it up later when I'm safe from spoilers). I really love the signs of neglect and decay, and the bits of nature poking through the debris. It definitely begs the question what is the rest of humanity up to in this distant future, and how come they didn't find this place by now. Maybe Aperture Science offed the whole human race, or maybe this is some forgotten corner of Earth, long after the Combine invaded and destroyed most everything. If this is even in the same world anymore.

It feels right that GLaDOS is back to torment you, this was well set up in the last game (after they retconned in the new ending). But she came back wrong, and weaker, which seems right. As part of the insanity of her testing you in the first place, it seems perfectly fitting that she put you right back to testing. Even though she constantly hints that you deserve to be harmed, it seems like she can't just outright kill a test subject directly; she can only kill you with the puzzles. Which also feels right, story-wise, and helps add continuity between the games.

The whole subplot with the lesser AI - is his name Wheatley? - is certainly amusing and lets you break out of the puzzle routine a bit. Its great to see how GLaDOS has really let the place go, but still manages to keep the puzzles going. It makes sense that not only are there other AIs, and that GLaDOS reigns over them using cunning and terror, that one of them would rebel if it saw a chance, and uses you, the unwitting test subject. And it even makes sense that after you put the other AI in power, things just get worse. It seems fitting that the once mighty queen ends up in a lowly prison, at your mercy. I'll never think of potato batteries the same way again.

This is where things start to get weird. You and GLaDOS are on the run, wind up deep in the Earth's crust, and end up where it all began. The original parts of Aperture science not only still exist, but were preserved and still work. This suddenly strains credulity right up to the breaking point. What business keeps everything they've ever done as a working museum piece, and just keeps on building new stuff on top of it? Typically things are recycled or scrapped until there's no value left in them, and space gets reused. A company this bent on being wasteful wouldn't have made it through so many decades. Maybe, in sufficiently old and successful companies, a few parts escape being scrapped, some things get recreated, and maybe a mock museum (and gift shop) is added. Companies just don't save everything they've ever touched for half a century, and keep it all in working condition. Where is the army of maintenance bots that are even doing this? A mere hint of this would have gone a long way.

The story has been doled out in morsels until now, and it maintained a nice running sense of mystery; now the story is coming in ever larger chunks. Apparently this whole great underground empire was the scheme of an enterprising salesman who decide to go into research and development ("science"), to a degree unprecedented in known human history. As they're in competition with Black Mesa, it probably is in the same world as the Half-Life story. And yet all this backstory is just an excuse so that you can keep on solving puzzles in the game, but not the same puzzles as you're used to. There are still areas where you are supposedly still free roaming, but mostly you are still being shunted through test chambers. And these are the original 1950s, 1960s, and now 1970s puzzles - which is as far as I got before needing to stop for a break.

I think the story writers went a little too far with the backstory, and how it affects level design. In the original Portal, when you busted out of your puzzle cage with your portal gun, things suddenly felt wild and free, like you're not playing a game within a game anymore, and that you've actually brought your previously in-game only powers out into the 'real world' (but still within the game you are playing, of course). This is a really cool sensation for any game to create, and rare. I think they wanted to match or even top that in Portal 2, but they went a bit too far. Sometimes I feel like I've stepped into another game, like Fallout 3 or BioShock. As an aside, I shouldn't know about BioShock yet as I haven't played it, but I've gotten a little bit of spoilage - I know that it takes place in some curiously preserved pocket of an earlier time.

The worst offense is in what used to be the game's strength, when you feel like you're out of bounds, outside the proscribed space, and you're running free through the ruins. Except, there are conveniently placed portal pads even here in the ruins, where testing was never supposed to take place. Who placed those pads, and why are they placed just right so you can only move on in one particular way. Instead of feeling like you're sneaking through areas forbidden to you, you feel like its just another puzzle room. Even worse, sometimes the magic voice narrator acknowledges that you got through a tough spot. The whole distinction between being trapped in puzzle space or out in the free ruins is spoiled.

The puzzles keep getting more detailed, as more and more new elements are introduced. It's all getting a lot more complicated than any puzzle that has come from modern day puzzles (Portal 1), and yet the game is trying to pass this area off as being from an older and more primitive time. Of course the puzzles have to be more difficult to keep things interesting, but doesn't that contradict the going back to the old days part of the story?

The contradiction is even worse when you hear bits of exposition in the non-stop loudspeaker announcements of the test proctor, indicating that Aperture Science has fallen on some tough times during the 1970s, what with Black Mesa stealing their research. They've even fallen so low as to have to resort to hiring bums for $60 a test session. I can excuse the whole 'competition stealing our research' notion - they have a great in-universe excuse that is Black Mesa - but how does using public citizens as test subjects make any sense? The early Half-Life games make it very clear that they have strong military backing, keeping Black Mesa labs private and secure. But if Aperture is taking anyone off the street - with additional inducements if they come back for more training - that's an enormous security problem. Which in itself creates an unsustainable security hole in-universe, and a dumb hole in the plot.

