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13 Oct 2026 17:34:37 EDT (-0400)
  Portal (Message 1 to 44 of 44)  
From: Chambers
Subject: Portal
Date: 29 Aug 2009 21:07:38
Message: <4a99d0da@news.povray.org>
I can't remember the last time I watched the credits for a video game. 
That song is great!

Overall, it was a really fun game.  The puzzles weren't as hard (or 
annoying) as the flash version (though I haven't tried the bonus levels, 
yet), and the length felt right (not too long, not too short).

Who wants to bet that the next Half Life will have some type of Portal 
gun? :)

...Chambers


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From: Reactor
Subject: Re: Portal
Date: 29 Aug 2009 23:20:01
Message: <web.4a99eef82eefbba4adf1b79a0@news.povray.org>
Chambers <Ben### [at] gmailcom> wrote:
> I can't remember the last time I watched the credits for a video game.
> That song is great!
>
> Overall, it was a really fun game.  The puzzles weren't as hard (or
> annoying) as the flash version (though I haven't tried the bonus levels,
> yet), and the length felt right (not too long, not too short).
>
> Who wants to bet that the next Half Life will have some type of Portal
> gun? :)
>
> ...Chambers

It should, considering.  I don't know if you've played Episode 2 or not yet, but
it seems like a fairly reasonable thing for them (The Resistance) to be able to
build, albeit not that small.

I'm just curious as to *when* the next Half-Life will come out.  I haven't heard
much of anything about it.

-Reactor


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From: Chambers
Subject: Re: Portal
Date: 29 Aug 2009 23:29:25
Message: <4a99f215@news.povray.org>
Reactor wrote:
> It should, considering.  I don't know if you've played Episode 2 or not yet, but
> it seems like a fairly reasonable thing for them (The Resistance) to be able to
> build, albeit not that small.

I haven't played it yet.  I got the Orange Box and Mass Effect at the 
same time off eBay a few weeks ago, and started playing Mass Effect first.

Unfortunately, the dialogue was so atrocious that I had to put it down 
(the first time that's happened to me with a Bioware game).  So I 
started on Portal, and just finished it this afternoon.  I should have 
done so earlier, but I haven't had much time to play this week.

Next, I'll start on Episode 1, then 2.

...Chambers


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From: Warp
Subject: Re: Portal
Date: 30 Aug 2009 02:53:14
Message: <4a9a21da@news.povray.org>
Chambers <Ben### [at] gmailcom> wrote:
> I can't remember the last time I watched the credits for a video game. 
> That song is great!

http://xkcd.com/606/

-- 
                                                          - Warp


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From: Chambers
Subject: Re: Portal
Date: 30 Aug 2009 03:19:23
Message: <4a9a27fb@news.povray.org>
Warp wrote:
> Chambers <Ben### [at] gmailcom> wrote:
>> I can't remember the last time I watched the credits for a video game. 
>> That song is great!
> 
> http://xkcd.com/606/
> 

Yeah, that was me today :)

...Chambers


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From: Mike Raiford
Subject: Re: Portal
Date: 30 Aug 2009 20:37:52
Message: <4a9b1b60$1@news.povray.org>
Chambers wrote:
> I can't remember the last time I watched the credits for a video game. 
> That song is great!
> 
> Overall, it was a really fun game.  The puzzles weren't as hard (or 
> annoying) as the flash version (though I haven't tried the bonus levels, 
> yet), and the length felt right (not too long, not too short).

Yep.. ;)

Strangely enough I recently downloaded the game (what, last week?) Great 
game!

My wife was getting annoyed at the computer's voice, though.


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From: Invisible
Subject: Re: Portal
Date: 1 Sep 2009 04:24:20
Message: <4a9cda34$1@news.povray.org>
Mike Raiford wrote:

> My wife was getting annoyed at the computer's voice, though.

To increase motivation levels, a penalty was been added. Touching the 
floor in this room will result in an unsatisfactory mark on your record



(followed by death).


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From: scott
Subject: Re: Portal
Date: 1 Sep 2009 05:08:54
Message: <4a9ce4a6$1@news.povray.org>
> I can't remember the last time I watched the credits for a video game. 
> That song is great!
>
> Overall, it was a really fun game.  The puzzles weren't as hard (or 
> annoying) as the flash version (though I haven't tried the bonus levels, 
> yet), and the length felt right (not too long, not too short).

