I'll get back to this soon because I can't resist doing so.
Still not sure on the middle of the first turret room, however. There are two turrets on opposite sides of the same corridor, two cubes, and one dark and creepy room. I have a feeling that the graffiti in the latter may hold a clue.
A lot of Portal players talk about how they struggled with the puzzles until they noticed an environmental cue and the solution just clicked in their head. That was definitely one of those times, and it's happened to me very very often in this playthrough. To be fair, my younger brother helped a little, but I would've probably solved it eventually anyway.
Definitely worth the frustrating installation time!
I played about an hour ago before going to the gym. Probably somewhere between test chambers 16-20.
Now GLaDOS started showing her true colors. I came across a cube with hearts, and couldn't help but feel for the cube when it was taking the hits from the photon thingies. A cube with hearts getting its corners and sides burnt, WHO WOULD DO SUCH A THING??? Then, at that test chamber, I barely managed to make the final platform open by the skin of my teeth. Seriously, when I managed to crawl onto the button right after the photon passed by and right before it was about to collide with the door, I couldn't help but think "oh, I did it?" Then I slowly platformed to the next area, with the lovable cube proving to be quite the weigh down. Oh well, I'll carry you anyway! Then...
GLaDOS: "You are not allowed to carry the cube any further. It must be euthanized." Me: NO!!!!!!!!!!!!!!
(not making this up - at the very least, I felt something for the cube)
R.I.P. Weighted Companion Cube. You will most certainly be missed.
Then...
GLaDOS: You are nearing the end of your test. You will be baked afterwards, and then there will be cake. Me: WHAT DO YOU MEAN I'M SUPPOSED TO BE NOTHING MORE THAN A THROWAWAY TEST SUBJECT???
Among other things, beta testers caused the creation of the Companion Cube. Chamber 17 was designed for players to take the cube provided at the start of the level with them through the entire chamber, but at this point players had been well and truly trained that cubes were to be used once and then discarded, and another would be provided next time. What to do? Paint tiny hearts on each of its sides and call it a Companion Cube. Then have GLaDOS repeatedly tell you that the cube was your best friend and you should look after it. That worked!
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There is no shame in not knowing; the shame lies in not finding out
i remember there being a few other areas and things of note as to why things are how they were. it also helps that the game is short enough that a replay is particularly easy, especially knowing the solutions.
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There is no shame in not knowing; the shame lies in not finding out
The fact that this topic exists in 2011, 4 years after the game was released, is incredible in the first place. Portal was a game that spread like WILDFIRE through word of mouth. The 3 main memes that it spawned (which I won't mention now due to spoilers) were extremely overused, and caused the immense hype that imploded upon itself like 2 months after the game was released.
I didn't think anyone after that point would be able to have a truly pure experience with Portal again. Surely they had heard all about the game and the memes and ending and everything. LMS is the only one who could have survived in that ignorance bubble for so long. He's the only one who can do this playthrough.
I've actually owned the game since Summer 2009, and I even tried installing it then, but the whole "can't install due to copy already being installed on another computer" thing turned me away. This time I was determined to not let the playthrough be averted.
Yes, I've heard all the memes, although I don't know the ending. I just heard the whole "you will be baked, and then there will be cake" thing, and I saw "the cake is a lie" in graffiti earlier.
Portal doesn't really lend itself well to a playthrough topic. It's the kind of game you just play straight through and discuss afterward. Doing a playthrough topic on Portal is like doing a one on a bowl of ice cream.
So I managed to get past test chamber 18 all by myself, and I cheered...until OH NO A FIRE PIT!!! Knew something silly was coming, but what it was...oh dear.
My younger brother came afterwards and helped me get to some middle area of the "escape" sequence, although I do think I would've been able to do it myself - would've just taken more time. Now that he's watching a movie, I'll see if I can finish this off myself.
More adrenalin-pumping jumping through an extremely high room led to...first, some clear references to Half-Life (and I suppose this is what's supposed to tie the game into that series), an adrenalin-pumping boss fight with GLaDOS herself. It was rather chaotic, but I really loved that the game ended this way. I think someone (nintendogirl1 maybe?) said that the final boss was disappointing, but I didn't feel that at all. At best, I can maybe understand why someone would say that it's a little out of place - but whatever, like I said, I wouldn't end the game any different way. This game quite literally has perfect pacing. I also liked how surreal the GLaDOS fight felt - quite a contrast from most of the game feeling like a "real place", but hey, I don't find that a bad thing! Actually the GLaDOS fight felt both real and surreal at once. Kinda like the whole game, perhaps?
Also, GLaDOS's dialogue during the battle reminded me of Kerrigan (and my younger brother said it was because "she's crazy"). And...after I got out of the way of the explosion (also my framerate dropped precipitously at this time, but oh well), I ended up outside, lying on the floor. Then the ending arrived, flying me by some tubes over to a room with...CAKE! Followed by one of the best staff roll themes ever.
"Final" thoughts:
Story: I didn't feel that there was much of this throughout the course of the game, but reading GamesRadar's entry reveals that...that's supposed to be a huge strength of the game? Actually, I can agree with that! Looks like I'll have to try and beat this game in one sitting tomorrow. I wholeheartedly agree with GLaDOS's amazing characterization and the awesome dialogue - I already know that seeing those badly done in a video game doesn't phaze me much, but when done well, they really enrich the experience. I think I've commented enough there.
Design: Too short, no way! Like I stated earlier, this game has absolutely perfect pacing, NEVER feels repetitive, and even seems to have quite a bit of replay value via the additional challenges. I'll be playing through this in one sitting with developer's commentary on tomorrow, hopefully.
Gameplay: This IS utter genius, and there's no other way to put it. An awful lot can be spun off the core gameplay, no doubt, and I found portal platforming to be EXTREMELY exhilarating, as I've stated several times.
Presentation: In terms of graphics and sound, absolutely nothing feels out of place here. Can't think of much more to say, really.
Game is an easy 10/10. This is indeed something that everyone should play, and I've definitely put this off for WAY too long.
Didn't quite get it done in one session, but I replayed the game over the course of a single day all right!
I honestly really liked the developer's commentary, at least when I didn't have to worry about GLaDOS's voice possibly drowning it out (and even that became a surprising non-issue later on, probably because I got used to it or something). To summarize, it really made me appreciate the game more. I liked how quite a few design decisions were psychology-based, and Ellen McClain's voice is awesome.
Main game done with for now. Will view bonus content tomorrow morning.
Only two advanced levels remain unfinished. I haven't yet attempted the last one, and the turret hallway mess...ouch. I can't seem to get past the hallway with a turret on each side, and this time I can't take them out because they're caged! Argh.
Time to throw in the towel and consult a guide? Or do you guys have any advice?
Right now I don't really feel like attempting the challenge maps. Maybe another time? I do like the advanced levels though, and they're definitely an excellent addition to the game - especially considering how quite a few of them are more reflex-based than the main game's puzzles, which is a refreshing (if oft-frustrating) change of pace.