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Portal (video game)

Portal is a 2007 puzzle-platform game developed and published by Valve. It was originally released in a bundle, The Orange Box, for Windows, Xbox 360 and PlayStation 3, and has been since ported to other systems, including Mac OS X, Linux, Android, and Nintendo Switch.

Gameplay
In Portal, the player controls the protagonist, Chell, from a first-person perspective as she is challenged to navigate through a series of test chambers using the Aperture Science Handheld Portal Device, or portal gun, under the supervision of the artificial intelligence GLaDOS. The portal gun can create two distinct portal ends, orange and blue. The portals create a visual and physical connection between two different locations in three-dimensional space. Neither end is specifically an entrance or exit; all objects that travel through one portal will exit through the other. An important aspect of the game's physics is momentum redirection and conservation. As moving objects pass through portals, they come through the exit portal at the same direction that the exit portal is facing and with the same speed with which they passed through the entrance portal. For example, a common maneuver is to place a portal some distance below the player on the floor, jump down through it, gaining speed in freefall, and emerge through the other portal on a wall, flying over a gap or another obstacle. This process of gaining speed and then redirecting that speed towards another area of a puzzle allows the player to launch objects or Chell over great distances both vertically and horizontally. This is referred to as 'flinging' by Valve. Although Chell is equipped with mechanized heel springs to prevent damage from falling, Two additional modes are unlocked upon the completion of the game that challenge the player to work out alternative methods of solving each test chamber. Challenge chambers are unlocked near the halfway point and Advanced Chambers are unlocked when the game is completed. In Challenge chambers, levels are revisited with the added goal of completing the test chamber either with as little time, with the fewest portals, or with the fewest footsteps possible. In Advanced chambers, certain levels are made more complex with the addition of more obstacles and hazards. ==Synopsis==
Synopsis
Characters Portal features two characters: the player-controlled silent protagonist named Chell, and GLaDOS (Genetic Lifeform and Disk Operating System), a computer artificial intelligence that monitors and directs the player. In the English-language version, GLaDOS is voiced by Ellen McLain, though her voice has been altered to sound more artificial. The only background information presented about Chell is given by GLaDOS; the credibility of these facts, such as Chell being adopted, an orphan, and having no friends, is questionable at best, as GLaDOS is a liar by her own admission. In the "Lab Rat" comic created by Valve to bridge the gap between Portal and Portal 2, Chell's records reveal she was ultimately rejected as a test subject for having "too much tenacity"—the main reason Doug Rattmann, a former employee of Aperture Science, moved Chell to the top of the test queue. According to the Aperture Science website, Cave Johnson founded the company in 1943 for the sole purpose of making shower curtains for the U.S. military. However, after becoming mentally unstable from "moon rock poisoning" in 1978, Johnson created a three-tier research and development plan to make his organization successful. The first two tiers, the Counter-Heimlich Maneuver (a maneuver designed to ensure choking) and the Take-A-Wish Foundation (a program to give the wishes of terminally ill children to adults in need of dreams), were commercial failures and led to an investigation of the company by the U.S. Senate. However, when the investigative committee heard of the success of the third tier—a person-sized, ad hoc quantum tunnel through physical space, with a possible application as a shower curtain—it recessed permanently and gave Aperture Science an open-ended contract to continue its research. The development of GLaDOS, an artificially intelligent research assistant and disk-operating system, began in 1986 in response to Black Mesa's work on similar portal technology. A presentation seen during gameplay reveals that GLaDOS was also included in a proposed bid for de-icing fuel lines, incorporated as a fully functional disk-operation system that is arguably alive, unlike Black Mesa's proposal, which inhibits ice, nothing more. Roughly thirteen years later, work on GLaDOS was completed and the untested AI was activated during the company's first annual bring-your-daughter-to-work day in 1998. The areas of the Enrichment Center