The Infinite Zenith

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Portal With RTX: A Reflection on A More Reflective Portal Experience

“Just because something doesn’t do what you planned it to do, doesn’t mean it’s useless.” –Thomas Edison

Back in September, NVIDIA’s announcement of Portal With RTX generated a bit of buzz: the original Portal is now fifteen years old. To showcase their new line of Lovelace GPUs and RTX Remix, NVIDIA also determined that Portal was worth reimagining. Using machine learning, RTX Remix dynamically computes how lighting should behave, allowing it to interact with objects in a 3D space in real-time. RTX Remix uses path-tracing, which uses a comparatively simple algorithm to render high-quality images at the expense of performance; as lighting becomes more sophisticated, path-tracing becomes more demanding, and typically, games utilise more efficient variants of path-tracing that may not be quite as visually impressive. Here in Portal With RTX, NVIDIA Remix’s use of path-tracing means that the end-result is a highly advanced showcase of what lighting effects are possible: because everything is done using ray-tracing, illuminations, shadows, reflections and even refractive effects are especially impressive, breathing new life into an iconic game. There is, however, a trade-off: because of how computationally expensive path-tracing is, Portal With RTX demands the most powerful hardware in order to run at maximum quality and resolution. In order to play Portal With RTX at 4K and 60 FPS, with everything set to ultra, NVIDIA’s RTX 4080 is recommended. On the other hand, while the minimum GPU suggested is the RTX 3060, folks have reported that they’re struggling to run Portal With RTX, even though they’re running video cards that are more powerful than the RTX 3060. The variability in performance and experience demonstrate that, as exciting as ray-tracing techniques are, and as exciting as the prospect of having real-time ray-tracing hardware become mainstream is, the technology still has a way to go before it can become widespread. For the present, real-time ray-tracing remains more of a curiosity, but when judiciously applied, the lighting and visuals can act as a fantastic showcase for what is possible.

The extreme requirements in Portal With RTX has meant that getting the game to run has been a toss-of-the-coin. On my RTX 3060 Ti, which is about 30 percent more powerful than the RTX 3060, I’ve managed to get Portal With RTX running at manageable frame rates, with reasonable quality. Although the RTX 3060 Ti is far outstripped by the RTX 4090, the fact that this mid-range card is able to run Portal With RTX without any major issues speaks volumes to the build I put together back in March. In this way, I was able to revisit an old experience given a fresh coat of paint. Initial impressions of Portal With RTX had been met with skepticism: video games journalist Ben Sledge writes that the highly reflective, clean surfaces of the remaster defeats the visual impact of the original game, where there had previously been dull, lifeless walls, and as a result, the soul of Portal had been “ripped out”. As a result, the remaster was unnecessary, and hardly any justification for playing Portal With RTX. In practise, this is untrue; although Portal With RTX has new, high-resolution textures to showcase just how sophisticated the RTX Remix lighting is, the overall aesthetic in Portal With RTX remains respectful to the visuals of the original. NVIDIA had chosen to showcase segments of the game where the differences were especially profound, but for folks playing through Portal With RTX, the visuals actually aren’t too dramatically changed: after marvelling at the reflections from the Heavy Duty Super-Colliding Super Button, emissive effects from the high-energy pellets and dynamic shadows (all computed in real time), it’s time to focus on the puzzles themselves. Moving through the test chambers, it is apparent that, rather than depriving Portal of its character, the updated visuals actually speak to an Aperture Science that is at its prime. Clean, polished surfaces show an institute that was, at one point, a serious competitor to Black Mesa. The new visuals in Portal With RTX serve to both bring life to an old classics, as well as tell a different story about Aperture Sciences, and in this way, one can make a clear case that Portal With RTX is anything but soulless. Of course, if one wished to experience the original, that option continues to remain viable: the old game isn’t going anywhere, and upon returning to it after completing Portal With RTX, it is apparent that the original still holds up extremely well.

Screenshots and Commentary

  • For me, Portal With RTX represents a test of my hardware’s capabilities. I’d already played through and wrote about Portal previously, having greatly enjoyed the game’s innovative mechanics and sense of humour. On this particular play-through, I completed the entire game in the space of an hour and a half, having already gone through the game and therefore, had a full knowledge of all of the nuances to how each puzzle was to be solved. Instead, a part of this experience was to see just how detailed everything looked now that real-time ray-tracing was implemented.

  • To put things simply, Portal With RTX looks amazing. This is most noticeable in the Heavy Duty Super-Colliding Super Buttons on the floor. Whereas they’d been made of a dull metal previously, they’re now reimagined as glass or ceramic buttons and reflect their environments in detail. To show that off, I’ve stacked a pair of Weighted Storage Cubes here, and positioned myself so I could see the wall lights and portal reflected on the buttons’ surfaces. Ray-tracing effects have previously been implemented in first person shooters like Metro: Exodus and DOOM: Eternal, but with how high-paced they are, there’s little time to appreciate the visuals.

  • On the other hand, Portal is the perfect place to showcase what ray-tracing can do. The high energy pellets, for instance, now emit their own light and act as a mobile point light. While this is nothing impressive, the fact that everything in this scene is ray-traced shows what’s possible with the technique. One detail I did particularly like was the fact that the toxic liquid in Portal With RTX, a dull, greenish-brown sludge in the original, is now more reflective, and thanks to ray-tracing, any changes in the environment are now visible on the liquid’s surface, too.

