Showing posts with label Portal 2. Show all posts
Showing posts with label Portal 2. Show all posts

Saturday, December 24, 2011

2011 Year in Review: Game of the Year

This year… has been interesting… at least from a personal perspective. But I digress, let’s talk about the games that I have played.


Catching Up on Classics: Partem Deum <—(I likely butchered that)
Last year, I picked up a Playstation 3 and set to work playing and reviewing a multitude of modern classics. I’ve continued that trend, albeit on a much larger scale, extending it to the current generation of games. In this year alone, I have played both Mass Effects, Red Dead Redemption, Oblivion, Minecraft, LIMBO, Splinter Cell, half of the Call of Duties, Dragon Age: Origins, Super Meat Boy, Jamestown, Portal 2, Resistance 2, Left 4 Dead 2, Vanquish, Terraria, Torchlight, inFamous, fl0wer, Bioshock 2 and Heavenly Sword. That barely scratches the surface.

I borrowed Red Dead Redemption from my friend Devan, and I had limited time to spend with the game and barely scratched the surface. I completed the campaign up to the <SPOILER> death of John Marston, but never played the postgame missions with Jack </SPOILER>. Nonetheless, the 20 hours that I did enjoy with the game were memorable and satisfying. Going into the game doubting that a New Mexican desert could make for an interesting environment, I was shocked to discover that Red Dead Redemption had one of the richest and liveliest game worlds to be seen in a game. Its a game that I regret not owning myself and an easy recommendation to anyone. tumblr_ll7075Bxkf1qgtc21o1_r1_1280

I bought Super Meat Boy at a Steam Sale approximately one year ago, and I have not yet beat the second world. Nonetheless, the intense difficulty and low punishment-factor not only makes SMB one of the most challenging games of the year, but one of the most consistently playable. Your reflexes will be challenged, but not your patience. This is a fine casual game that anyone should have on their hard-drive for the time between classes.

I liked inFamous. While I felt that Empire City was a bland and uninteresting place, the game redeemed itself with excellent action, buttery-smooth controls and fun powers. I wasn’t that pleased with the jarring storytelling, but was entertained through the entire duration of this flawed classic.

infamous

I hated Modern Warfare 2, the scattershot plot, rage-inducing multiplayer, cliffhanger-story and agency-robbing set-pieces failed to carry over what made the first Modern Warfare one of the best shooters ever made. That said, I did have fun with Black Ops. The conspiracy-laden story was entertaining, clear and understandable. While still linear and filled with hand-holding,the game was not as egregiously unreplayable as the previous game. For all the bashing I put on this series for spawning an unsustainable trend of copycat shooters, Zombies makes this game a guilty pleasure of mine.

My Personal Game of the Year

I have not yet played Skyrim, Battlefield 3, Arkham City or Skyward Sword, so I cannot include them in this part of the post. But for the sake of thought, here are my three top games of 2011.

Minecraft was the second 5/5 I awarded on this blog, and for good reason. It holds shocking emotional impact and touches the player’s2011-12-24_20.29.51 soul in an unexpected way. The lonely freedom the player experiences is liberating in its childlike gleefulness. It is a brilliant game filled with brilliant ideas played by brilliant people. Don’t let the allegations of an unintuitive tutorial dissuade you, running the game in windowed mode with the Wiki available in the background completely alleviates this problem. The possibilities, like in life, are endless.

I love the Mass Effect games, while a mixed bag from a moral me2-ps3-boxperspective, the endearing characters, epic narrative and lovable world work together to make a remarkable impact on the player. Mass Effect 2’s release on the PS3 early this year brought this brilliant series and its varied denizens to a new audience. I grew attached to a certain Scientist Salarian named Mordin, his caffeinated manner of speaking, affable dialect and homicidal humor ingrained his character into my heart. The same can’t be said about a certain Miranda Lawson, I didn’t shed a tear when that pretentious and unsympathetic douchebag was left for dead in the center of the galaxy. 

