Play­ing with por­tals


A col­lab­o­ra­tion be­tween DigiPen In­sti­tute of Tech­nol­ogy stu­dents and Valve, 2007’s Por­tal isn’t strictly speak­ing a shooter, but its out­landish physics puzzles and sense of level de­sign and script­ing as a form of co­er­cion make it feel like a cri­tique of

Half-Life— a par­al­lel the game’s won­der­fully funny end­ing se­quence plays up to. Based on the DigiPen game Nar­bac­u­larDrop,

Por­tal casts you as a hu­man lab rat armed with a gun that cre­ates por­tals, lost in a shift­ing me­chan­i­cal labyrinth run by a ma­li­cious, yet ut­terly in­ept, AI. The Por­tal Gun it­self is ev­ery bit as fun to mess around with as Half-Life2’ s Grav­ity Gun but the game’s un­ques­tioned star is your neme­sis, GlaDOS, a car­ni­val mir­ror im­age of the AI an­tag­o­nists from Sys­tem

Shock and Marathon.

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