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I am the Deputy News Editor at Destructoid. I write about videogames for a living. That last sentence is as awesome as it sounds, though not always in the ways you might think.

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Conrad Zimmerman | 5:49 PM on 02.24.2008 34 comments





Portal seems to be the darling of the game industry right now. Praise has been heaped upon it from all angles and has recieved several 2007 GOTY nods. I'm not seeing it. There are several flaws that make the game irritating at best and it is with pleasure that I introduce them now.


Depth



Yes. It is.


One of the only complaints you generally hear about the game is that it's too brief, which is really more of a compliment than anything else. And it is short, no argument there. As a game, it's also incredibly shallow. Really, one might say that it's just a tech demo which had a coat of paint slapped on it before being included in The Orange Box. The portal gun is a neat idea, but the impression I received from playing this was that they were fiddling around with the concept for a Half-Life game and felt the need to introduce the gun in some way first. So, a story that would require a minimal amount of additional work was wrapped around the idea to justify it as being a complete game instead of just a demo. Hell, even the story (such as it is), the testing of the portal gun, lends itself to this idea.



Tutorial



Pretty soon, I might be able to actually play the game!


Most games produced today have some kind of tutorial system, be it an independant level or integration into the first section of the game. Portal has this as well, but it carries on entirely too long. Half the game consists of having your hand held while the game points out this detail or that. By the time you have the various elements all introduced to you in a fairly simplistic manner, there's only two more "tests" to complete before the escape sequence. Why am I spending nearly a majority of the game learning how to play it?



Physics



Chell: Some kind of fucking gymnast superwoman


Now, this next bit may seem like a minor quibble, but it really annoys the hell out of me. It would seem that some consideration was given to the physics of Portal, as they often made use of the "momentum effect" (where you travel through portals with no loss of inertia). How is it that Chell is able to flip herself upright on a constant basis regardless of the distance to the ground? Even if she were a world-class gymnast, the sheer improbablility of it shatters my suspension of disbelief. That bitch should be breaking her neck on a constant basis.

There are more, but that whole thing about landing on her feet has me too annoyed to even bother. Portal might be innovative, but it's certainly not the infallible piece of programming so many reviews have made it out to be. Innovation isn't always good either. We recently managed to get a sixty-three year old woman to bring a child to term. You can't tell me that kind of scientific ingenuity is progress.



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31 comments | showing # 1 to 31
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Bob Muir's Avatar - Comment posted on 02/24/2008 17:57
Bob Muir
While I disagree with your opinion that an extended tutorial in this game is bad (since, in terms of context, it makes sense with the premise of the game - testing a portal gun), you raise an excellent point about how Chell can turn around in mid-air. I never even thought about it until you brought it up.
VWGTI's Avatar - Comment posted on 02/24/2008 18:07
VWGTI
Nice write up, Conrad!

I see where you're coming from on a lot of your points, but you have to understand that we ultimately play games for entertainment. Portal delivered us entertainment like we've never experience. On paper, a FPS-puzzle game sounds like a horrible idea. In execution, it proved to be an oustanding gaming experience and was certainly my suprise hit of the year.

The only thing I have a problem with is your dislike for the "training" levels. They are in integral part to the games story and advancement.

You're a test subject in a lab. You need to follow procedure to test out their newest technology. However, as you go on you slowly learn that you aren't safe. In order to survive you need to rely on both the portal gun, and your wit to make it out of the facility alive.

I was nothing but amazed with the game. I didn't go on about how great the game was all over the internet, but I see a lot of potential for improvement in the future.
WastelandTraveler's Avatar - Comment posted on 02/24/2008 18:10
WastelandTraveler
How can she spin around so easily? The same way she can shoot a wall and turn it into a portal!!!! :D ITS SCIENCE FICTIONS THERE IS NO REALITY HERE! How do we know shes even human ? ;D. Not to mention those crazy ass leg attachments!
Conrad Zimmerman's Avatar - Comment posted on 02/24/2008 18:10
Conrad Zimmerman
@Christiangamer - Mr. Rogers fucking rules.
Conrad Zimmerman's Avatar - Comment posted on 02/24/2008 18:12
Conrad Zimmerman
I don't actually mind the training levels themselves, just that they comprise the vast majority of the gameplay. Introducing a few elements at a time would have made it feel less tedious but would have also made the game take about twenty minutes to finish. I understand why it was done this way, I'm just not fond of it.
Perverted's Avatar - Comment posted on 02/24/2008 18:12
Perverted
I really liked the game, found it fun and enjoyable. Not GOTY but good. like 80/100. But then I had the 360 version and not a Wii Version(glares at Valve....)
And doesn't she have some weird shoes on? maybe they like balance her? I thought that's why she wore them....
I'll agree and disagree because I hate FF7 and everyone else loves it....
Conrad Zimmerman's Avatar - Comment posted on 02/24/2008 18:15
Conrad Zimmerman
@Perverted - in the developer commentary, the foot things are explained as being braces to prevent fall damage (which is a contrivance that also annoys me, but at least they attempted justification for it). There's no explanation for her acrobatics, far as I've seen.
B-Radicate's Avatar - Comment posted on 02/24/2008 18:17
B-Radicate
In response:

Depth: No one said this would be HL: Ep 3. Personally, I thought the whole test subject aspect was even MORE story than they would include. All I knew going in was that it was a puzzle game using the HL engine. I was blown away by the detail AND the actual manner in which the story unfolded, however brief it may have been. I mean, how deep is Tetris? And that shit's considered a classic.

Tutorial: That's the point of the game, though. Your whole experience within the context of the game is that you ARE A TEST SUBJECT. Therefore, of course everything is a tutorial. THAT'S THE IDEA.

Physics: Okay, you kinda have me there. At least they thought to add leg enhancements to her to make it at least somewhat plausible she could jump and run and fall like that.

I think it deserves all the plaudits it has received and more (it was a much more surprising and refreshing experience than even BioSock and DEFINITELY more enthralling than Super Mario Galaxy).

I personally don't want there to be a sequel of any kind to it. I think it's a great little nugget of a game, although I know it's gonna end up in HL: Ep 3 anyway. Plus, it was just too popular to not end up with a sequel.
VWGTI's Avatar - Comment posted on 02/24/2008 18:18
VWGTI
@ Conrad

I'm curious as to why you think a video game should be that realistic. If the character broke their neck after going through a portal, what fun would that be?
Steel Squirrel's Avatar - Comment posted on 02/24/2008 18:19
Steel Squirrel
Should have made a cat the main character and everything would be ok.
Conrad Zimmerman's Avatar - Comment posted on 02/24/2008 18:23
Conrad Zimmerman
@ VWGTI

I've often thought about the possibility of a "fall-damage on" feature for Portal. Most of the puzzles wouldn't be made all that much more difficult for it, so long as you focused and made sure to open a portal that would counteract your speed or angle.

But my reasons for all of this are much more... material.
Conrad Zimmerman's Avatar - Comment posted on 02/24/2008 18:23
Conrad Zimmerman
@ VWGTI

I've often thought about the possibility of a "fall-damage on" feature for Portal. Most of the puzzles wouldn't be made all that much more difficult for it, so long as you focused and made sure to open a portal that would counteract your speed or angle.

But my reasons for all of this are much more... material.
Koobert's Avatar - Comment posted on 02/24/2008 18:27
Koobert
Personal opinion counts for a lot. I also think playing it at the beginning of October, rather than after Christmas, would help too - the whole game's pacing and surprises were ruined by jackoffs on the internet. I hadn't heard of the weighted companion cube when I played it, so I was surprised and amused by that stage, and its quick destruction. I'd also somehow missed hearing about the end boss or the final credits music even though I finished the last level in late November (I got stuck at a puzzle, alright? I'm human too!) In the end, it was a great gaming experience, but one that's better played as a solitary experience rather than with the analysis of a thousand internet forums. Talk up anything too much and it'll be a let down, right?
AKK's Avatar - Comment posted on 02/24/2008 18:31
AKK
Yeah.

You're dead wrong.

If you read the thing from the two main guys from the project, you'd see that they were working on an incredibly minimal budget, and a large number of the cool things they wanted didn't make it due to lack of funds.

It was not made by the Half Life guys, it was made by some people who came out of college and got picked up by Valve. Yes, it does tie into the Half Life universe, but it's not a half life game, and never was.

Also, the story was integral to the game. Without GLaDOS the game would not have been nearly as entertaining. She is Portal just as much as Chell is.

Also, while I didn't give a fuck about the flipping through the air and whatnot because playing a game that's about creating portals that can warp you from one place to another instantaneously needs you to suspend belief from the start.

That being said, those spring things on her feet? I suspect they're probably weighted in a specific way that makes her always hit the ground. Or that's the kind of explanation I'd expect from someone, as it makes sense.

In the end, it comes down to budget and fun. If you broke your neck every time you got out of a portal, the game would become frustrating, and would lose it's fun factor. Then all of the problems were really caused by budget. They wanted more, but didn't have the money to do it.

Portal 2 will more than likely have significantly more depth and whatnot.
notdryad's Avatar - Comment posted on 02/24/2008 18:34
notdryad
If the game was more realistic and she infact would break her neck at some points would you really be happier with the game or would you just complain about that too?