Portal 2 is the best puzzle-game ever made. The apotheosis of a movement initiated by the first Portal and expanded in Braid and portal_2_box_ps3_thumb1LIMBO, the game exemplifies the positive trial-and-error aesthetic. The game is unspeakably difficult, but the intelligent construction of the puzzles promote rigorous experimentation and never fails to be fresh. The game is reinforced by genius writing, hilarious characters and a unique cooperative mode requiring the use of two brains. Portal 2 is great, and that does not even touch on the deep and involving feminist subtext that got even my Ethics teacher interested.

And the Winner is…

And this is what makes any Game of the Year decision so difficult. Portal 2, Minecraft and Mass Effect 2 are all great fun, intellectually and emotionally gratifying and vastly different. One is a the apotheosis of intelligent play, another is a immaculately detailed fantasy world and another is, like life, what you make of it. All I enthusiastically recommend to all and consider to be immaculate examples of brilliant game design and if I could, I would give trophies to all the studios responsible for the games and knit sweaters for their respective producers, but I can’t. So, with a smidge of regret, I declare that:


Portal 2 is my personal game of the year. The choice was difficult, and while Minecraft kept me awake through the wee hours of the morning and I will never stop loving Garrus, only Portal 2 transcended its ludic constraints to become something indescribably moving and impactful. Portal 2 was, unlike the other games, perfectly paced and never repetitive. This was an important year in gaming, and while the medium does suffer from the repetitious annual releases of gratuitously and self-indulgently violent multiplayer shooters, Portal 2 shines among these games as a beacon of hope for the medium. Play it, and look to the wide-open future with optimism.

Thank you and Merry Christmas to all!

~Kevin

Thursday, July 28, 2011

Portal as an Exploration of Postcolonial Femininity

The Portal games are renowned for their renunciation of video game tropes, seeking to arouse emotions other than visceral excitement, thus challenging players to use intellect rather than reflexes. They are some of the finest games to be released in the past decade, and have remained relevant in the blogosphere for their subversive feminist subtext. Several, very fine works have been written on the subject. Here, I will attempt to analyze the game’s commentary on the role of several different versions of femininity and their place in a postcolonial, male-centric society. 256px-Portal_standalonebox

Before we begin, I shall make the assumption that the reader has a basic familiarity with the Portal series, having played the games or at least watched gameplay videos. For the uninitiated, Portal follows the story of Chell, a woman who wakes up in Aperture Science’s Enrichment Center, and is forced by an omniscient AI to go through a series of puzzle-chambers (check the below trailer to learn more). Another thing that I must explain beforehand is the basic components of semiotics. In essence, a “sign” is a unit of meaning that points to something other than itself, basically, a symbol. Portal is filled to the brink of such signs, which manifest themselves through narrative, characters, environments, even gameplay styles. While I am no women’s studies expert and am familiar with The Second Sex only in skimming, I believe that, as a teenager male gamer, I can bring another perspective to the debate on Portal and feminism.

GlaDOS the Dominatrix

What makes Portal’s omniscient AI antagonist, GlaDOS, so brilliant, is the constant evolution of her identity through several different versions of femininity. The game’s backstory suggests that, when she was created by an elite team of Aperture Science Engineers, she immediately went rouge and released a deadly neurotoxin into the facility to kill hundreds of scientists. In a desperate attempt to stop her reign of terror, Aperture Scientists installed a “morality core” to make her docile.

In this moment, it becomes clear that GlaDOS, prior to the installation of the “morality core”, represents a violent and subversive form of femininity threatening to the male-dominated order of society. In essence, her use of violence to break out of her gender-role equates her to a dominatrix. The installation of her “morality core” thus represents how gender norms repress subversive femininity by creating a set of feminine ideals of submissiveness that GlaDOS must now live up to. Thus, Aperture Scientists signify how binary gender ideals like those of our society squash out room for more esoteric approaches to gender like GlaDOS’s dominatrix, in short, Aperture symbolizes misogyny. 

From a literary perspective, this is comparable to Susan from The Chronicles of Narnia, who loses her initiative and “subversiveness” due to her discovery of lipstick, a sign of feminine norms that constricts her to docile submissiveness. Much like GlaDOS, the imposition of constrictive normativity leads to her destruction.

