Now that the big three game companies have all announced their new consoles, I thought I would take a look back at my favorites from the Wii/PS3/Xbox 360 era. I realize that what is soon to be dubbed ‘last generation’ isn’t actually over yet and there is a chance that some more truly impressive games might be released between now and the time that the Wii U/PS4/Xbox One take over completely. But as of right now, I feel that my list of favorite/most important games from this past generation will see little-to-no alteration, even with new games still on the horizon. The criteria for this list is as follows: all of the games listed below are among my favorites of this past generation, and have been placed in order of which I think were actually handled best, from gameplay, to storytelling, to graphical/artistic presentation, and overall production quality. A few series had sequels that were competing for a spot on this list, and because of how close it came between some of them, I’ve opted to include both as a single spot on the list. Keep in mind that this list is drawing from a large pool - everything from the Wii, DS, PS3, PSP, and Xbox 360. Also, re-releases of a game are not eligible – no Virtual Console or HD Collections, I'm afraid. However, full-fledged remakes are allowed. If your favorite game didn’t make the list that simply means that either I didn’t play it or it didn’t leave as significant an impact on me.
While the original Portal was certainly a landmark game for its physics engine and combination of puzzle and platforming gameplay, it lasted but a few hours. They were an enjoyable few hours, to be sure, but left less of an impression that I had played a ‘masterpiece’ and more the impression that I had played something that was a crossroad – not just for the aforementioned genres of video games, but for the medium as a whole. In the years that followed Portal’s release, there was seemingly no end to the number of developers who attempted to pay tribute to the game by including not-so-subtle references to false promises of cake and the instantly recognizable companion cube. But for so many that gave their individual nods to the game, there were few that dared try and replicate something like Portal.
Enter Portal 2, a sequel released four years after the original, which built and expanded upon everything the original created. Portal 2 once again follows protagonist Chell, but through a full-fledged story instead of a one-sided conversation with power-mad AI GLaDOS. It’s true that Chell is still silent, but Wheatley acts as both narrator and companion, while the other cores (brief though their appearances may be) and the recorded audio from Aperture founder Cave Johnson add a lot of life to the equation. The original Portal, while entertaining in its own right, did not feel to me as complete of a product as Portal 2. The addition of gels added a new dynamic to the gameplay, and a few of the puzzles were real stumpers. As for the flawlessly-executed co-op mode, that was simply icing on the cake.
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Showing posts with label Valve. Show all posts
Showing posts with label Valve. Show all posts
Tuesday, June 18, 2013
Saturday, December 10, 2011
25 Days of Villains - #16: GLaDOS
"In the event of a catastrophic failure, the last two minutes of my life are preserved for analysis. I was able - well, forced, really - to relive you killing me. Again and again. Forever. You know, if you had done that to someone else, they might dedicate their life to exacting... revenge."
GLaDOS is one of the most animated and emotive robotic characters in recent video games. She’s ruthless in her attempts to try and kill Chell with test chambers that include spike plates, turrets, and deadly neurotoxins. But her darkly comedic dialogue is largely what makes Portal such a unique and memorable experience. Without GLaDOS, Portal would be a really good puzzle game. Because of her, it’s a story that players can really engross themselves in.
As the events of Portal 2 reveal, GLaDOS was created as a way for Aperture Science to allow one of their most important minds, Caroline, to live on forever. Cave Johnson’s team led the project forward, despite Caroline’s concerns. While everything was going well at first, GLaDOS’ desire to recreate the Schrodinger’s Cat experiment with lethal neurotoxins resulted in the death of a number of Aperture staff members. While the team thought the installation of a morality core would be sufficient for preventing further catastrophes, scientist Doug Rattman saw another outcome – one that was much darker for everyone at Aperture. And though Rattman managed to alter the list of candidates, placing his faith in Chell, he and everyone else at Aperture died for the sake of GLaDOS’ “testing”.
Even after Chell manages to set everything straight at the end of Portal 2 and GLaDOS sets her free, she hasn’t really changed. She even tells Chell that the reason she is letting her leave Aperture is because Chell is simply too difficult to kill. Understanding herself to be Caroline reborn, GLaDOS wipes that part of her from her memory banks, then uses two robots, ATLAS and P-body, to find something hidden deep within the facility. She has her fun blowing up ATLAS and P-body along the way, but they are not human, and the effect just isn’t the same. Which is why GLaDOS is overjoyed when ATLAS and P-body finish their duties and discover a whole new area of Aperture filled to the brim with humans in stasis.