that Chell explores suggest that it is part of a massive research installation. At the time of events depicted in Portal, the facility seems to be long-deserted, although most of its equipment remains operational without human control. Plot The game begins with Chell waking up from a stasis bed and hearing instructions from GLaDOS, an artificial intelligence, about upcoming tests. Chell enters into sequential distinct chambers that introduce her to varying challenges to solve using her portal gun, with GLaDOS as her only interaction. As Chell nears completion, GLaDOS's motives and behavior turn more sinister, suggesting insincerity and callous disregard for the safety and well-being of test subjects. The test chambers become increasingly dangerous as Chell proceeds, including a live-fire course designed for military androids, as well as chambers flooded with a hazardous liquid. In one chamber, GLaDOS forces Chell to "euthanize" a Weighted Companion Cube in an incinerator, after Chell uses it for assistance. After Chell completes the final test chamber, GLaDOS maneuvers Chell into an incinerator in an attempt to kill her. Chell escapes with the portal gun and makes her way through the maintenance areas within the Enrichment Center. GLaDOS panics and insists that she was pretending to kill Chell as part of testing, while it becomes clear that GLaDOS had previously killed all the inhabitants of the center. and a Weighted Companion Cube, surrounded by shelves containing dozens of inactive personality cores. The cores begin to light up, before a robotic arm descends and extinguishes the candle on the cake, casting the room into darkness. Over the credits, GLaDOS delivers a concluding report through the song "Still Alive", declaring the experiment to be a success. ==Development==
Development
Narbacular Drop Portal began with the 2005 freeware game Narbacular Drop, developed by students of the DigiPen Institute of Technology. Robin Walker, one of Valve's developers, saw the game at the DigiPen's career fair. Impressed, he contacted the team with advice and offered to show their game at Valve's offices. After their presentation, Valve's president Gabe Newell offered the team jobs at Valve to develop the game further. Newell said he was impressed with the team as "they had actually carried the concept through", already having included the interaction between portals and physics, completing most of the work that Valve would have had to commit on their own. Certain elements were retained from Narbacular Drop, such as the system of identifying the two unique portal endpoints with the colors orange and blue. A key difference is that Portals portal gun cannot create a portal through an existing portal, unlike in Narbacular Drop. The original setting, of a princess trying to escape a dungeon, was dropped in favor of the Aperture Science approach. The team worked with Marc Laidlaw, the writer of the Valve's Half-Life series, to fit Portal into the Half-Life universe. This was done in part because of the project's limited art resources; instead of creating new art assets for Portal, the team reused the Half-Life 2 assets. Valve hired Erik Wolpaw and Chet Faliszek to write Portal. Wolpaw felt that the constraints improved the game. The concept of a computer AI guiding the player through experimental facilities to test the portal gun was arrived at early in the writing process. The cake element, along with additional messages given to the player in the behind-the-scenes areas, were written and drawn by Kim Swift. Design ''. The austere settings in the game came about because testers spent too much time trying to complete the puzzles using decorative but non-functional elements. As a result, the setting was minimized to make the usable aspects of the puzzle easier to spot, using the clinical feel of the setting in the film The Island as reference. though the character was developed further in a tie-in comic "Lab Rat", that ties Portal and Portal 2s story together. According to project lead Kim Swift, the final battle with GLaDOS went through many iterations, including having the player chased by James Bond-inspired lasers (later applied in part to the turrets), a concept jokingly nicknamed "Portal Kombat" where the player would have needed to redirect rockets while avoiding turret fire, and a chase sequence following a fleeing GLaDOS. Eventually, they found that playtesters enjoyed a rather simple puzzle with a countdown timer near the end; Swift noted how "[t]ime pressure makes people think something is a lot more complicated than it really is", and Wolpaw admitted, "It was really cheap to make [the neurotoxin gas]" in order to simplify the dialogue during the battle. Chell's face and body are modeled after Alésia Glidewell, an American freelance