I don't get why some people are so obsessed with realism in games.
EternalDeathSlayer's Avatar - Comment posted on 02/24/2008 18:35
EternalDeathSlayer
I get your arguement and respect your opinion, but I personally loved the game. For someone who wasn't a fan of puzzle games, it really sucked me in. That's one of it's strengths.

I agree though, it's certainly not GOTY. It was good though. I'll probably never play it again.
Harukai's Avatar - Comment posted on 02/24/2008 18:37
Harukai
I'm still waiting to buy my orange box since I finished HL2 years ago and have too many ongoing games at the moment but portal looks great and I think he is entitled to his opinion but this s the first time I've heard complaints apart from "DEAR GOD! WHY DID COMPANION CUBE HAVE TO DIE!"
Vlambo's Avatar - Comment posted on 02/24/2008 18:38
Vlambo
Your title for this blog made my day. And this blog is for Dvd's Xbox Scavenger Hunt challenge correct?
Conrad Zimmerman's Avatar - Comment posted on 02/24/2008 18:43
Conrad Zimmerman
@Vlambo - You said it. Not me.
Wedge's Avatar - Comment posted on 02/24/2008 18:46
Wedge
You're wrong on all accounts, but that's easy to do when you play it months after release.


Depth:

This is a puzzle game, at it's core. It was a shock to me the game had ANY story at all. It follows the format of a short story, a medium sadly not used often in gaming (see Saga Frontier). This is reflected in the gameplay depth, and it's all the better for it. No it's not deep, nor does it pretend to be. You're mistaken is saying this is a "complete game". It's not. It's comparable to any other Episodic game, and that's what it's sold as.


Tutorial:

A lot of people are dumb. No, seriously, they are. The concept can be very unusual to those not versed in abstract spatial reasoning. So beating it in there slowly is to make sure that more people have a chance to play the game.


Physics:

Gameplay > Realism. They had the things you were complaining about at some point in development, and it was frustrating instead of fun. Not to mention it simply takes away possibilities for puzzle development. So why would you hamper your game design for the sake of being "realistic"?
Conrad Zimmerman's Avatar - Comment posted on 02/24/2008 18:54
Conrad Zimmerman
This is the most comments I've ever received on a post. I'd like to thank DVDdesign for this. I'd also like to congratulate him for achieving what I thought was impossible: potentially increasing the number of people who won't ever read my blog (again).
Sonicandtails's Avatar - Comment posted on 02/24/2008 18:58
Sonicandtails
Someone seems to have forgotten that in the storyline you are testing out a new gun and that the "Tutorial" is actually the testing sessions.
Wedge's Avatar - Comment posted on 02/24/2008 18:59
Wedge
That contest started 9 days ago, how do you people remember these things? I can only remember yesterday.

Also at best I think you have maybe... 0.75 valid complaints, so does it still get you points?
Conrad Zimmerman's Avatar - Comment posted on 02/24/2008 19:02
Conrad Zimmerman
@Wedge - Actually, the contest has been going on all month. It just took me this long to get around to this part of it.

And validity is subjective, so I hope so.
the GAMEGOBLIN's Avatar - Comment posted on 02/24/2008 19:21
the GAMEGOBLIN
All your points are valid except that last one. If she couldn't turn herself in mid-air the game wouldn't be fucking fun at all. It's a video-game, not a simulator. Do you complain when grenade indicators show up in Call of Duty 4, or that in Rainbow Six Vegas your health regenerates after a brief peroid of time?
leiden's Avatar - Comment posted on 02/24/2008 19:33
leiden
I hope you get hit by a bus.
UMF Skibum's Avatar - Comment posted on 02/24/2008 19:49
UMF Skibum
@ Conrad

Be warned. If you don't like something other people like, YOU ARE WRONG. Especially if you give reasons for your opinion.

Anyway, good post and awesome/clever title. Hope you get the 4000 points.
BluDesign's Avatar - Comment posted on 02/24/2008 20:41
BluDesign
@wedge

HAHAHAHAHAH

Here, for making me laugh, I bought you a calendar.

Copyright 2008 Agent Chieftain's Avatar - Comment posted on 02/24/2008 20:55
Copyright 2008 Agent Chieftain
Rather not type out what's already said, because I agree with B-Radicate and Wedge on all accounts.

Personally, I think you set your expectations too high. Most of our expectations were fairly low when we played it, and we were surprised with the charm and the humor. You expected it and anticipated the Star Wars trilogy, where Portal obviously falls short.
HarassmentPanda's Avatar - Comment posted on 02/24/2008 22:23
HarassmentPanda
I respectfully disagree with you. (read: I don't hope you get hit by a bus.)
blehman's Avatar - Comment posted on 02/25/2008 15:31
blehman
lol. Dvd is just fucking with the community.
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