I got bored of it pretty quickly, I don't know how many levels there are or 
how many I did, but it seemed like I did 30 or so and they were all very 
repetitive.

> Who wants to bet that the next Half Life will have some type of Portal 
> gun? :)

Yeh, it would be a good thing to have in another game, but I don't think it 
works to well as the main and only concept for an entire game.


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From: Invisible
Subject: Re: Portal
Date: 1 Sep 2009 05:16:25
Message: <4a9ce669$1@news.povray.org>
>> I can't remember the last time I watched the credits for a video game. 
>> That song is great!
>>
>> Overall, it was a really fun game.  The puzzles weren't as hard (or 
>> annoying) as the flash version (though I haven't tried the bonus 
>> levels, yet), and the length felt right (not too long, not too short).
> 
> I got bored of it pretty quickly, I don't know how many levels there are 
> or how many I did, but it seemed like I did 30 or so and they were all 
> very repetitive.
> 
>> Who wants to bet that the next Half Life will have some type of Portal 
>> gun? :)
> 
> Yeh, it would be a good thing to have in another game, but I don't think 
> it works to well as the main and only concept for an entire game.

In places it *is* kind of frustrating being surrounded by gun-toting 
robots and being completely unarmed.

Did you know there's an extra challenge where you redo one of the 
levels, except that you can't kill any of the robots? As far as I can 
tell, this level is mathematically impossible, but anyway...

I think the idea of the "challenges" is a bit lame. Hey, redo this 
puzzle you already did, except now it's even more tedious.

Still, I liked the game in general, even if it was a little too hard in 
places.


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From: scott
Subject: Re: Portal
Date: 1 Sep 2009 05:36:05
Message: <4a9ceb05@news.povray.org>
> In places it *is* kind of frustrating being surrounded by gun-toting 
> robots and being completely unarmed.

Oh I never got that far...


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From: Invisible
Subject: Re: Portal
Date: 1 Sep 2009 05:46:49
Message: <4a9ced89$1@news.povray.org>
scott wrote:
>> In places it *is* kind of frustrating being surrounded by gun-toting 
>> robots and being completely unarmed.
> 
> Oh I never got that far...

Oh wow. You really did like the game, eh? ;-)

There's something rather disturbing about a cute little voice softly 
calling "Where are you? Come here please. There you are...!" BLAM! BLAM! 
BLAM! BLAM!


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From: Mike Raiford
Subject: Re: Portal
Date: 1 Sep 2009 06:31:24
Message: <4a9cf7fc$1@news.povray.org>
Invisible wrote:
> Mike Raiford wrote:
> 
>> My wife was getting annoyed at the computer's voice, though.
> 
> To increase motivation levels, a penalty was been added. Touching the 
> floor in this room will result in an unsatisfactory mark on your record
> 
> 
> 
> (followed by death).

lol :)

I might not have it exactly right, but...

"When you finish, you will be baked, and then there will be cake!"


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From: Mike Raiford
Subject: Re: Portal
Date: 1 Sep 2009 06:35:36
Message: <4a9cf8f8$1@news.povray.org>
Invisible wrote:

> There's something rather disturbing about a cute little voice softly 
> calling "Where are you? Come here please. There you are...!" BLAM! BLAM! 
> BLAM! BLAM!

The droids were good fun. Knock one down: "I don't blame you"

My favorite was when they would ask "Are you still there?" with a rising 
tone.

They're very annoying, though.


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From: scott
Subject: Re: Portal
Date: 1 Sep 2009 06:38:53
Message: <4a9cf9bd@news.povray.org>
>>> In places it *is* kind of frustrating being surrounded by gun-toting 
>>> robots and being completely unarmed.
>>
>> Oh I never got that far...
>
> Oh wow. You really did like the game, eh? ;-)

Hehe, I think I played it for about an hour one afternoon, like I said I 
think it was about 30 levels I did but they just got really repetitive. 
Shoot one portal here, one there, jump into one, repeat until you're near 
the exit.  Nothing was particularly challenging about deciding where to 
shoot the portal.  And (at least on my PS3) it seemed to take longer to load 
each level than to actually complete it...

> There's something rather disturbing about a cute little voice softly 
> calling "Where are you? Come here please. There you are...!" BLAM! BLAM! 
> BLAM! BLAM!