  • For me, I have DLSS on and set to “Quality”. I’m using a custom graphic preset with everything turned up, except the maximum number of light bounces is set to four. With these settings, the game runs at around 45 FPS, and I didn’t experience any crashes during my time in Portal With RTX. Although quite a ways lower than the baseline of 60 FPS for smoothness on my monitors, the game remained very playable, and I was able to complete it without any difficulties from a hardware standpoint. With this being said, it is clear that for me, Portal With RTX was not being rendered at native resolution, and instead, was likely being upscaled using DLSS.

  • DLSS (Deep Learning Super Sampling) refers to NVIDIA’s upscaling and inference technology which renders images at lower resolutions and then upscales the images so performance is increased. This translates to better frame rates for players, allowing lower-end GPUs to still keep up. The technology was introduced with the Turing Series, and with Lovelace, DLSS 3 was brought in: DLSS 3 is exclusive to the Lovelace series, but even the older DLSS 2 (which is available on the Ampere GPUs) offers performance gains. For most of the games I play, I have more than enough hardware to render everything at native resolution.

  • In the case of Portal With RTX, the image quality is a little less crisp than if everything were rendered natively. With DLSS off, I average around 15-20 FPS, so in order to have a playable frame rate, even at 1080p, I needed DLSS to be enabled, although even at the “quality” mode, I was able to maintain about 40-45 FPS. I estimate that folks running an RTX 2080 Super or RTX 2080 Ti should also be able to play Portal With RTX without too much problem after adjusting some of the settings, but anything below an RTX 3060 is unlikely to be able to run the game.

  • The requirements for Portal With RTX are surprisingly steep because RTX Remix is, simply put, expecting the Lovelace series of GPUs to brute force things. When optimised, real-time ray-tracing can be quite performant, but here, Portal With RTX is meant as more of a demonstration of the technology. As such, as incredible as Portal With RTX looks, it’s also one of those games that can’t be recommended to Portal fans unless they already have the hardware or are intending to upgrade their hardware and utilising it fully: it should go without saying that spending 2200 CAD for an RTX 4090, or 1650 CAD for an RTX 4080 (neither of which are in stock at my local computer store) just so one can play Portal is not a good use of money.

  • Having said this, if one has a legitimate use case for a Lovelace GPU, then Portal With RTX becomes a novel experience. Here, I will share a laugh with readers at the expense of Tango-Victor-Tango’s John “Fighteer” Aldrich, who had posted to the forums shortly after Portal With RTX‘s announcement, wondering if his GTX 1060 would be able to run the game and concluded he should be okay since the GTX 1060 was capable of ray-tracing. Although the 6 GB model of the GTX 1060 can enable DXR and do some ray tracing, performance leaves much to be desired – if memory serves, in games with basic ray tracing, the GTX 1060 drops to around 15 FPS with DXR enabled. Seeing Fighteer’s misplaced optimism that the GTX 1060 (while a fantastic card) could run Portal With RTX is laughable and typifies the behaviour of Tango-Victor-Tango’s userbase’s tendency to not completely research their topics before speaking out.

  • Shortly after Portal With RTX released, Fighteer found himself eating crow and commented on how he now had an incentive to upgrade in the future, and I return to my previous statement – if one is planning an upgrade to an RTX 4080 or 4090 purely so they can play Portal With RTX, it is likely an unwise expenditure. For content creators who stream Triple-A titles, a top-tier GPU like the 4090 makes sense, and similarly, someone doing AI research will find the 4090 a suitable investment. However, for a vast majority of gamers, the RTX 4090, and even the 4080, is overkill. Having a video card like these for 1440p gaming as a hobby is akin to having a supercar, and then only using it as one’s commuter vehicle.

  • Because of the financial aspect, I do not expect Fighteer to spring on an RTX 4080 or 4090: in fact, I comment that it’d be more prudent now to wait for the mid-end Lovelace cards before making a decision. For me, I’ve settled into a pattern now: after I buy a GPU, I try to make it last at least three generations before upgrading again, and whether I upgrade depends on whether or not my current GPU can still run the games I am interested in on high settings while maintaining 60 FPS at 1080p. If my GPU cannot do this, then I will look at seeing whether or not the current mid-range GPUs can keep up with the upper-range GPUs of the previous generation.

  • For instance, when I upgraded to the GTX 1060 from the GTX 660, one of the selling points about the 1060 was the fact that it offered near-980 levels of performance for a much lower price and a lower power draw. One of the reasons why the RTX 3060 Ti was so enticing, then, was the fact that it actually edged out the RTX 2080 SC. In fact, the 3060 Ti is ten to fifteen percent weaker than the older 2080 Ti, but at the same time, costs significantly less and has a lower power draw. For me, I don’t need the additional power the 2080 Ti offers because I’m still playing at 1080p, so the lower cost made the 3060 Ti the obvious choice.

  • Since I made the call to grab a 3060 Ti, this left me in a position to try Portal With RTX out, and this is why I’ve been lucky enough to give things a go and see for myself what the technology could do. However, Portal With RTX is not a game worth upgrading a GPU for in this moment, but down the line, when more Lovelace GPUs (or the new generation) become available, more people will be able to give Portal With RTX a try. Surprisingly, most of Tango-Victor-Tango’s forums have been remarkable quiet about Portal With RTX, and most of the complaints about the game’s steep requirements are found at Reddit.