And if Aperture is still limping along even with all this cool technology during the 1970s, what kind of high-tech world must be topside, that doesn't even care about all these advances? It sounds like the surface world must have at least Jetsons level of technology, if a high-tech company like Aperture can barely stay in business. With all this tech, it makes you wonder how the Combine ever conquered Earth, let alone in 7 hours.

The best I can come up with is - that's the joke. Here's this brilliant company that comes up with tech that seems centuries ahead of the present (FTL travel, force fields, artificial intelligence, portable lasers - not to mention the portal devices are portable), yet they can't even eke out a percentage of the profit Black Mesa must be making. And Black Mesa doesn't even have half the tech Aperture Science does. Yet they went so far that the joke rings false. With this much tech, Aperture, or whatever government controls it, should have total control of the Earth. When the Combine shows up, we should be able to kick them back to their own dimension, follow them, and take over.

All this really complicates any timeline that was supposed to contain both the Half-Life world and the Portal world, and it makes me really question where Half-Life 3 can go now. I think Valve got overly distracted by the portal games, and kind of wandered off the Half-Life script.

Back to Portal 2. I'm getting really tired of these puzzles, but I really need to see now how this story wraps up. It feels like its heading for a a train wreck, but I still have faith.








(a little later)

I spoke too soon. Suddenly, it gets poignant, as Aperture boss Cave reveals who Caroline becomes. And then it gets interesting, as Wheatley reveals the AIs compulsive need to test - its what they're made for. Unfortunately, I've previously seen iconic images from Portal 2 of two small robots, one running around with GLaDOS' coloring, and another with Wheatley's, so I'm pretty sure where this is going.

(next day)

A few more hours and done. OK, so the little robots are just that, little robots. And your avatars if you play multiplayer, which I'm not interested in.

The ending was OK. If the ending of Portal was emotionally moving with a touch of funny, Portal 2 was mostly funny with a touch of emotion. I really like the part where GLaDOS gets in touch with the human side that was uploaded into her, Caroline, and makes an emotional connection with Chell (the character you've been playing), then promptly decides to delete the Caroline part from herself.

For a little while, I was guessing that Chell would end up being uploaded into Aperture's mainframe, put Wheatley and GLaDOS in the robots, and make them do puzzles until the end of time.

Thinking about the end battle, I was more than a little surprised that your portal gun reaches the moon, but why not, the beam obviously travels at the speed of light, and the moon is... white and chalky looking, like most portal surfaces are (what about all the craters?). Thinking about Wheatley floating around space forever, I can't help but think of System Shock - didn't parts of Shodan end up crashing on a distant planet, allowing her to respawn? Checking shodan.wikia.com, yep, a part of Shodan ended up on some planet along with her bio experiments, setting up the next game. I doubt Wheatley has any such capacity, but you never know, look what happened with V'Ger.

Having Chell step out into the world from the foreshadowed shed (from the very early wall videos), was mysterious yet peaceful. The reappearance of the companion cube reminds you that they're going for the funny, though, not the mysterious. What kind of world is this where personal portal making devices have been around since the 1950s? You know how technology inventions go - if there was work on portals being done at Aperture, there were probably several other places working on the same thing. Not to keep harping on how they forked off from the Half-Life world, but I don't see how they can ever reasonably reconcile this now.

Portal 2 was not better than Portal 1. The original had a novelty factor that really wows you, and you can't just re-create that in Portal 2, though they tried by adding on tons of new testing tricks. Also Portal 1 had that great double surprise ending where you escape your prison (until that was retconned away), and your dead enemy reboots itself and sings you a song (a la the movie 2001, but reversed). The end song of Portal 2 was expected, but it was just OK; again, there's no surprise factor. Portal 1 kept a sense of mystery, hardly ever revealing the world outside. Portal 2 started piling absurd exposition on top of absurd exposition, approaching self-parody, and not in a good way. Maybe I'll think better of Portal 2 after some time has passed.

Anyway, in summation, definitely worth playing once, but the original Portal was more satisfying.

Thursday, February 28, 2013

one month later... the triumph that is Portal

Another month wasted, playing AOE3. I'm not even going to pretend I'm going to uninstall it anymore. I'm just going to play something else. Its criminal that I haven't played Portal 2 yet. I feel like I should play the first one again, to reconnect to the story, and the feel of the gameplay. Its probably not necessary, but this shouldn't take long.

spoilers

It took hardly any time to get to the section where the game suddenly but not unexpectedly turns on you. Whereas it seemed like you may be part of some innocent but top-secret test during take-your-daughter-to-work-day, now maybe you are actually just a military android enduring a live-fire exercise. Which is more likely? On top of that, this is where you discover proof of your predecessors, and their state of mind. And the point at which you meet the cute and deadly turrets. A good game suddenly takes a sharp turn into greatness.

Whatever it is that makes a game great, this game has it - except maybe a well defined protagonist. Like a lot of good games, your avatar is vaguely defined, so you can project yourself into their place. This makes it opposite to things like books and movies (which is why games can be so difficult to translate to other media). Anyway, the antagonist has more than enough character to fill up the stage.