That sounds more interesting, maybe I was just about to get to those levels. 
If I'm sufficiently bored on a rainy afternoon maybe I'll continue.


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From: Invisible
Subject: Re: Portal
Date: 1 Sep 2009 06:54:53
Message: <4a9cfd7d$1@news.povray.org>
>> To increase motivation levels, a penalty was been added. Touching the 
>> floor in this room will result in an unsatisfactory mark on your record
>>
>>
>>
>> (followed by death).
> 
> lol :)

It's a masterpiece of comedic timing.



> "When you finish, you will be baked, and then there will be cake!"

THE CAKE IS A LIE!!!


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From: Invisible
Subject: Re: Portal
Date: 1 Sep 2009 06:56:56
Message: <4a9cfdf8$1@news.povray.org>
> The droids were good fun. Knock one down: "I don't blame you"

Critical error.

I don't hate you.

Shuting down.

WHYYYYYYY!!!

> My favorite was when they would ask "Are you still there?" with a rising 
> tone.
> 
> They're very annoying, though.

They get annoying quickly. Especially when there's lots of them. And 
they all want to kill you...


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From: Mike Raiford
Subject: Re: Portal
Date: 1 Sep 2009 07:00:02
Message: <4a9cfeb2$1@news.povray.org>
Invisible wrote:

> I don't hate you.

Ah! That's what they were saying.

> They get annoying quickly. Especially when there's lots of them. And 
> they all want to kill you...

Yep. Gets really annoying when they pepper the glass so much that you 
can't see through it anymore...


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From: Invisible
Subject: Re: Portal
Date: 1 Sep 2009 07:02:35
Message: <4a9cff4b$1@news.povray.org>
>> I don't hate you.
> 
> Ah! That's what they were saying.

Personally I thought "WHY?!" was the most amusing. ;-)

>> They get annoying quickly. Especially when there's lots of them. And 
>> they all want to kill you...
> 
> Yep. Gets really annoying when they pepper the glass so much that you 
> can't see through it anymore...

More like just getting shot to pieces because every time you try to move 
past one, another shoots you. Or you open a portal and a big red laser 
points at you. O_O


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From: Mike Raiford
Subject: Re: Portal
Date: 1 Sep 2009 07:05:55
Message: <4a9d0013$1@news.povray.org>
Invisible wrote:

> More like just getting shot to pieces because every time you try to move 
> past one, another shoots you. Or you open a portal and a big red laser 
> points at you. O_O

Yeah, that too.

Actually what I hated was opening the wrong side of a portal when an 
energy ball is bouncing around, only to see it coming right at you, and 
WHAM!


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From: Tim Cook
Subject: Re: Portal
Date: 1 Sep 2009 07:44:53
Message: <4a9d0935$1@news.povray.org>
Mike Raiford wrote:
> The droids were good fun. Knock one down: "I don't blame you"
> My favorite was when they would ask "Are you still there?" with a rising 
> tone.

Open a portal or reposition one so it can see another.  "Hey!  It's me!" 
and if one hits another, "Stop shooting!"

And the level where they're all in cages is pretty easy, as long as you 
have patience and don't mind pushing things around while you hide behind 
them.

Well done, android.  The Enrichment Center once again reminds you that 
android hell is a *real* place where you *will* be sent at the first 
sign of defiance.

As part of an optional test protocol, we are pleased to present an 
amusing fact:  the device is now more valuable than the organs and 
combined incomes of everyone in [subject hometown here].

Did you know you can donate one or all of your vital organs to the 
Aperture Science self-esteem fund for girls?  It's true!

The Enrichment Center reminds you that the Weighted Companion Cube will 
never threaten to stab you and, in fact, cannot speak.

That thing you're attacking isn't important to me.  It's the fluid 
catalytic cracking unit.  It makes shoes for orphans.

You think you're doing some damage?  Two plus two is *bzzt* ten.  IN 
BASE FOUR.  I'M FINE!

When I said 'deadly neurotoxin', the 'deadly' was in massive sarcasm quotes.

I could take a bath in this stuff.  Put it on cereal, rub it right into 
my eyes.  Honestly, it's not deadly at all.  TO ME...