GlaDOS the Temptress

Nonetheless, it would seem that the installation of the “morality core” did little to soften GlaDOS’s subversiveness. Throughout the course of the game, GlaDOS maintains the facade of a non-living entity in order to manipulate the player through a series of puzzle-chambers, promising to give the player cake if (s)he survives them.

At this point, the type of femininity that GlaDOS seeks to exemplify has shifted. Instead of behaving as a violent dominatrix, she teases the player with promises of cake for successfully completing chambers (a reward that turns out to be nothing more than a fictitious motivator). Ultimately, GlaDOS is being deceptive, and her incessant promises culminate with her attempting to drop the player into a fiery pit of death. At this point, she drops all pretense of appearing to be a non-sentient AI and addresses the player directly. As the player attempts to escape the facility, she becomes less robotic and increasingly human, sarcastically mocking and threatening the player. She reveals more of her true self to the player, and thus becomes more distant, more threatening and more dangerous.

At this point in her character arc, GlaDOS’s promise of cake to the player can be interpreted as a signifier for a different type of subversive femininity. “Cake”, in this context, signifies sex and sexuality, and its potential to be used as a tool to manipulate, hence, fictitious motivator. This essentially turns this iteration of GlaDOS into a temptress, utilizing a facade of innocence and detachment, she pulls the player through a series of oft-lethal test chambers, with the ultimate intention of killing said player at the end.

This deceptive version of femininity is defeated by the player when (s)he subverts GlaDOS’s power by escaping her trap through a cleverly and intelligently placed portal. This scene, viewable in the YouTube link above, signifies the subversive triumph of reason over deceptive femininity. It is a rejection of GlaDOS’s promises of “cake” and an affirmation of the the player’s will to break out of the rules of GlaDOS’s game. Thus, Chell, the protagonist that the player has been assuming the identity of through the course of the game, achieves independence and subverts the power of GlaDOS’s sexuality. In a real-world context, this can be seen as a resistance to the enfeebling power of sexuality and the affirmation of one’s free will. In Portal, this grants Chell subversive feminine power whilst overthrowing that of GlaDOS.

Aperture Backstage

Upon escaping from the fiery pit of doom, Chell breaks into the restricted staff areas of Aperture Science and a type of war breaks out between her and GlaDOS. No longer content with maintaining her “temptress'” facade, she becomes increasingly hostile towards the player and uses her control over the facility to actively seek out and kill Chell. She loses all indication of femininity and, in using violence to stop Chell, she falls into an increasingly masculine role. Chell flees through the facility until she comes across the room where GlaDOS’s AI core resides in, prepared for an epic final battle, it is here where Portal’s symbolic critique of societal gender norms and their relation to the balance of power reaches its philosophical crux.

The first notable thing about this battle is the discovery of GlaDOS’s true identity, as manifested by her physical body. While she was omniscient and deadly within the facility, in her actual chamber, her robotic body hangs helplessly from the ceiling, being unable to move. Furthermore, when viewed from the proper angle, GlaDOS’s silhouette resembles that of a woman in bondage.

glados

It thus becomes increasingly clear that GlaDOS’s struggle through her three different identities was a battle to break out of her position of powerlessness. As a supercomputer, she was manufactured by Aperture Science to be a tool to achieve the will of her creators, in essence, a slave, hence, the bondage symbol. In order to break out of the oppressive world of Aperture, she took on a new identity as a dominatrix. By flooding the facility with neurotoxin, she elevated herself into a position of power so she could conquer those who enslaved her. Perturbed by this threat to their power, the surviving Aperture scientists installed the morality core to put an end to her subversive femininity, thus attempting to relegate her to the realm of “acceptable” femininity.

But it failed, and GlaDOS moved on to take the identity of the “temptress” in a continued attempt to break out of her powerlessness. By wielding her femininity in a more societally acceptable way, she achieves power and control, managing to subvert male-centric societal norms. But nonetheless, this version of femininity remains as constrictive as the bondage her body is constrained to, and as a result, she must conform to another vision of idealized femininity in order to get power.

Threatened and enraged, GlaDOS and Chell begin to fight. Physically unable to move, GlaDOS uses the most masculine weapon at her disposal, a floor-attached missile launcher.