Boss theme:
Technically there is a battle theme when facing GLaDOS, but it’s nowhere near as great as “Still Alive”.
GLaDOS is one of the most animated and emotive robotic characters in recent video games. She’s ruthless in her attempts to try and kill Chell with test chambers that include spike plates, turrets, and deadly neurotoxins. But her darkly comedic dialogue is largely what makes Portal such a unique and memorable experience. Without GLaDOS, Portal would be a really good puzzle game. Because of her, it’s a story that players can really engross themselves in.
As the events of Portal 2 reveal, GLaDOS was created as a way for Aperture Science to allow one of their most important minds, Caroline, to live on forever. Cave Johnson’s team led the project forward, despite Caroline’s concerns. While everything was going well at first, GLaDOS’ desire to recreate the Schrodinger’s Cat experiment with lethal neurotoxins resulted in the death of a number of Aperture staff members. While the team thought the installation of a morality core would be sufficient for preventing further catastrophes, scientist Doug Rattman saw another outcome – one that was much darker for everyone at Aperture. And though Rattman managed to alter the list of candidates, placing his faith in Chell, he and everyone else at Aperture died for the sake of GLaDOS’ “testing”.
Even after Chell manages to set everything straight at the end of Portal 2 and GLaDOS sets her free, she hasn’t really changed. She even tells Chell that the reason she is letting her leave Aperture is because Chell is simply too difficult to kill. Understanding herself to be Caroline reborn, GLaDOS wipes that part of her from her memory banks, then uses two robots, ATLAS and P-body, to find something hidden deep within the facility. She has her fun blowing up ATLAS and P-body along the way, but they are not human, and the effect just isn’t the same. Which is why GLaDOS is overjoyed when ATLAS and P-body finish their duties and discover a whole new area of Aperture filled to the brim with humans in stasis.
Boss theme:
Technically there is a battle theme when facing GLaDOS, but it’s nowhere near as great as “Still Alive”.
Sunday, October 23, 2011
Valve announces in-game editor for Portal 2
According to Valve, early 2012 will see an update for Portal 2 that will allow players to create their own test chambers and challenges. This applies to both single-player and co-op chambers. Players can then vote on and share their creations online. This news comes from GameTrailers, who has stated that little else is currently known about the update. There has yet to be confirmation if this new feature will apply solely to the PC version, or if it will include the console versions as well.
Friday, May 20, 2011
Xbox 360 review: Portal 2

Portal 2 picks up some years after the conclusion of the first game. No concrete time frame is given, but it's obvious that a few years have passed, as the entire facility is in disrepair. Following her initial defeat of GLaDOS and subsequent escape, Chell has been dragged back into Aperture and placed within a long-term relaxation chamber. A brief tutorial on the games controls plays out before Chell meets Wheatley, a personality core tasked with keeping track of all the human test subjects. Wheatley promises to help Chell escape Aperture, and, after acquiring the portal gun, Chell finds herself in GLaDOS' chamber once more. Wheatley - while trying to find an escape for Chell - accidentally reactivates GLaDOS, and he and Chell are separated, with the latter being sent to retrace her steps through Aperture's test chambers.
The game's introductory sequence is hauntingly surreal. While the chambers Chell traverses are familiar territory to anyone who has experienced the first Portal, the plantlife and new gameplay elements add enough flavor early on to set Portal 2 apart from its predecessor without dishing too much to players right away. New gameplay elements including lasers, repulsion and propulsion gels, aerial faith plates, and light bridges are introduced gradually as the single player mode progresses, eventually seeing a myriad of combinations late in the game. The puzzles are both more plentiful and more challenging than in the first game, but a large portion of what makes them so enjoyable is the process of solving them. Players may find it takes a few tries to successfully complete the early test chambers, while later portions of the game take more time and patience in order to complete far more complex tasks in gigantic areas. But the process of trial-and-error is far more rewarding than relying on game guides.
A few tweaks have been made with regards to how the portals apply to test chamber walls. No longer do players have to try three or four times simply to line a portal up a just the right angle of rotation. It's a small change in the grand scheme of things, but it goes a long way.