One eighteen point two-five oz. package chocolate cake mix.
One can prepared coconut pecan frosting.
Three-slash-four cup vegetable oil.
Four large eggs, one cup semi-sweet chocolate chips.
Three-slash-four cup butter or margarine.
One-and-two-third cups granulated sugar.
Two cups all-purpose flour.
Don't forget garnishes such as:
fish-shaped crackers
fish-shaped candies
fish-shaped solid waste
fish-shaped dirt
fish-shaped ethyl benzene
pull-and-peel licorice
fish-shaped volatile organic compounds and sediment-shaped sediment
candy-coated peanut butter pieces, shaped like fish
one cup lemon juice
alpha resins
unsaturated polyester resin
fiberglass surface resins
and volatile malted milk impoundments
nine large egg yolks
twelve medium geosynthetic membranes
one cup granulated sugar
an entry called 'how to kill someone with your bare hands'
two cups rhubarb, sliced
two-slash-three cup granulated rhubarb
one tablespoon all-purpose rhubarb
one teaspoon grated orange rhubarb
three tablespoons rhubarb on fire
one large rhubarb
one cross-borehole electromagnetic imaging rhubarb
two tablespoons rhubarb juice
adjustable aluminum head-positioner
slaughter electric needle injector
cordless electric needle injector
injector needle driver
injector needle gun
cranial caps
and it contains proven preservatives, deep-penetration agents, and gas 
and odor control chemicals
that will deodorize and preserve putrid tissue

Didn't we have some fun, though?
Remember when the platform was sliding into the fire pit and I said 
"Goodbye" and you were like "No way" and then I was all "We pretended we 
were going to murder you"...that was great...

--
Tim Cook
http://empyrean.freesitespace.net


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From: Invisible
Subject: Re: Portal
Date: 1 Sep 2009 07:55:34
Message: <4a9d0bb6$1@news.povray.org>
Tim Cook wrote:

> And the level where they're all in cages is pretty easy, as long as you 
> have patience and don't mind pushing things around while you hide behind 
> them.

There's nothing to hide behind. It's just an open maze, with hundreds of 
thousands of droids, all ready to kill you, and no way to escape. The 
only way I can think of is if you can run faster than they can scan...

> Well done, android.  The Enrichment Center once again reminds you that 
> android hell is a *real* place where you *will* be sent at the first 
> sign of defiance.
> 
> As part of an optional test protocol, we are pleased to present an 
> amusing fact:  the device is now more valuable than the organs and 
> combined incomes of everyone in [subject hometown here].
> 
> Did you know you can donate one or all of your vital organs to the 
> Aperture Science self-esteem fund for girls?  It's true!
> 
> The Enrichment Center reminds you that the Weighted Companion Cube will 
> never threaten to stab you and, in fact, cannot speak.
> 
> That thing you're attacking isn't important to me.  It's the fluid 
> catalytic cracking unit.  It makes shoes for orphans.
> 
> You think you're doing some damage?  Two plus two is *bzzt* ten.  IN 
> BASE FOUR.  I'M FINE!
> 
> When I said 'deadly neurotoxin', the 'deadly' was in massive sarcasm 
> quotes.
> 
> I could take a bath in this stuff.  Put it on cereal, rub it right into 
> my eyes.  Honestly, it's not deadly at all.  TO ME...
> 
> One eighteen point two-five oz. package chocolate cake mix.
> One can prepared coconut pecan frosting.
> Three-slash-four cup vegetable oil.
> Four large eggs, one cup semi-sweet chocolate chips.
> Three-slash-four cup butter or margarine.
> One-and-two-third cups granulated sugar.
> Two cups all-purpose flour.
> Don't forget garnishes such as:
> fish-shaped crackers
> fish-shaped candies
> fish-shaped solid waste
> fish-shaped dirt
> fish-shaped ethyl benzene
> pull-and-peel licorice
> fish-shaped volatile organic compounds and sediment-shaped sediment
> candy-coated peanut butter pieces, shaped like fish
> one cup lemon juice
> alpha resins
> unsaturated polyester resin
> fiberglass surface resins
> and volatile malted milk impoundments
> nine large egg yolks
> twelve medium geosynthetic membranes
> one cup granulated sugar
> an entry called 'how to kill someone with your bare hands'
> two cups rhubarb, sliced
> two-slash-three cup granulated rhubarb
> one tablespoon all-purpose rhubarb
> one teaspoon grated orange rhubarb
> three tablespoons rhubarb on fire
> one large rhubarb
> one cross-borehole electromagnetic imaging rhubarb
> two tablespoons rhubarb juice
> adjustable aluminum head-positioner
> slaughter electric needle injector
> cordless electric needle injector
> injector needle driver
> injector needle gun
> cranial caps
> and it contains proven preservatives, deep-penetration agents, and gas 
> and odor control chemicals
> that will deodorize and preserve putrid tissue
> 
> Didn't we have some fun, though?
> Remember when the platform was sliding into the fire pit and I said 
> "Goodbye" and you were like "No way" and then I was all "We pretended we 
> were going to murder you"...that was great...