  • My response to Portal With RTX and its requirements are that, I’m glad my desktop was able to handle it reasonably well (40-45 FPS at 1080p with things cranked up to ultra is nothing to sneeze at, considering that the recommended GPU is an RTX 3080), and moreover, even if the humble 3060 Ti could not run the game as well as it did, it’s not as though the release of Portal With RTX would take away from the fact that Portal still runs extremely well and is the original experience. As such, it makes little sense to gripe about Portal With RTX‘s changed aesthetics and steep requirements because there’s nothing stopping players from grabbing the original and having a good time with it.

  • As I made further progress into Portal With RTX, I began recalling old memories of playing through the game for the first time. The puzzles came back to me relatively quickly, and I don’t mind admitting that I only had a minor bit of trouble with Test Chamber 15, but even then, after giving things some thought, all of the puzzles proved quite straightforward to complete. This was what allowed me to go through the whole of Portal With RTX with relative ease. On my original run of Portal a decade earlier, I had taken a total of three hours to complete the game since everything was new to me, but for my troubles, had a wonderful experience.

  • I ended up replaying the whole of Portal two years earlier, during the height of the global health crisis. Replaying Portal brought back memories of a simpler time, and here, I pick up the iconic Companion Cube, which became an instant favourite with players. Its first utility is to act as a shield of sorts, protecting players from the high-energy pellets while they travel down the hallways. Here, the ray-tracing has a chance to really shine: the high energy pellets emit light and glow brightly, causing a unique visual effect in the metal-lined corridor that was simply absent in the original.

  • The Companion Cube creates an interesting problem-solving scenario, since players must use their single resource in order to complete the objective, and for Portal With RTX, the updated visuals are especially impressive in Test Chamber 17 because there’s an opportunity to again showcase the lighting. Here, light from the Heavy Duty Super-Colliding Super Buttons illuminates the Companion Cube, and reflections of this lighting can be seen on the wall to the right. The slower pace of Portal is naturally conducive towards admiring the lighting effects.

  • It suddenly hits me that we’re now hurtling through December at a breakneck pace: it only seems like yesterday that the month has started, but we’re now less than two weeks to Christmas itself. Yesterday evening, I was able to enjoy the first Christmas gathering with extended family in three years, and it was a pleasant evening of conversation and excellent food (prime rib with au jus, roasted prawns, skewered pork, mahi-mahi, carrots and Brussels sprouts with bacon and potato gratin). I’ve got another Christmas party lined up on Thursday with the office, but beyond this, I am looking forwards to a quieter Christmas Day with immediate family.

  • 2022’s been an eventful year, especially with the big move and building of a new desktop back in March, but things settled down reasonably quickly, so I am able to look forward to some well-earned downtime at the end of the year. I am glad that I was able to get my desktop set up when I did: the ongoing microprocessor shortage has meant that new parts will continue to be hard to come by, and Intel forecasts that said shortage could last into 2024 because of a lack of manufacturing equipment. As a result, prices are unlikely to see any drops, and this has been most visible with the Lovelace series GPUs, whose flagship model costs more than an entire PC.

  • The extreme price of hardware is what led my alma mater to remove their gaming PCs from the main library. When the new library had opened a decade earlier, the gaming computers were something students marvelled at and featured hardware comparable to my previous desktop. They received upgrades back in 2016, but when campus was undergoing a reconstruction project in 2019, the machines were decommissioned: some students have noted that their hardware was increasingly outdated, and beginning to fail, so the university decided to shelve these machines.

  • As of 2022, campus has not purchased new machines to replace the old ones, and for good reason: picking up eight brand-new custom-built PCs wouldn’t be a good use of the university’s funding, especially when considering that a high-end laptop now can have comparable performance. On the topic of higher-end laptops, my best friend recently picked up a new laptop to replace an aging machine that’d been giving him no shortage of trouble. This laptop, the MSI Katana, is armed with an i7 12700H and an RTX 3070 Ti, which puts his machine as having 90 percent the performance of my desktop.

  • With this, I am looking forwards to playing Modern Warfare II spec ops with him in the near future, and in the meantime, the both of us can gloat about being able to enjoy games while Fighteer is stuck moderating pointless debates at Tango-Victor-Tango because aging hardware precludes his spending time doing more enjoyable and productive things, such as checking out the real-time reflections in Portal With RTX. Admittedly, the visuals here are such that it would be easier to show the effects in a video, rather than through screenshots, but one hopes that the stills I’ve got still convey the advances in lighting effects.

  • Back in Portal With RTX, after solving this puzzle, GLaDOS promises that there’d be cake, but for longtime players, what awaits is a hilarious outcome that also sends Portal into its second act. By this point in time, the sum of all of one’s experiences means that players should be able to quickly identify where portals should be placed in order to solve a given puzzle. In Portal 2, test chambers actually limited the amount of surfaces a portal could be placed on, which in turn would give not-so-subtle clues as to how things could be beaten.