actress and voice-over artist, selected by Valve from a local modeling agency for her face and body structure. Ellen McLain provided the voice of the antagonist GLaDOS. Erik Wolpaw noted, "When we were still fishing around for the turret voice, Ellen did a sultry version. It didn't work for the turrets, but we liked it a lot, and so a slightly modified version of that became the model for GLaDOS's final incarnation." Wolpaw further noted that the need to incinerate the Weighted Companion Cube came as a result of the final boss battle design; they recognized they had not introduced the idea of incineration necessary to complete the boss battle, and by training the player to do it with the Weighted Companion Cube, found the narrative "way stronger" with its "death". Swift noted that any similarities to psychological situations in the Milgram experiment or 2001: A Space Odyssey are entirely coincidental. The Regent Bakery has stated that since the release of the game, its Black Forest cake has been one of its more popular items. The song was released as a free downloadable song for the music video game Rock Band on April 1, 2008. The soundtrack for Portal was released as a part of The Orange Box Original Soundtrack. The soundtrack was released in a four-disc retail bundle, ''Portal 2: Songs To Test By (Collector's Edition)'', on October 30, 2012, featuring music from both games. The soundtrack was released via Steam Music on September 24, 2014. ==Release==
Release
Portal was first released as part of The Orange Box for Windows and Xbox 360 on October 10, 2007, and for the PlayStation 3 on December 11, 2007. In addition to Portal, the Box also included Half-Life 2 and its two add-on episodes, as well as Team Fortress 2. Portals inclusion within the Box was considered an experiment by Valve; having no idea of the success of Portal, the Box provided it a "safety net" via means of these other games. Portal was kept to a modest length in case the game did not go over well with players. with the Windows version also available as a download through Steam. In January 2008, Valve released a special demo titled '', free to any Steam user using Nvidia graphics hardware, as part of a collaboration between the two companies. The demo comes packaged with Half-Life 2: Deathmatch, Peggle Extreme, and Half-Life 2: Lost Coast''. The demo includes test chambers 00 to 10 (eleven in total). Valve has since made the demo available to all Steam users. Portal is the first Valve-developed game to be added to the OS X-compatible list of games available on the launch of the Steam client for Mac on May 12, 2010, supporting Steam Play, in which buying the game on Macintosh or Windows computer makes it playable on both. As part of the promotion, Portal was offered as a free game for any Steam user during the two weeks following the Mac client's launch. Within the first week of this offer, over 1.5 million copies of the game were downloaded through Steam. A similar promotion was held in September 2011, near the start of a traditional school year, encouraging the use of the game as an educational tool for science and mathematics. Valve wrote that they felt that Portal "makes physics, math, logic, spatial reasoning, probability, and problem-solving interesting, cool, and fun", a necessary feature to draw children into learning. This was tied to Digital Promise, a United States Department of Education initiative to help develop new digital tools for education, which Valve is part of. '' was announced as an exclusive Xbox Live Arcade game at the 2008 E3 convention, and was released on October 22, 2008. It features the original game, 14 new challenges, and new achievements. The additional content was based on levels from the map pack Portal: The Flash Version created by We Create Stuff and contains no additional story-related levels. According to Valve spokesman Doug Lombardi, Microsoft had previously rejected Portal on the platform due to its large size. Portal: Still Alive was well received by reviewers. 1UP.coms Andrew Hayward stated that, with the easier access and lower cost than paying for The Orange Box, Portal is now "stronger than ever". IGN editor Cam Shea ranked it fifth on his top 10 list of Xbox Live Arcade games. He stated that it was debatable whether an owner of The Orange Box should purchase this, as its added levels do not add to the plot. However, he praised the quality of the new maps included in the game. The game ranked 7th in a later list of top Xbox Live Arcade titles compiled by IGN''s staff in September 2010. Additionally, Portal: Still Alive got ported to the Nintendo Switch as a part of The Companion Collection. During the 2014 GPU Technology Conference, Nvidia announced a port of Portal to the Nvidia Shield. The port was released on May 12, 2014. Alongside Portal 2, Portal was released on the Nintendo Switch on June 28, 2022, as part of the Portal: Companion Collection, developed by Valve and Nvidia Lightspeed Studios. '''' was announced by Nvidia during its GeForce Beyond event in September 2022. A remaster of the original, the game is intended to demonstrate the functionality of the GeForce 40 series graphics cards with real-time path tracing. Initially planned for release in November 2022, it was ultimately released December 8, 2022, as a free DLC. ==Reception==