...my God, someone let GLaDDOS in here! o_O


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From: Mike Raiford
Subject: Re: Portal
Date: 1 Sep 2009 08:21:33
Message: <4a9d11cd$1@news.povray.org>
Tim Cook wrote:

> The Enrichment Center reminds you that the Weighted Companion Cube will 
> never threaten to stab you and, in fact, cannot speak.

The Weighted Companion Cube certainly brought you good luck. However, it 
cannot accompany you for the rest of the test and must, unfortunately, 
be euthanized.

> Didn't we have some fun, though?
> Remember when the platform was sliding into the fire pit and I said 
> "Goodbye" and you were like "No way" and then I was all "We pretended we 
> were going to murder you"...that was great...

The way she says "no way" in that lowered tone. :)

-- 
~Mike


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From: Warp
Subject: Re: Portal
Date: 1 Sep 2009 09:30:44
Message: <4a9d2204@news.povray.org>
Invisible <voi### [at] devnull> wrote:
> There's something rather disturbing about a cute little voice softly 
> calling "Where are you? Come here please. There you are...!" BLAM! BLAM! 
> BLAM! BLAM!

http://www.vgcats.com/comics/?strip_id=249

-- 
                                                          - Warp


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From: Warp
Subject: Re: Portal
Date: 1 Sep 2009 09:34:37
Message: <4a9d22ed@news.povray.org>
scott <sco### [at] scottcom> wrote:
> >>> In places it *is* kind of frustrating being surrounded by gun-toting 
> >>> robots and being completely unarmed.
> >>
> >> Oh I never got that far...
> >
> > Oh wow. You really did like the game, eh? ;-)

> Hehe, I think I played it for about an hour one afternoon, like I said I 
> think it was about 30 levels I did but they just got really repetitive. 
> Shoot one portal here, one there, jump into one, repeat until you're near 
> the exit.  Nothing was particularly challenging about deciding where to 
> shoot the portal.  And (at least on my PS3) it seemed to take longer to load 
> each level than to actually complete it...

> > There's something rather disturbing about a cute little voice softly 
> > calling "Where are you? Come here please. There you are...!" BLAM! BLAM! 
> > BLAM! BLAM!

> That sounds more interesting, maybe I was just about to get to those levels. 
> If I'm sufficiently bored on a rainy afternoon maybe I'll continue.

  I don't think there even are 30 levels, and the robots appear the first
time in level 10 or so.

  The test chambers are basically just an intro. The actual game starts
after that.

-- 
                                                          - Warp


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From: Invisible
Subject: Re: Portal
Date: 1 Sep 2009 09:40:17
Message: <4a9d2441$1@news.povray.org>
Warp wrote:
> Invisible <voi### [at] devnull> wrote:
>> There's something rather disturbing about a cute little voice softly 
>> calling "Where are you? Come here please. There you are...!" BLAM! BLAM! 
>> BLAM! BLAM!
> 
> http://www.vgcats.com/comics/?strip_id=249

Hehehe... oh that's so sick.


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From: scott
Subject: Re: Portal
Date: 1 Sep 2009 09:42:58
Message: <4a9d24e2$1@news.povray.org>
>  I don't think there even are 30 levels, and the robots appear the first
> time in level 10 or so.
>
>  The test chambers are basically just an intro. The actual game starts
> after that.

That would explain it then, so I basically got bored doing loads of very 
repetitive "test chambers".  I must admit I didn't realise this wasn't the 
actual game, I'll have to go back and look to see how to start the actual 
game level rather than the test levels.  Doh!