  • However, in Portal, even though test chambers are largely portal-friendly, the game still gives some clues as to where portals can be placed. High-energy pellets, for instance, will leave scorch marks on surfaces they interact with, and the receptacles for these pellets similarly illuminate a path so one has an idea of where to aim things. Portal is one of those games where the puzzles, while sometimes challenging, aren’t impossible: it feels rewarding to work something out, but it won’t take one an entire afternoon to figure out one test chamber.

  • Portal is broken cleanly into two acts: the first is the test chambers, and the second is everything after players escape and do what they can to survive. From here on out, the game requires that players keep an eye on their environment and make full use of their creativity and ingenuity to survive. Along the way, scribbles on the walls will serve to guide one to their final destination, a one-on-one confrontation with GLaDOS. I found that Portal With RTX‘s second half was not quite as visually impressive as the first, but even here, the lighting effects are impressive, with things like the catwalks being rendered with reflections to give them a greasy, slippery sense.

  • Pressing through the bowels of Aperture Science with ray-tracing, it becomes clear that while Portal With RTX had refreshed the original test chambers, the back corridors of Aperture remain mostly untouched, and this creates an even stronger juxtaposition between the game’s first and second acts. In these corridors and maintenance ways, the effects from real-time ray-tracing are still noticeable (fans cast shadows in real time, and metallic surfaces interact realistically with light), but for me, the most impressive addition is volumetric lighting, which gives the entire space a musty, dusty character.

  • Owing to the volumetric lighting, spaces that were formerly dark are now much brighter than they’d previously been, and this brought to mind the changes that were made to Halo: Anniversary, where iconic spots on Installation 04 were rendered as being more detailed and bright than in the original. Fans were displeased with the changes, since the darkness had added to the aesthetics and unease those levels conveyed. By the time of Halo 2: Anniversary, 343 Industries took a much more respectful approach to things, and the game ends up being faithful to the original’s tone while at the same time, sporting much more detail.

  • Portal With RTX is more similar to Halo 2: Anniversary, or perhaps Half-Life 2: Update, which touched up the visuals without dramatically altering the game’s style. This speaks volumes to how things like RTX Remix can be used to add new life to classic games, and while I would very much prefer a proper remaster, the fact that the technology exist means that, at least in theory, it’d be possible to run something like Half-Life 2 though RTX Remix and get real-time ray-tracing working. Of course, in a first person shooter, where frame rates do matter, I’m not confident the technology would produce the best experience, even if it does showcase how the potential for giving games new lighting exists.

  • The sky bridge leading into GLaDOS’ chamber in Portal With RTX looks much as it did in Portal, although better lighting means more details are visible. Here, I will note that in the time since I’ve graduated, many parts of my alma mater have undergone dramatic renovations and changes, so some of the features that were present when I were a student are now gone, and the professional building is among the places that have changed. The office perched beside an atrium is gone, but this is actually one of the smaller changes; because it’s been six years since I was a student, the library tower and student services buildings have been completely replaced, and even the iconic “Prairie Chicken” statue was removed for a few years while construction was going on.

  • Although lower frame rates are technically okay (anything north of 30 FPS is playable in the test chambers and while escaping), 45 FPS is more than enough to beat GLaDOS, and I had no trouble completing the final fight. Having said this, it is here, during the final fight, that frame rates do matter: beating GLaDOS, even though it is a relatively relaxed task, still demands some degree of precision and coordination, and a janky experience can prevent one from timing their jumps well enough to grab some of GLaDOS’ personality cores.

  • Ninety minutes later, I had completed the whole of Portal With RTX and was treated to the final cut scene, wherein the infamous black forest cake is rendered using real-time ray-tracing. I found myself vaguely filled with a desire to enjoy some cake, and while the local grocery store sells black forest cakes for 16 CAD, the fact that we’re so close to the holidays means that other Christmas classics will soon dominate the menu (including my personal festive favourite, the chocolate Yule Log).

While ray-tracing has only really taken off with NVIDIA’s Turing series of GPUs, the techniques have been proposed since 1986 by James Kajiya, and during my second year as an undergraduate student, I put together my own ray-tracing method for dynamically computing fluid flow in complex paths for physics objects. The object of this project had been to see if I could solve the problem of the in-house game engine being constrained to linear models of fluid flow. As the lab was trying to simulate more complex paths, the only solution was to approximate these paths by placing what we called “flow fields” into vessels. This was a painstaking task, and the concept of ray-tracing had been a promising way to simplify things. I was asked to explore an algorithm that each physical agent in the model could use to computer its path, and over the course of a summer, fine-tuned it so that it could convincingly “nudge” objects flowing to follow a path for visualisation. While the method had similarly been computationally demanding, it demonstrated that it was possible to push physical agents through any arbitrarily-shaped vessels without manually defining the paths. At the time, hardware meant that doing this for a few hundred objects and maintaining 30 frames per second was an accomplishment, but as more agents were added, performance correspondingly took a hit. Through this summer project, I felt that ray-tracing was a fantastic way of simplifying some tasks at the expense of performance, and while hardware today has improved, the trade off between convenience for the developers, and an end user’s experience, is one that real-time ray-tracing continues to face. In the case of Portal With RTX, using an AI to remaster lighting in a game is an exciting new development, and while it may not produce an optimised product for retail, evolving technology and hardware means that such methods simply open up more possibilities: rather than remain disappointed about how Portal With RTX cannot run on all hardware, one can instead look to the technology as simply another sign that things will never stagnate and continue to advance in new directions: although at present, path-tracing as RTX Remix implements it remains something that needs to be brute-forced, over time, improving software techniques will make things more efficient, and players will be glad that the technology had a starting point from somewhere iconic and reasonable.