Reception
Critical reception Portal received critical acclaim, often earning more praise than either Half-Life 2: Episode Two or Team Fortress 2, two titles also included in The Orange Box. It was praised for its unique gameplay and dark, deadpan humor. Eurogamer cited that "the way the game progresses from being a simple set of perfunctory tasks to a full-on part of the Half-Life story is absolute genius", while GameSpy noted, "What Portal lacks in length, it more than makes up for in exhilaration." The game was criticized for sparse environments, and both criticized and praised for its short length. Aggregate reviews for the standalone PC version of Portal gave the game a 90/100 through 28 reviews on Metacritic. In 2011, Valve stated that Portal had sold more than four million copies through the retail versions, including the standalone game and The Orange Box, and from the Xbox Live Arcade version. The game generated a fan following for the Weighted Companion Cube—even though the cube itself does not talk or act in the game. Fans have created plush and papercraft versions of the cube and the various turrets, as well as PC case mods and models of the Portal cake and portal gun. Jeep Barnett, a programmer for Portal, noted that players have told Valve that they had found it more emotional to incinerate the Weighted Companion Cube than to harm one of the "Little Sisters" from BioShock. Ben Croshaw of Zero Punctuation praised the game as "absolutely sublime from start to finish ... I went in expecting a slew of interesting portal-based puzzles and that's exactly what I got, but what I wasn't expecting was some of the funniest pitch black humor I've ever heard in a game". He felt the short length was ideal as it did not outstay its welcome. Writing for GameSetWatch in 2009, columnist Daniel Johnson pointed out similarities between Portal and Erving Goffman's essay on dramaturgy, The Presentation of Self in Everyday Life, which equates one's persona to the front and backstage areas of a theater. The game was also made part of the required course material among other classical and contemporary works, including Goffman's work, for a freshman course "devoted to engaging students with fundamental questions of humanity from multiple perspectives and fostering a sense of community" for Wabash College in 2010. Portal has also been cited as a strong example of instructional scaffolding that can be adapted for more academic learning situations, as the player, through careful design of levels by Valve, is first hand-held in solving simple puzzles with many hints at the correct solution, but this support is slowly removed as the player progresses in the game, and completely removed when the player reaches the second half of the game. Rock, Paper, Shotgun's Hamish Todd considered Portal as an exemplary means of game design by demonstrating a series of chambers after the player has obtained the portal gun that gently introduce the concept of flinging without any explicit instructions. Portal was exhibited at the Smithsonian Art Exhibition in America from February 14 through September 30, 2012. Portal won the "Action" section for the platform "Modern Windows". Since its release, Portal is still considered one of the best video games of all time, having been included on several cumulative "Top Games of All Time" lists through 2018. Awards Portal won several awards: • During the 11th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences awarded Portal with Outstanding Achievement in Gameplay Engineering, Outstanding Achievement in Game Design, and Outstanding Character Performance for Ellen McLain's vocal portrayal of GLaDOS; as part of The Orange Box compilation, it also won Computer Game of the Year (shared with Half-Life 2: Episode Two and Team Fortress 2). • At the 2008 Game Developers Choice Awards, Portal won Game of the Year award, along with the Innovation Award and Best Game Design award. • IGN honored Portal with several awards, for Best Puzzle Game for PC and Xbox 360, Most Innovative Design for PC, and Best End Credit Song (for "Still Alive") for Xbox 360, along with overall honors for Best Puzzle Game and Most Innovative Design. • In its Best of 2007, GameSpot honored The Orange Box with 4 awards in