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From: Invisible
Subject: Re: Portal
Date: 1 Sep 2009 09:46:20
Message: <4a9d25ac@news.povray.org>
>> http://www.vgcats.com/comics/?strip_id=249
> 
> Hehehe... oh that's so sick.

Oh look, they explained how to play TF2:

http://www.vgcats.com/comics/?strip_id=257


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From: Warp
Subject: Re: Portal
Date: 1 Sep 2009 09:52:15
Message: <4a9d270f@news.povray.org>
scott <sco### [at] scottcom> wrote:
> That would explain it then, so I basically got bored doing loads of very 
> repetitive "test chambers".

  I honestly can't understand your view. I didn't find the test chambers
repetitive at all. Each one introduced a new puzzle which required a
different solution than earlier. (In fact, may could be solved in more
than one way.)

>  I must admit I didn't realise this wasn't the 
> actual game, I'll have to go back and look to see how to start the actual 
> game level rather than the test levels.  Doh!

  I didn't say it's "not the actual game". I said that it's an intro.

-- 
                                                          - Warp


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From: scott
Subject: Re: Portal
Date: 1 Sep 2009 10:05:21
Message: <4a9d2a21@news.povray.org>
>  I honestly can't understand your view. I didn't find the test chambers
> repetitive at all. Each one introduced a new puzzle which required a
> different solution than earlier. (In fact, may could be solved in more
> than one way.)

They all seemed to require very similar solutions to me, ie choosing where 
to put the portal (which was never very difficult) and then using it.  It 
was exciting the first time you needed to also use a box to hold a button or 
something, but when you need to do that for the 3rd or 4th time it quickly 
gets boring.  I think the level I finally gave up on was when you had to 
ascend 3 or 4 levels by placing portals on each step, after I missed falling 
into one of the portals I just couldn't be bothered to go through the whole 
thing again.

>>  I must admit I didn't realise this wasn't the
>> actual game, I'll have to go back and look to see how to start the actual
>> game level rather than the test levels.  Doh!
>
>  I didn't say it's "not the actual game". I said that it's an intro.

Well you said "the actual game starts after that", so I thought you meant 
the bit before is not the actual game?  Anyway it doesn't really matter, 
I'll check it out another time and see if I can skip (or at least finish) 
the intro levels and start the "actual game" (or "non-intro" if you prefer) 
levels if they will be more challenging.


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From: Tim Cook
Subject: Re: Portal
Date: 1 Sep 2009 10:11:53
Message: <4a9d2ba9$1@news.povray.org>
Invisible wrote:
> Tim Cook wrote:
> 
>> And the level where they're all in cages is pretty easy, as long as 
>> you have patience and don't mind pushing things around while you hide 
>> behind them.
> 
> There's nothing to hide behind. It's just an open maze, with hundreds of 
> thousands of droids, all ready to kill you, and no way to escape. The 
> only way I can think of is if you can run faster than they can scan...

Are you playing a custom level?

The one I'm talking about is the first one with the turrets.  It happens 
to have a rat-man hideaway in the wall past the third turret you 
encounter.  There's some large weighted storage cubes stuck in the 
platform, as well as some blocks inside the behind-the-wall.  You can 
push them out into the rest of the area.  Also, there's a room a bit 
further along with a whole lot of weighted storage cubes.  You can make 
piles of them to hide behind and kind of skulk around, disposing of the 
turrets in the regular mode or blocking their field of fire in the caged 
mode.  Tricky mode:  solve that level using only 2 portals.  Hint:  it 
involves building a staircase.

http://www.youtube.com/watch?v=RS0dOHV8OBw  walkthrough of a 'normal' 
way of solving the level

--
Tim Cook
http://empyrean.freesitespace.net


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From: Invisible
Subject: Re: Portal
Date: 1 Sep 2009 10:16:03
Message: <4a9d2ca3$1@news.povray.org>
>>> And the level where they're all in cages is pretty easy, as long as 
>>> you have patience and don't mind pushing things around while you hide 
>>> behind them.
>>
>> There's nothing to hide behind. It's just an open maze, with hundreds 
>> of thousands of droids, all ready to kill you, and no way to escape. 
>> The only way I can think of is if you can run faster than they can 
>> scan...
> 
> Are you playing a custom level?

No. I'm talking about the "challenge mode" where you go back to that 
same level, but all the droids are in cages so you can't knock them over 
any more.

