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Jan 24th, 2008 at 04:06:32 - Portal (PC) |
Gamelog #1 Part 2
GAMEPLAY
Things are getting a little weird and twisted! Normally there is a computer narrating and guiding me through the different sections just like a tutorial, but “she” isn’t exactly acting like she’s on my side. Combined with the crazy propaganda writing on the walls that’s convincing me to not trust the computer is adding an excellent twist in that I now have a friend and enemy, neither of which have I met. So now I have to second guess what she says because some of what she says is useful, funny, and or an out right lie.
DESIGN
The rules of play are simple, the controls are that of a normal FPS, there’s only one gun, and there’s no inventory (the companion cube <3 is the only thing you will ever need… ever…). The game keeps adding new and different obstacles with every level while keeping lessons learned from previous encounters. I wonder what twists or new mechanics await me in later levels? Cake?
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Jan 24th, 2008 at 04:05:09 - Portal (PC) |
Gamelog #1 Part 1
SUMMARY
In Portal the player is the subject in a series of experiments to get from point A to point B without getting killed. The only tool available is a portal gun that allows the wielder to shoot two gates which the user could then move through.
GAMEPLAY
For someone like me who loves The Incredible Machine; Portal becomes an instant candidate for my Good List. The whole game is “just” to workout puzzles to get to the next “experiment”.
The first thing that I notice when I first started playing is the virtually nonexistent HUD, which turns out to be because Portal is a “do or die” sort of game. There just isn’t a need for extra stuff; it’s all about interacting with my new environment.
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