Rocket_glados_fire

Much like her immobile body, the missile launcher is also a very important sign. Much like the guns of testosterone-drenched shooters like Call of Duty, the missile launcher is a phallic sign of masculine power. GlaDOS’s wielding of this masculine symbol signifies that she has broken out of the feminine gender role imposed on her by Aperture, and thus, has entered a more androgynous identity.

The method which Chell uses to defeat GlaDOS is also highly symbolic. The "Portals” that her gun fires can be interpreted as a feminine symbol, in essence, an orifice. In using a missile launcher, GlaDOS wields masculine power that Chell must redirect back onto herself by nature of her portals, even the rockets themselves look phallic. Thus, Chell uses her femininity to turn GlaDOS’s newfound masculinity against her. By using a series of well placed orifices, she eventually deconstructs GlaDOS and defeats her. Thereby, freeing her from her near-Sisyphean struggle to subvert Aperture’s power dynamic.

While GlaDOS’s character arc follows her tragic attempt to break out of the constrictive societal norms keeping her in bondage, Chell’s victory would seem to signify the sad triumph of traditional femininity over progressive feminism. In essence, her presence acts as a signifier for how society treats those who take on alternative gender identities to break out of their positions of powerlessness. Portal, thus, acts as an allegory for the plight of independently minded women in postcolonial society.

Sunday, May 29, 2011

Portal 2 Review

About a third through my playthrough of Portal 2, the realization dawns on me that I have been playing for three consecutive hours. Normally, for me, this would not be unusual, but the night before the final exam of my most difficult class in my Junior year, it certainly is. Portal 2 is one of those games that you’ll wish you were playing when you are not playing it and morbidly fear completing its campaign. portal_2_box_ps3

The Story and Humor

The game picks up some time after the events of the first Portal. Chell, the game’s protagonist, wakes up in a decrepit Aperture Science Hotel Room. From there, a bumbling personality core called Wheatley breaks apart the room and sends her through Aperture. Eventually, Wheatley accidentially awakens GlaDOS and sets forth a surprisingly involving, and very funny narrative.

Really, to give any more away is to spoil a lot of the fun of Portal. Learning the secrets and history of Aperture Science and its relationship to the vibrant world of Half-Life is a large part of the game’s appeal. Showing any screenshots from beyond the first quarter of the game would spoil not only the story, but also puzzle-solutions, environments and gameplay mechanics.

One thing that is safe to reveal is that Portal 2’s writing and voice-acting is phenomenal. Stephen Merchant, genius behind the British Office, makes his video-game debut with flying colors as Wheatley. His dry delivery of Wheatley’s lines perfectly characterizes him as a bumbling idiot, and listening to exchanges between him and GlaDOS are sure to leave many in stitches.

Portal-2-Wheatley

Perhaps most importantly, Portal 2 makes its greatest innovation in the delivery of its humor. Environments, not just scripting and dialogue, deliver laughs in a way unseen in any other medium. Be it a darkly humorous sign or a beautifully ruined office, Portal 2 delivers its hilarity in ways unique to the medium, and for that, it deserves high commendation.

Gameplay

Perhaps even more dangerous than story-spoilers, knowing about Portal 2’s in advance can absolutely ruin the experience because the game constantly introduces surprising new elements. For the sake of completion and to sate the interest of those interested, I will include information on it. That said, MASSIVE SPOILERS FOLLOW, READ AT YOUR OWN RISK

Portal 2 begins simply enough and might come off as non-innovative to fans of the first game (in fact, a few test chambers are entirely recycled, albeit, in decrepit form). Simple staples from the first game, like conservation of velocity through portals, return for the first few test chambers. This is all fun and dandy, until Portal 2 decides to get creative.

The first thing that the game springs on you are “thermal discouragement beams”, which are lasers that can be directed into light-switches using mirror cubes and portals. The difficulty curve in the game is immaculate, and simple “teaching” levels give way comfortably to diabolically insane challenges that the player ultimately feels prepared to handle.

The pacing for Portal 2 is highly refined as new puzzle-elements are introduced at a near-constant rate, and just as the player feels he has mastered one element, that element is deployed in an innovative new way making it fresh again. For example, the lasers, an early-game element that feels pretty easy to master, is given new life as the player must simultaneously activate three light-switches using only one mirror cube. It is through challenges like these that Portal 2 achieves its incredible balance and remains fresh to its very end.