So basically you stand in a room looking at all the droids guarding 
every corridore, with no cover, nowhere to go and no hope of success.


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From: Tim Cook
Subject: Re: Portal
Date: 1 Sep 2009 11:09:20
Message: <4a9d3920$1@news.povray.org>
Invisible wrote:
> So basically you stand in a room looking at all the droids guarding 
> every corridore, with no cover, nowhere to go and no hope of success.

http://www.youtube.com/watch?v=c4pYWab71II

--
Tim Cook
http://empyrean.freesitespace.net


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From: Warp
Subject: Re: Portal
Date: 1 Sep 2009 11:22:12
Message: <4a9d3c24@news.povray.org>
scott <sco### [at] scottcom> wrote:
> Well you said "the actual game starts after that", so I thought you meant 
> the bit before is not the actual game?  Anyway it doesn't really matter, 
> I'll check it out another time and see if I can skip (or at least finish) 
> the intro levels and start the "actual game" (or "non-intro" if you prefer) 
> levels if they will be more challenging.

  I was not trying to say that the intro is not part of the game. It is
part of the game. What I meant is that the game changes significantly in
nature after the test chambers.

  You don't skip the first third of a movie just because it's the intro
part of the movie, where the premise is established?

-- 
                                                          - Warp


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From: Darren New
Subject: Re: Portal
Date: 1 Sep 2009 11:53:35
Message: <4a9d437f$1@news.povray.org>
Mike Raiford wrote:
> The droids were good fun. Knock one down: "I don't blame you"

http://www.youtube.com/watch?v=Uz5cl131KTk

-- 
   Darren New, San Diego CA, USA (PST)
   Understanding the structure of the universe
    via religion is like understanding the
     structure of computers via Tron.


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From: Darren New
Subject: Re: Portal
Date: 1 Sep 2009 12:11:40
Message: <4a9d47bc@news.povray.org>
Warp wrote:
> http://www.vgcats.com/comics/?strip_id=249

Delightfully awful.

-- 
   Darren New, San Diego CA, USA (PST)
   Understanding the structure of the universe
    via religion is like understanding the
     structure of computers via Tron.


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From: Orchid XP v8
Subject: Re: Portal
Date: 1 Sep 2009 13:13:53
Message: <4a9d5651$1@news.povray.org>
Darren New wrote:
> Warp wrote:
>> http://www.vgcats.com/comics/?strip_id=249
> 
> Delightfully awful.

They even say "nap time" too...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Chambers
Subject: Re: Portal
Date: 1 Sep 2009 22:41:03
Message: <4a9ddb3f$1@news.povray.org>
scott wrote:
> Hehe, I think I played it for about an hour one afternoon, like I said I 
> think it was about 30 levels I did but they just got really repetitive. 
> Shoot one portal here, one there, jump into one, repeat until you're 
> near the exit.  Nothing was particularly challenging about deciding 
> where to shoot the portal.  And (at least on my PS3) it seemed to take 
> longer to load each level than to actually complete it...


There are 19 test chambers, of which the first 14 or 15 are specifically 
crafted to teach you a particular skill.  After that, they start to get 
a little tricky.

Then, there are the "behind the scenes" levels, which are unnumbered, 
but which there are less than 10 of.

The first time I played through, it took me a total of about 4 hours 
play time (spread over 10 days, though :( ).  The second time, I 
listened to the commentary as I played, and it took me just under 4 hours.

Last night I played for 45 minutes, and got to level 17.

It's really a short game.

...Chambers


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From: Chambers
Subject: Re: Portal
Date: 1 Sep 2009 22:43:14
Message: <4a9ddbc2$1@news.povray.org>
scott wrote:
> Well you said "the actual game starts after that", so I thought you 
> meant the bit before is not the actual game?  Anyway it doesn't really 
> matter, I'll check it out another time and see if I can skip (or at 
> least finish) the intro levels and start the "actual game" (or 
> "non-intro" if you prefer) levels if they will be more challenging.

That would be a bad idea.  If you don't know how to solve the test 
chambers, you won't know how to solve the other portions.