recognition of Portal, giving out honors for Best Puzzle Game, Best New Character(s) (for GLaDOS), Funniest Game, and Best Original Game Mechanic (for the portal gun). • Portal was awarded Game of the Year (PC), Best Narrative (PC), and Best Innovation (PC and console) honors by 1UP.com in its 2007 editorial awards. • GamePro honored the game for Most Memorable Villain (for GLaDOS) in its Editors' Choice 2007 Awards. • Portal was awarded the Game of the Year award in 2007 by Joystiq, Good Game, and Shacknews. • Portal was awarded The Most Original Game award by X-Play. • In Official Xbox Magazine 2007 Game of the Year Awards, Portal won Best New Character (for GLaDOS), Best Original Song (for "Still Alive"), and Innovation of the Year. • In GameSpy's 2007 Game of the Year awards, Portal was recognized as Best Puzzle Game, Best Character (for GLaDOS), and Best Sidekick (for the Weighted Companion Cube). • The webcomic Penny Arcade awarded Portal Best Soundtrack, Best Writing, and Best New Game Mechanic in its satirical 2007 We're Right Awards. • Eurogamer gave Portal first place in its Top 50 Games of 2007 rankings. • IGN also placed GLaDOS (from Portal) as the Video Game Villain on its Top-100 Villains List. • GamesRadar named it the best game of all time. • In November 2012, Time named it one of the 100 greatest video games of all time. • Wired considered Portal to be one of the most influential games of the first decade of the 21st century, believing it to be a prime example of quality over quantity for video games. Legacy . The popularity of the game and its characters led Valve to develop merchandise for Portal made available through its online Valve physical merchandise store. Some of the more popular items were the Weighted Companion Cube plush toys and fuzzy dice. When first released, both were sold out in under 24 hours. Other products available through the Valve store include T-shirts and Aperture Science coffee mugs and parking stickers, and merchandise relating to the phrase "the cake is a lie", which has become an internet meme. Wolpaw noted they did not expect certain elements of the game to be as popular as they were, while other elements they had expected to become fads were ignored, such as a giant hoop that rolls on-screen during the final scene of the game that the team had named Hoopy. Swift stated that future Portal developments would depend on the community's reactions, saying, "We're still playing it by ear at this point, figuring out if we want to do multiplayer next, or Portal 2, or release map packs." On March 10, 2010, Portal 2 was officially announced for a release late in that year; the announcement was preceded by an alternate reality game based on unexpected patches made to Portal that contained cryptic messages in relation to Portal 2s announcement, including an update to the game, creating a different ending for the fate of Chell. The original game left her in a deserted parking lot after destroying GLaDOS, but the update involved Chell being dragged back into the facility by a "Party Escort Bot". Though Portal 2 was originally announced for a Q4 2010 release, the game was released on April 19, 2011. A modding community has developed around Portal, with users creating their own test chambers and other in-game modifications. The group "We Create Stuff" created an Adobe Flash version of Portal, titled Portal: The Flash Version, just before release of The Orange Box. This flash version was well received by the community and the group has since converted it to a map pack for the published game. Another mod, '', is an unofficial prequel developed by an independent team of three that focuses on the pre-GLaDOS era of Aperture Science, and contains nineteen additional "crafty and challenging" test chambers. An ASCII version of Portal was created by Joe Larson. An unofficial port of Portal to the iPhone using the Unity game engine was created but only consisted of a single room from the game. Mari0 is a fan-made four-player coop mashup of the original Super Mario Bros. and Portal''. An unofficial port for the Nintendo 64 console titled Portal 64 was under development by James Lambert. By September 2023, he had a working copy but still had ways to go to be completely finished. The project was taken down in January 2024 due to a request by Valve; according to Lambert, the port's reliance on "Nintendo's proprietary libraries" was the reason. ==Film adaptation==
Film adaptation
A film adaptation has been in development hell since 2013, and it was reported on May 25, 2021, that the project is still in development by J.J. Abrams and Bad Robot and the script has been written. As of 2022, J.J. Abrams continued to express interest in bringing Portal to film. ==Notes==
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