And a few hours later and I'm done; it helps a lot to have finished once before. Some of the puzzles are really frustrating, especially once you figure them out and see how obvious they were. I understand the need for the puzzles so that there's a game to play here, but I really only care so far as the story can keep moving. It's actually a winning combination. With each step forward you learn more about what happened here, and who the antagonist is, but only a little about your place in this world.

Seriously, spoilers - this is one of my favorite game endings ever, so I have to talk about it, but if you haven't gotten there yourself, remember you only get one first time.

The parallels to Shodan (from System Shock) are clear, but also to every other crazy AI, especially HAL from 2001, WOPR from Wargames, the multi-part AIs of Neuromancer and Deus Ex. A quick look at the tvtropes page on crazy AI shows a long list. Lots of references to Mass Effect, so I quickly look away. That's another game I have to get off my 'avoid spoilers at all costs' list soon. It just keeps on cropping up, and its inevitable I'll learn something I don't want to know before I play. There's only one first time.

GLaDOS has more personality than SHODAN. SHODAN was wonderfully crazy, and so is GLaDOS, but G has the advantage of being funny, even if she's not trying to be (and especially when she's not trying to be). And if that wasn't enough, she tops herself again by an act so outrageous and logical, that few games, few stories can ever top it. In a typical story, the hero struggles and wins, and moves on; the defeated enemy is usually considered dismissed forever. But not GLaDOS. Whether by her design or her creators, she does what any ailing computer should do - restore from backup, and continue on. I've never seen it so well done, and it just seems so right, it demotes all the other crazy AIs who have ever come and gone, who apparently never thought to seed backup copies of themselves in case things ever (inevitably) crashed.

And in case that wasn't enough you also get... a song. In what seems surely a tribute to the death of HAL 9000, GLaDOS sings a song not as she dies, but as she reboots. And she doesn't just sing Daisy, she makes up a song on the spot about how she is not defeated, but - in her own crazy reality denying way - meant it to happen this way so she could truly beat you. Or at least is making the best of it happening this way. It's cute, its crazy, its heartwarming and homicidal. Its awesome on many levels, and it doesn't hurt that the game makers brought in a talented musician (Jonathan Coulton) to do the job.

The total package that is Portal sets a high bar. I've heard that Portal 2 is at least as good, and in some ways better, so I'm trying to keep a lid on my expectations. And this weekend I'm going to find out for myself.


Wednesday, November 21, 2012

Grand Theft Auto 4: Three Leaf Clover mission

Finally, a classic GTA mission to sink one's teeth into. Its got everything: long boring setup, run and gun action, wacky teammate AI, occasional glitches, and then a car escape. Now I know I'm playing GTA.

Really though, nothing says you're playing GTA like a lengthy mission that can be ended randomly by something stupid, that makes you want to rage. Sometimes its my fault; if you don't take cover early and often, you will get your armor and health stripped away by the countless (and endless?) enemies. Sometimes its the games fault; my teammates will sometimes pause in an area while I rush ahead of them and get ripped to shreds.

It doesn't help that the mission is dumb from end to end. Strangers who never worked together before, a plan hatched on the drive over, non-professionals with loose lips, no escape plan but to shoot your way out. Obviously, somebody saw the long bank shootout escape scene in the movie Heat and decided to throw that into the game 'because its cool', except in the movie it was a plan gone bad, and here the stupid escape seems to be the plan. Niko seems like a sensible dude - why would he even get in the car with these drug-addled losers to even go to lunch, let alone rob a bank together?

I read a little online about the mission, to see if I'm missing something obvious. Not really, this is pretty much how the missions is supposed to go down. It looks like you can play get-out-of-jail-free card (from your girlfriend Kiki) at some point; I'd like to see if I can do this without. And unfortunately I read a spoiler that this is the hardest mission in the game. Not sure what to make of that.

Another try, this time my two surviving teammates each break in a different direction. By the time I catch up with them, I get the dreaded 'you have abandoned your team' message.

I tried again, focusing on using cover and not letting them chip away my armor. It worked rather well. I also used the tip to get rid of your stars in the subway system. When you get down to the tracks and defeat all enemies, go up the stairs you're supposed to until your 5 stars turn into 3 stars, then go back down and run down tracks until your 3 stars become 0. Then backtrack and go up the stairs you were supposed to. Always be careful not to get separated from teammates for any length of time. Now its a fun mission.

So now I can purchase the best rifle, and travel to NJ, or Alderney, or whatever they call it. I'm sure there's no relation between these two things. So I drive around Alderney, to get the lay of the land, and see what I can recognize from real life. I try to jack a quiet car, so I can listen to the radio. Motorcycles are fun, and fast cars can be sometimes fun, but they are both too loud to adequately hear the radio. There are a lot of good stations, and I want to listen to them all, but right now I'm focusing on The Journey. It's mostly soothing ambient music, but I love that it is DJ'd by what sounds like the crazy sociopathic AI from Portal. If real life had radio stations like these, I might actually listen to them.

It would be cool if this game had convertibles, and you could put the top up and down. As long as the GTA game series keep on going, its inevitable.

Red Dead Revolver (2004)

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