...Chambers


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From: scott
Subject: Re: Portal
Date: 2 Sep 2009 03:14:01
Message: <4a9e1b39@news.povray.org>
>> Well you said "the actual game starts after that", so I thought you meant
>> the bit before is not the actual game?  Anyway it doesn't really matter,
>> I'll check it out another time and see if I can skip (or at least finish)
>> the intro levels and start the "actual game" (or "non-intro" if you 
>> prefer)
>> levels if they will be more challenging.
>
>  I was not trying to say that the intro is not part of the game. It is
> part of the game. What I meant is that the game changes significantly in
> nature after the test chambers.
>
>  You don't skip the first third of a movie just because it's the intro
> part of the movie, where the premise is established?

No, but a lot of games have optional training levels at the beginning, eg if 
you're not familiar with the controls or weapons or whatever.  Anyway, 
sounds like I was near the end of the intro levels and on the border of 
getting to the more interesting stuff so will get back to it when I have 
time.


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From: clipka
Subject: Re: Portal
Date: 2 Sep 2009 03:33:08
Message: <4a9e1fb4@news.povray.org>
My, that game is really mental (in the best sense)! Just gave the free 
demo a shot, killing myself laughing, so decided to buy it right from 
the spot :-)

"Your business is appreciated"

(Anyone found this already? ;-))


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From: Orchid XP v8
Subject: Re: Portal
Date: 26 Sep 2009 07:15:44
Message: <4abdf7e0$1@news.povray.org>
Chambers wrote:
> I can't remember the last time I watched the credits for a video game. 
> That song is great!
> 
> Overall, it was a really fun game.  The puzzles weren't as hard (or 
> annoying) as the flash version (though I haven't tried the bonus levels, 
> yet), and the length felt right (not too long, not too short).

I reinstalled Portal yesterday, and played it last night. I started 
playing at 8, completed the game at 11. I wasn't particularly *trying* 
to finish it fast; I guess it's just because I know the solution to most 
of the puzzles. (Chamber #10 is stupidly hard though...) The first time 
I played the game, it took a lot longer. (Like, 6 days or something.)

I do like how it challenges the norms of usual gameplay. Grill fence? 
Can't go that wa- oh, wait, I can shoot portals through that, can't I?
Inaccessible ledge? Not when you have a friggin' portal gun! Oh no, 
another puzzle where you have to run between the bits of machinery 
without dying... or just use a portal!

I think I could have preferred a longer game with a less vertical 
difficulty gradient, but hey, maybe in Portal 2?

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Darren New
Subject: Re: Portal
Date: 26 Sep 2009 13:38:50
Message: <4abe51aa$1@news.povray.org>
Orchid XP v8 wrote:
> just because I know the solution to most 
> of the puzzles. 

I guess that makes it kind of like an adventure game, too. Lots of adventure 
games you can finish in almost no time if you know the solution. You can 
finish Myst in about 20 steps if you already played it once. :-)

I like those kinds of games. I'll have to try this one.

-- 
   Darren New, San Diego CA, USA (PST)
   I ordered stamps from Zazzle that read "Place Stamp Here".


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From: Orchid XP v8
Subject: Re: Portal
Date: 26 Sep 2009 14:14:37
Message: <4abe5a0d@news.povray.org>
>> just because I know the solution to most of the puzzles. 
> 
> I guess that makes it kind of like an adventure game, too. Lots of 
> adventure games you can finish in almost no time if you know the 
> solution. You can finish Myst in about 20 steps if you already played it 
> once. :-)
> 
> I like those kinds of games. I'll have to try this one.

It's just a pitty that a lot of the harder puzzles are only hard because 
you have to time things, or because you have to do elaborate manouvers 
very quickly. I hate the puzzles that rely on timing. I prefer the ones 
that just require thinking about...

(E.g., there's an advanced chamber which requires you to fall through an 
infinite tunnel and then redirect the portal while falling. Which is 
almost impossible. There's nothing technically complicated about it; 
it's just extremely hard to do, physically. *yawn*)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Darren New
Subject: Re: Portal
Date: 26 Sep 2009 14:17:32
Message: <4abe5abc$1@news.povray.org>
Orchid XP v8 wrote:
> I prefer the ones that just require thinking about...

Me too. That's why I like adventure games.

I think the problem is that with obvious goals, there's only so much you can 
do in a physical simulation without involving timing. I.e., if it was all 
"thinking about", then you'd exclude all the puzzles that require timing.

-- 
   Darren New, San Diego CA, USA (PST)
   I ordered stamps from Zazzle that read "Place Stamp Here".


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