Portal 2: A Reflection and Recollections of the Perpetual Testing Initiative

“All right, I’ve been thinking. When life gives you lemons, don’t make lemonade. Make life take the lemons back! Get mad! I don’t want your damn lemons! What am I supposed to do with these?! Demand to see life’s manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am?! I’m the man who’s gonna burn your house down! With the lemons!” –Cave Johnson

Chell finds herself pulled out of stasis by the AI Wheatley, who informs her that the Aperture Science facility has fallen into a critical state and that they need to escape. Leading Chell through old test chambers, Wheatley attempts to work out a plan while Chell locates a portal gun. However, they inadvertently reactivate GLaDOS, who separates the two and sends Chell into a series of test chambers to continue on with where they’d previously left off. When Wheatley figures he’s got a solution, he creates a distraction, allowing Chell to escape into the maintenance passages beyond the test chambers. Chell sabotages the turret production line and disables the neurotoxin generator before heading off to face GLaDOS, successfully inititing a core transfer. Wheatley takes over Aperture Science’s main system and places GLaDOS in a potato battery powered CPU. However, he reneges on his promise to send Chell to the surface, and when GLaDOS reveals Wheatley was designed to inhibit her, he throws the pair into a shaft leading into the bowels of Aperture Science. Making her way through the old Enrichment Spheres, Chell learns that Aperture Science was once a shower curtain manufacturer for the military and received an incredible amount of funding to test their products. Helmed by Cave Johnson, Aperture Science began exploring the realm of science with a reckless abandon, and over time, the company began failing even as Johnson started developing an illness from testing products on himself. His final act was to transfer control of the company to his assistant, Caroline. When Chell reunites with GLaDOS, the two set their differences aside to return to the upper levels and stop Wheatley from destroying the facility. GLaDOS reveals that she has Caroline’s memories and begins opening up to Chell. Upon their return, Chell makes her way through Wheatley’s test chambers to stall for time and manages to elude his crude traps, eventually returning to GLaDOS’ main body. She manages to change out the personality cores and places a portal on the moon, sending Wheatley into the depths of space. Back in control, GLaDOS stabilises the facility and decides to let Chell go, figuring that killing her is too much effort. Wheatley laments his decision to betray Chell and wishes things were different. This is the adventure that Chell goes through in Portal 2, the 2011 sequel to 2007’s acclaimed Portal, a highly innovative and remarkable puzzle game built in the Source Engine with Half-Life 2 assets.

In contrast to its predecessor, Portal 2 is much livelier, and although Chell is exploring an abandoned, derelict Aperture Sciences, Portal 2 never had the same sterile, cold feeling that Portal did. Portal 2 explores a greater range of Aperture’s constructions, and in doing so, also explores a greater range of emotions. Wheatley provides an endless supply of comic relief, driving players forward with an improvisational tone even when he does take over Aperture and develops GLaDOS’ old tendency to want to kill Chell. When she falls into the depths of Aperture Science, Cave Johnson’s old recordings give insight into a once-brilliant mind and his fall from grace. The ruins of the old facility are the only remainders of his legacy, giving the entire area an air of melancholy. GLaDOS is a more multi-dimensional character, carrying out her directive per her programming but also recalling that she was once human and coming to understand why Chell chose to act the way she did. The characterisation creates a much richer experience that ultimately tells a story of regret and longing, as well as coming to peace with what has come to pass, set in the cavernous interior of Aperture Sciences. Besides an enriched story, Portal 2 features all-new mechanics to properly differentiate itself from its predecessor and Half-Life 2. Aerial faith plates propel players to new heights from fixed points, thermal discouragement beams require careful placement to activate exits, hard light bridges to reach distant points, special gels encourage lateral thinking to help players pass otherwise impassible areas, and excursion funnels provide a thrilling way of transporting player and materials across chasms. Like its predecessor, players must use a combination of their knowledge of previous mechanics to devise solutions for clearing different areas, and as Chell edges closer to escaping Aperture Science, she learns more about its storied past. In this way, Portal 2 and Portal share the same relationship that Halo 2 and Halo: Combat Evolved shared; both sequels participate in extensive world-building that enriches the player’s experience of the world, at the expense of the suspense created through the minimalist story-telling of their predecessor. In addition, the sequel’s introduction of new mechanics also changes the strategy players take in completing the game – in the case of Portal 2, the new mechanics cement the notion that the game has evolved into a separate entity from Half-Life 2 with its own distinct elements, but it also creates the caveat that some areas must be cleared a certain way, which restricts players’ freedom to solve puzzles in their own way.

Screenshots and Commentary

  • An indeterminate amount of time has passed since Chell last ventured through Aperture’s test chambers, and in that time, the facility has become dilapidated, overgrown with vegetation and mould. It is through these test chambers that Chell makes her way through, and initially, she’ll find the single-portal gun and advance a short ways before locating the full portal gun. Like its predecessor, Portal 2 gradually introduces players to game elements, although players familiar with Portal will doubtlessly have itched to advance further more quickly.