The cooperative multiplayer mode allows players to take on four different sets of chambers, each of which contains seven tests that become both progressively longer and more challenging. While there a variety of puzzles are presented, each area puts major emphasis on one of the new elements introduced in the single player game. For example, one of the areas focuses largely on the aerial faith plates, another on light bridges, and so on. The last few test chambers in each area then go on to combine all of the previous elements. While the multiplayer mode can be replayed time and time again (either online or splitscreen), veteran players will find a lack of challenge, simply because they've already completed each chamber. In the single player game, there are a number of hidden rooms riddled with artwork and messages from the Rat Man (aka as Doug Rattman for those familiar with the comic that bridges the gap between the two games). The game has quite a few easter eggs and clever achievements to unlock, but due to its linear gameplay, there isn't a ton of replay value presented in Portal 2.
The single player game is certainly more story-driven than that of its predecessor, and utilizes more adventure elements. In contrast, the cooperative mode is a more pure puzzle and platforming experience, with a story that is plenty funny but nowhere near as memorable or fleshed out as the single player story. In this regard, Portal 2 offers two games in one, both deeply rooted in the core mechanics of the first Portal. Regardless of personal preference of either mode, players will find that Portal 2 is a more complete and rounded out gaming experience - something that Valve stressed from the moment they announced the sequel. The single player experience lasts roughly seven to eight hours, while the cooperative mode adds an extra five to six hours, depending on how long it takes teammates to solve puzzles.
I absolutely loved the dark comedy that fueled the first game, with GLaDOS constantly balancing her love of testing and desire to murder Chell, quirky phrases from the turrets, messages left scribbled all over the Rat Man's hidden rooms, and of course the promise of cake. With Portal 2, there is a larger cast of characters, and though they come and go as the story progresses, the game is considerably funnier than its predecessor. This is due in no small part to the game's voice actors. Ellen McLain reprises her role as the devilish and calculating GLaDOS, while Stephen Merchant plays her polar opposite - Chell's robotic ally Wheatley, who causes a number of screw-ups, but is ultimately a breath of fresh air as the most human character in the game, as well as its most lovable character. J.K. Simmons provides insight into the early years of Aperture Science as Cave Johnson, the company's founder, a man who is expresses himself in both a blunt and colorful manner with some off-the-wall metaphors and vehement distaste towards limitations on science (physical, legal, or otherwise).
For a 2007 release, Portal looked and sounded quite nice. But this is 2011, and Valve has gone out of their way to revamp Aperture Science with overgrown plantlife and incomplete chambers among the enrichment center's familiar white and gray sterile design. Graphically, the game isn't quite as impressive as other recent releases, but the great attention to detail and more drastic lighting and shadow effects raise the bar significantly from the original Portal. Aperture feels more alive than ever, with panels adjusting as tests are completed and chambers gradually becoming more and more complete as GLaDOS restores the facility around Chell. The feel of Portal's soundtrack is retained, but expanded upon. Instead of having a few ominous tracks throughout, Portal 2 chooses the more techno-heavy route, borrowing some inspiration from the musical stylings present in Half-Life 2.
I must admit, when I first heard that Eurogamer gave Portal 2 a perfect ten score, I was a little skeptical. Sure, the first game was a huge game-changer, not only for Valve but for the puzzle and adventure genres as well. But it would certainly be a difficult act to top. After playing through both modes, I can happily say that Portal 2 is one-of-a-kind game. It still retains everything that made the first Portal great, but goes the extra mile to deliver a much more rounded out experience. Although it's still early in 2011, there's no doubt in my mind that Portal 2 stands a very good chance of earning game of the year.
My rating: 10 (out of 10)
Labels:
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Tuesday, May 17, 2011
Portal 2 DLC announced
Valve recently announced DLC for Portal 2. No concrete release date or details have been given as of yet. If I had to take a guess, though, based on the way the game wraps up, it would seem more likely that the DLC would be additional test chambers for the cooperative multiplayer mode, or at the very least a continuation of Atlas and P-Body's story. It could also be that Valve plans to release reworked test chambers much like those that were included in the first Portal. Whatever the case, this announcement isn't terribly surprising, considering the overwhemingly positive response Portal 2 has been getting. What is a pleasant surprise, however, is the fact that the DLC will be free of charge for download on PC, Xbox 360, and PS3.