Light-bridge

Later in the game, new, Portal-controlled environmental aspects, like light-bridges and ascension-rays, challenge the player in unexpected ways. Three types of special “gels”, orange, blue and white, alter the environment in clever ways. Blue gel turns any surface it is applied to into a trampoline. Orange gel-coated ground is slick and slippery and lets the player achieve incredible speeds, and white gel turns anything it touches into a portal-able surface. What is particularly genius about these elements is that the player never gets to control them directly. Instead, the player must utilize his/her limited abilities to indirectly solve puzzles by manipulating these gels and bridges in creative ways. This forces the player to think of all possible applications of the Portal Gun, and as a result, the player’s most powerful asset is his mind. This lends the challenges a Braid-like sense of cerebral bashing, making the difficult challenges incredibly satisfying to solve.

Portal2_propulsion_gel1

Not all of the challenges soar. In particular, one mid-game plot twist removes the player from the test-chambers and sends the player on a long-trek through Aperture’s ancient hallways, comes off as mediocrely designed in comparison to the “meat” of the game. The gameplay-shift this entails makes these challenges more about searching for the one area of Portal-able surface than using the Portal Gun’s capabilities. This effectively turns the game into more of an adventure game than a puzzler, and, while the detailed environs are a joy to explore, challenges become slightly tedious. Thankfully, this section of gameplay is brief and bearable.

Spoilers end here. Ultimately, Portal 2 is a nearly immaculate experience marred only by a short section of substandard puzzles.

Graphics and Audio

Running off the now-ancient Source engine, Portal 2 nonetheless looks surprisingly good. Ambient light and dynamic physics lend the vast corridors of Aperture a sense of atmospheric vastness comparable to the very first Metroid Prime.

Portal 2’s best visual aspect comes in its artistic direction. The sterile test-chambers fall apart to reveal the “backstage” of the facility in all its vast, technological ruin. Different parts of Aperture showcase the company’s history, thus, visualizing a progressive history culminating with the modern era. The quality of the art-style, as well as the “living” feel of the incredibly animated rooms and backdrops as they are literally assembled as the player enters them, makes Aperture Science a fun and interesting place to explore, a credit that few shooters can live up to.

portal-2-chamber1

From an auditory standpoint, Portal 2 is also flawless. Procedurally generated music seems to compose itself as the player traverses through climaxes and crescendos within a level, and frames the player’s emotional and intellectual progression as he solves puzzles. For example, being launched into the air by an “aerial faith plate” speeds up the pace of the music and adds tense percussion beats while falling into a floating light-tube slows down and mutes the bass. Voice acting by Stephen Merchant and Ellen McLain remains flawless and hilarious. Jonathan Coulton, writer of the infamous “Still Alive”, returns for a catchy ending theme that wraps up the entire experience satisfyingly.

Multiplayer

Portal 2’s cooperative multiplayer mode is a unique campaign containing the game’s most difficult challenges. With two portal guns and up to four portals deployed, an unique type of synergistic thinking is needed for any level of success. That said, Portal 2 is not a game that can be enjoyed without voice chat or with strangers. Using only pings and gestures to communicate is severely limiting and leads to considerable frustration. Playing with a headset and with a friend, the game becomes considerably more playable, intriguing and fun. Ideally, Portal 2 works best in its splitscreen mode, which simplifies interpersonal communication significantly and paves the way for synergistic thinking nicely.

portal co op

That said, Portal 2 would have benefitted with a set of competitive challenges and leaderboards. Challenge maps, one of Portal 1’s best aspects, are jarringly missing from this game. This harms the game’s already limited replay value and comes off as a missed opportunity for the developers.

Conclusion

In the end, the worst thing that can be said of Portal 2 is that it has some annoying fans. Even with its few flaws, this is one of the best puzzle games of the generation if not all time. Portal 2 fits the geniuses at Valve and Digipen as the foremost advocates of innovation and creativity in game-design. Strongly recommended. 4.75/5