  • It’s been eight years since I last wrote about Portal 2 – eight years earlier, I had been staring down the MCAT, and at this point during the summer, I had just begun my MCAT course; my physics course had finally ended, and I could turn my full attention towards what would certainly be a challenge. However, in between studying, I was able to unwind by going through a friend’s Steam library: in between study sessions, I was able try a few of his games out, among them Call of Duty 4: Modern Warfare and Portal 2. I blazed my way through the former before beginning the latter.

  • Chell’s gear has changed somewhat since the original Portal: long fall boots take place of her original her knee replacements, and she dispenses with the top of her jumpsuit. I’ve seen a few Chell cosplayers at Otafest in past years: when I first attended, Portal 2 would’ve been two years old. The game’s requirements aren’t steep at all, and even in those days, my old desktop had no trouble running the game smoothly, although there was the minor annoyance that the light on top of the portal gun never lit up owing to a limitation in my old GPU. This particular matter is no longer an issue, and in my current screenshots, the light on the portal gun lights up as expected.

  • Death lasers (formally, “thermal discouragement beams”) replace the high-energy pellets of Portal, and require redirection towards a receptacle in order to activate doors and lifts. Like the high-energy pellets, lasers can kill Chell, but only after prolonged exposure, and they typically must be redirected using a combination of portals and redirection cubes. Portal 2 also introduces hard light bridges, which function similarly to those of Halo. The new mechanics of Portal 2 are fun additions to the game, adding further nuance to various puzzles. Not everyone shared this sentiment, and many regarded Portal‘s simplicity as being more conducive towards creative solutions for solving a particular test chamber, whereas the new mechanics made it clearer how one could solve the test chamber and restrict novel solutions.

  • The lift taking players to the next level have changed in appearance: originally, they were solid, and Portal loaded different segments similarly to Half-Life 2, but by Portal 2, they look sleeker, and the game loads new levels quite separately. The lifts are surrounded by screens that give a visual representation of how a new mechanic works, and one of my favourite animations was the one depicting the turrets in action, showing the automatic chambering and firing of rounds. In Portal, turrets could be disabled by knocking them over, and while this is still viable in Portal 2, there is a rather more entertaining way of dealing with turrets.

  • Using a redirection cube allows one to focus a laser on a turret, which heats up its inner structure and eventually causes it to explode: back in Portal, the high-energy pellets could only knock turrets over, which, while functionally equivalent, was nowhere nearly as satisfying. Because Chell is completing these test chambers to occupy GLaDOS while Wheatley works out an escape plan, there’s the sense that something big is in the making.

  • The new test chambers of Portal 2 have a different aesthetic than the test chambers of Portal, being composed of sliding panels rather than the metal cubes. The amount of portal-conducting surfaces are also reduced in many places. While this initially felt restricting, it’s also a bit of a clever way to subtly hint at where portals should be placed. Here, I grab ahold of a weighted cube and make my way across a hard-light bridge: it suddenly strikes me that, since the Perpetual Testing Initiative days, I’ve not actually gone back through Portal 2 until now.

  • Test Chamber 20 is the only test chamber that’s completed and ready to roll: it most resembles the test chambers of Portal and every surface is capable of conducting portals. While seemingly simple, it involves redirecting the lasers into the right receptacles using a combination of redirection cubes and portals. I’ve heard that it’s possible to finish this test chamber without placing any portals, but this requires precise use of the redirection cubes. Once this test chamber is cleared, Wheatley returns and prompts Chell to go into the maintenance access surrounding the test chamber.

  • Portal‘s maintenance areas had a more Half-Life feel to them, and Portal 2 modifies them to have a different aesthetic. I can’t help but wonder if the design was inspired by areas of Facebook headquarters. Once Chell’s escaped, Wheatley will have her help in sabotaging the turret manufacturing line and disabling the neurotoxin supply before taking her to face GLaDOS. Chell manages to perform the core transfer, placing Wheatley in charge of Aperture Sciences, but the additional processing power drives him insane, and he reneges on his promise to Chell. When GLaDOS insults Wheatley, he loses his cool and smashes the lift Chell is in, sending her and GLaDOS tumbling into the depths of Aperture Sciences.

  • After falling into the depths of Aperture Science, some four-and-a-half kilometres beneath the surface, Chell is briefly knocked out and comes to just as a bird carries GLaDOS away. This is the loneliest it gets in Portal 2, and Chell can only count on her wits to figure out how to return to the surface: there is no Wheatley to lighten the moment up, and no GLaDOS to make snide remarks. The sense of scale at Aperture Science becomes apparent here, giving an idea of just how extensive the facilities are. When I first came here in Portal 2 some eight years ago, I was thoroughly impressed with how the older facility was presented, and it was here that the melancholy in the game became visibly felt.

  • Wandering through the unused sections of Aperture Science, I would come upon the vault door that leads into the next section. Portal 2‘s designers stated they wanted to play with some visual humour, in which they would use an immensely large vault door to conceal an ordinary door. At this point during my first play-through, I was wrapping up a physics course and making more headway into the MCAT preparation course. The timing of this was excellent: I had been a little worried about a potential scheduling conflict, but with physic concluding, I was free to focus purely on the MCAT.

