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When enabled, off-topic review activity will be filtered out. This defaults to your Review Score Setting. You can even bump your friend into the air, if you time your jumps right. It can feel far too difficult at times, particularly in its night-time levels, but the pain is worth it when you finally beat its final challenge.
In Chromagun you paint the walls different colours, Parallax gives you trippy dimension shifts, TRI: Of Friendship and Madness lets you solve puzzles with triangles, and Perspective is all about Get the best gaming deals, reviews, product advice, competitions, unmissable gaming news and more! Samuel Horti. See comments. Gaming deals, prizes and latest news. Contact me with news and offers from other Future brands.
Receive email from us on behalf of our trusted partners or sponsors. You will receive a verification email shortly. Much like the Portal games, Obduction reveals its best secrets over time through exploration and puzzle-solving, all the while asking you to piece together its clues.
Outer Wilds is a story-rich puzzle game in which you play as an astronaut trapped in a never-ending time loop that resets every 22 minutes. Related: Best Space Games Another game that messes with your perception of 3D spaces in a similar way to Portal is Superliminal , a mind-bending first-person puzzler from indie developer Pillow Castle.
It features an assortment of physical puzzles based on the concept of forced perspective as well as some optical illusion trickery. The driving gameplay mechanic entails picking up, rotating, and adjusting the position of different objects in order to change their size and discover new functions. The game sees you navigating intricately-designed architectural wonders as you locate and drop colored boxes on corresponding switches.
From multiple dimensions to gravity-manipulating, this game has everything a Portal fan could want, minus the emphasis on storytelling. Instead, Manifold Garden uses its environments to weave a visually-striking tale about the relationship between geometry and life in an enchanting world inspired by the works of M. As a fan of both indie and triple-A games, Justin finds joy in discovering and sharing hidden gems with other passionate gamers. If we forgot to mention your favorite game, sound off in the comments and let us know.
The Blizzard team already read it and probably has it on file. Consider this Portal analysis to be an example for the game that you analyze! Of course, if you believe you can improve upon this game analysis template, then go right ahead! I'd also like to hear how you do so via the below comments or email! The player is sent through a series of puzzles of gradually increasing difficulty and complexity.
Portals and learning the associated movement quirks, like performing portal flings for greater distance are this game's unique mechanic. Portal relies on player reflexes to execute quick and accurate button presses, such as shooting portals in midair; logical thinking to grasp what tools and obstacles are important; and spatial reasoning skills to navigate a complex and dynamic playspace. Exit: The goal of almost every level in Portal is to reach the exit.
Most levels have an exit elevator that leads to the next level. Because players know this, they have a clear goal, and they can focus their efforts on finding the exit and knowing that they are done with the level.
The final level is an exception. It is a boss fight. By this point, players have had ample time to anticipate this encounter and know it is the end of the game. Material Emancipation Grill: This thin blue wispy overlay, usually in front of exit elevators, prevents everything besides Chell the player's avatar and the portal gun from passing through it by instantly vaporizing this material on contact. This is done to ensure people cannot smuggle items into puzzle rooms.
Player Character Abilities: From the start of the game, Chell, the player character, has these necessary abilities: - Movement : Portal relies heavily on character movement in a 3D environment. This includes basic movement on the X and Y planes; jumping to cross gaps, avoid obstacles, and reach higher heights; falling to gain momentum and indirectly reach higher heights; and crouching to avoid obstacles.
Clever movement, combined with portals and the portal gun described below, are the foundations of navigating the world of Portal. Placing cubes on buttons is necessary to keep these buttons pressed when Chell is not on them. Chell can push a small red button to use it, thereby triggering an event, such as keeping a door open. The events caused by these buttons have an audible time limit so players know how long they have.
Chell can also open and close some doors, and occasionally use other objects that the game makes fairly obvious. Opening doors and interacting with these miscellaneous objects subtly reminds the player that the Aperture Science complex was once inhabited by people, and is not just a series of levels or puzzles. Portals: These blue and orange portals are linked. Whatever goes in one portal exits the other with the same angle and forward momentum.
Also, a player can see what is through a portal by looking at this portal. Portals are the basis of this game. Initially, the portal gun shoots only blue portals, while the orange portals are at fixed locations in the levels.
However, the portal gun later shoots both blue and orange portals with separate buttons. Because the player has a portal gun, he controls where the portals go within his field of view. The result is being tossed a great distance at high speed, allowing him to cross gaps. The portal gun can also hold a either single cube of any type or a turret at one time. The portal gun was included as a gun because a gun that shoots portals provides far more gameplay potential than static portals.
Early levels have the player without a portal gun to acclimate him to moving around and solving puzzles. Upgrading to a portal gun that shoots only one portal while the other portal is static in the level acclimates the player to the freedom the portal gun provides, and gradually transitions the player to understanding the full potential of being able to control both portals.
Walls, Ceiling, and Floor: Many surfaces in Portal can have portals on them. Some cannot.
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