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Sunday, September 12, 2010
Portal 2 Co-op update
Another brief update, with the new trailer for Portal 2 co-op attached. It seems that Valve is going to make the cooperatvie gameplay narrative-driven, though where all this plays into the overarching story of Portal remains to be seen. I'll keep things updated with new posts and information as I receive it, but for now just enjoy the trailer.
Friday, December 18, 2009
25 Days of Christmas - #8: Half-Life 2

In 1998, Valve released their landmark game Half-Life, which took the FPS genre in a whole new direction. This was a game that focused less on the run-and-gun gameplay of popular titles like Doom, but rather chose to present players with obstacles and allow them to figure out how to get around them. Some of these obstacles were enemies, who needed to be killed in order for hero Gordon Freeman to continue his journey. Other obstacles were barricades that could be torn apart with the crowbar. Some obstacles required Freeman to carry out a side mission in the style of Metroid and do some brief backtracking in order to restore power to a generator or find the correct switch that would open a door. Half-Life was an incredibly linear game, but offered some very creative environments and forced players to watch their moves carefully.
After much toil at Black Mesa, Freeman is finally able to close the portal between Earth and Xen, cutting off the alien forces. However, Dr. Freeman doesn’t receive a traditional heroic ending, and is instead put to work for the mysterious G-Man. His life spared, Freeman enters a stasis sleep for almost two decades. When he awakens again, Freeman finds that Earth has been conquered by another alien race known as the Combine. The human race has been spared, but people are forced into following strict living conditions and constantly live in fear of the Combine.

This dystopian world is the setting for Half-Life 2. As Gordon Freeman fights the Combine forces alongside his new partner Alyx Vance, he encounters many former colleagues from Black Mesa. Barney Calhoun, a former security guard, aids Gordon by opening passageways for him and rallying people to fight against the Combine. Scientist Issac Kleiner gives Gordon directions and later uses hijacked television channels and radio stations to inform the citizens of City 17 of what they should do after the human revolt has started. Eli Vance, Alyx’s father, was wounded sometime after the events at Black Mesa, but is constantly watching out for the safety of Alyx and Gordon, as well as offering moral support to the duo.
However, another former Black Mesa employee shows up in City 17 as the primary antagonist. Dr. Wallace Breen carries out the role of being the human representative to the Combine, as well as a Combine propaganda tool. His broadcasts can be heard all throughout City 17. Later in the game, once the human revolt is well under way, Breen will focus his broadcasts directly at Freeman, fruitlessly attempting to stop him from dismantling the Combine rule.

The world is visually stunning in Half-Life 2. Scattered around the drab streets of City 17 are various propaganda posters of Dr. Breen. Most of the buildings are old and the doors and signs bear writings in a dialect of Russian. Outside of the city walls, the sands of the shoreline are bright and largely untouched. In contrast, the oldest part of City 17, Ravenholm, is dark and almost completely devoid of life, save for the headcrab and zombie infestation, as well as the lone surviving human Father Grigori. These distinctly different environments work events to their advantage brilliantly. The narrow streets and building interiors focus heavily on combat with zombies and Combine forces, while open areas give players more freedom to explore in the vehicles.
While physics played an important role in the original Half-Life, they become the center of the sequel’s gamplay. Initially, Freeman is limited to his crowbar in order to break boxes and solve puzzles. Not too long into the game, however, he acquires the gravity gun, which plays a dual role as both a weapon and a tool. Players will find the gravity gun useful for stacking boxes in order to reach a certain height, or hurling heavy objects at Combine troops during combat. There is a well-balanced variety of weapons in the game, from the classic pistol, to the melee crowbar, to the one-hit-kill crossbow. But racking up kills with any of these weapons doesn’t quite give you the same satisfaction as disposing of an enemy by hurling a toilet or oil drum at their face.

The AI in Half-Life 2 in fantastic, and only hits one or two snags throughout the entire game. The friendly forces think before charging into an area heavy with gunfire. Likewise, Combine forces will always try to take on Dr. Freeman in numbers, and will stay a safe distance from him if fighting solo.
Half-Life 2 takes everything from the first game and turns it up more than just a few notches. The gameplay is fluid and never stops for cutscenes. Every event is scripted into the gameplay, making players feel immersed in the world. The game will last players a decent time length – not too long, but not too short either. Half-Life 2 is easily one of the most creative FPS titles ever released, topping even its prequel.
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