  • By the time I’d set foot in the catwalks leading into the first of the Enrichment Spheres, Portal 2 had been out for just over a year. One of my friends had already completed the game and began using the music to test to in accompanying his videos of his Otafest experiences. Portal 2‘s soundtrack was carefully composed to fit the atmosphere of different areas of the game. The music of the Enrichment Spheres, in particular, create a light-hearted sense of science fiction that suggests a combination of whimsy and cleverness that is needed to complete this section of the game.

  • I’m guessing, then, that for my friend, Otafest represents a similar challenge for visitors in that it requires an open mind and awareness of one’s surroundings to ensure one doesn’t miss anything. This turned out to be true: when I attended Otafest a year later, I planned to attend for one day and played things by ear. While it was a fun experience, I would subsequently learn that I’d missed a bunch of events and a chance to collect special pins. For future conventions, I planned ahead and would go on to have a more comprehensive experience. Here, I pass through one of the older offices, and a trophy case of Aperture’s best achievements of the day are visible.

  • Besides Otafest vlogs, my friend had also made extensive cross-overs of Portal and Team Fortress 2 with The Melancholy of Suzumiya HaruhiLucky☆Star and Puella Magi Madoka Magica. I’ll admit that I don’t fully understand half of the intended themes in crossovers, and upon asking my best friend to take a look, and they were similarly uncertain as to what was going on. If I had to guess, they probably represent how he may felt about certain character interactions and themes in a show, brought into a context he was familiar with. Portal 2 captures the feeling of loneliness and the hubris of ambition in this section, so for me, these sections of the game were the most memorable.

  • Chell eventually makes her way into the control rooms that activate the different mobility gels: these modify the properties of a surface, allowing for movement in areas that would otherwise be impassible. While it’s a lonely journey through the bowels of Aperture Science, Chell is accompanied by Cave Johnson’s hilarious, but also increasingly erratic dialogue, which gives a rather detailed history of Aperture Science, which began as a highly successful company that Johnson ran into the ground with uncertain, experimental projects. While a man of science, Johnson evidently had a stubborn pride about him, as well.

  • After reaching a series of abandoned offices, Chell will find the potato that GLaDOS is stuck to; a bird had carried her away earlier, and GLaDOS becomes deathly afraid of birds for a period after she reunites with Chell. Having GLaDOS attached to Chell’s portal gun, Portal 2 suddenly feels a lot less lonely, and the two work out an alliance with the aim of getting back to the main facility so that GLaDOS can stop Wheatley from destroying everything in his incompetence.

  • Once GLaDOS is back, she’ll occasionally react to Cave Johnson’s recordings: it turns out that GLaDOS was built from Caroline, Johnson’s pretty-as-a-postcard assistant with a bright personality who was also evidently competent. Upon hearing one of Johnson’s recordings, GLaDOS responds with a heartfelt and genuine “Goodbye, Sir“, hinting at her origins. It turns out that Johnson had intended to have his mind transferred, but in the event that he died before the process could be carried out, Caroline would take his place. These exchanges match the melancholy, wistful feeling one gets when traversing these test chambers. The inquisitive player can locate a picture of Caroline and unlock an achievement for doing so in this test chamber.

  • I still have vivid memories of being stuck in this enrichment sphere after arriving for the first time: I had started playing Portal 2 as a bit of a study break, having hit a wall of sorts in revising the new MCAT materials, but wound up without a means of completing this test chamber. I ended up putting the breaks on Portal 2, returned to hit the books and ended up understanding the concept I was looking at. The early summer of 2012 was characterised by me being entirely focused on the physics and MCAT courses; most days entailed me going to campus to take the courses and then returning home in the afternoon to study.

  • By June, my physics course had nearly wrapped up, and all that was left was the MCAT course, which ran until the end of July. I spent many a beautiful day indoors doing review problems with friends who were also facing down the MCAT or had previously done so. I constantly swung between an impatience to take the exam and a gripping panic during this time, but with support from my friends, I weathered on. Most of my days were punctuated by a great deal of gaming, which helped me to unwind and focus in between studying sessions.

  • Finally, August came, and I sat the exam. When I had finished, it was as though a great weight was lifted off my shoulders. With the remaining twenty days of the summer, I spearheaded an effort that some of my colleagues had taken to submit a paper to an undergraduate journal earlier that year: we had become swamped with coursework and the paper was shelved. However, two of the remaining colleagues had expressed an interest in continuing, and since I was not officially doing summer research then, I had unlimited time on my hands.

  • After receiving everyone’s drafts, I ended up writing out the entire paper and then asked that my colleagues review it as they were able. As August drew to an end, and my final undergraduate year started, we had a fully finished draft. My supervisor was happy to review it, and we ended up submitting it to the journal. It was accepted some time later, and I was invited to participate in the undergraduate research symposium with my older project from a summer earlier. Seeing the extensibility of this project led me to build my undergraduate research project off it, and for my troubles, I ended up doing very well.

  • As I return further up the facility, I recall that because I had been in the midst of MCAT season and had wanted to finish Portal 2 as quickly as possible. I therefore skipped over the sections of Portal 2 where Chell and GLaDOS return to the more modern Aperture Science facilities, returning to the point after the pair reach the stairwell leading back into a more modern-looking test chamber, shaving about 15-30 minutes off my run. In retrospect, I needn’t have skipped this part, but what’s done is done.

  • According to the screenshots, I finished my first run of Portal 2 precisely eight years earlier and ended up writing about the new mechanics here. At that time, this blog was really more of a side resource where I could go to write shorter articles, supporting the content at my main Webs.com page. However, as the limitations of Webs.com became increasingly apparent, I transitioned all of my writing to this blog. Here, I make use of a portal conducting gel to coat the interior of this shaft, allowing me to freely place portals in critical areas to reach further up.

  • While I had finished Portal 2 and wrote about it eight years ago to this day, that same summer saw Valve introduce the addition of Perpetual Testing Initiative, adding co-op chambers for players to complete. Any owner of Portal 2 was automatically granted a special discount coupon for Portal 2 to gift to friends so that they could claim a copy of the game for 5 USD. My friend, having heard about my enjoyment of the game, sent me his coupon, and a few hours later, I was the proud owner of Portal 2. I started my journey late in August, and finished the campaign a second time just before term started.

  • On my second play-through, I went through every area of the game, including the shafts leading back to the more modern facility and the crawlspace just beneath the modern test chambers. As I passed through familiar test chambers and the bowels of the facility alike, I recalled with vivid clarity the old thrill of studying for the MCAT. Three days later, my MCAT results came back, and it was to my immense relief that I’d done rather well. I wouldn’t actually use the results in later years, having developed a keen interest in software development following my undergraduate thesis, but the lessons and experiences from taking the MCAT persisted: besides being a better tester, I also relaxed considerably regarding challenges.

  • I don’t believe I have any screenshots of Portal 2 left over from those days: all of the screenshots for this post were taken relatively recently. Upon returning back to the modern facilities, it’s evident that Wheatley has made a mess of things, creating illogical tests. Fortunately, there are solutions to Wheatley’s tests, and the introduction of the excursion funnels, which act similarly to the hard light bridges but also offer laminar flow, allowing players and objects to be pushed across an area.

  • Despite displaying fluid-like properties, the excursion funnels are not liquid in nature. Special switches allow their direction to be switched, and they become an invaluable mechanic for crossing over large chasms opening into the deepest reaches of the Aperture Science facility. Wheatley’s tests leave massive gaps in the floor, which expose infrastructure and also give an idea as to how vast Aperture Science really is. Chell can exit the funnel at any time by means of normal movement, but careless movement at the wrong time will lead to death.

  • Besides Chell herself and objects like weighted cubes, the excursion funnels can also be used to transport mobility gels great distances. Solving puzzles with a combination of the mobility gels and excursion funnels turned out quite fun: by this point in time, familiarity with all of the mechanics means that players will have no trouble figuring out what needs to be done. Of note was the part where one needed to use the repulsion gel on turrets to safely deactivate them: once coated, they begin bouncing around erratically and plummet to the depths of the Aperture Science facility.

  • A distant light can be seen as Chell heads towards Wheatley with every intention of stopping him and restoring GLaDOS’ access to control Aperture Science. Traveling through this excursion funnel, with a distant light illuminating the way, players cannot help but feel that they are almost at the light at the end of the tunnel. This screenshot here perfectly captures how it felt to watch the days between myself and the MCAT count down to the doom of my time.

  • The fight with Wheatley is hilarious: while he takes measures to prevent himself from being defeated the same way GLaDOS was defeated, conditions transpire against him, and Chell is given all of the tools needed to stop Wheatley, by corrupting his main core with alternate cores and prompting a core transfer. Once successful, Wheatley is sucked into space, and regrets betraying Chell, while GLaDOS stabilises the facility and allows Chell to walk free, since killing her was too much work. This brings my third play-though of Portal 2 to an end, and having gone through both Lucky☆Star and both Portal games, I turn my attention towards The Melancholy of Haruhi Suzumiya next, which holds the answers to lingering questions I had surrounding Otafest.

Being more extensive than Portal in every way, Portal 2 ultimately is an immensely enjoyable and immersive experience overall. In particular, I was most fond of the game’s midsections, which sees Chell explore the abandoned ruins of the old Aperture Science. The sheer scope and scale of the old Enrichment Spheres are a monument to Aperture Science’s hubris: Portal 2 demonstrated that level design and voice acting alone can tell an incredibly compelling story: Cave Johnson himself never appears, having long died from being poisoned by the moon dust used in creating portal-conducting surfaces, but old heirlooms and artifacts do much in filling in the gaps. Together with the derelict state of the old facilities, one really gains a sense of the hopelessness and desperation Johnson had to bring back the glory days even as Aperture Science fell further into ruin. These missions are reminiscent of exploring haikyo: although the walls of abandoned buildings might not speak, an entire story lies beyond their silence, told in stone and mementos alike. Altogether, Portal 2 places a much greater emphasis on the human elements of the series compared to its predecessor, which, while succeeding on the merits of its simplicity, left many questions unanswered. Portal 2 answers some of these questions and suggests that behind the events of Portal, there was a human element to things, which help players to really understand the dangers of an unchecked desire for progress. Together with areas that capture the scope and scale of Aperture Science, moments that help characters grow, and a generally livelier atmosphere, Portal 2 represents a novel direction for Portal that adds nuance to the series, and while its story leaves players no closer to understanding the role Aperture Science and the Borealis plays in Half-Life 2, does offer closure for those who had lingering questions after completing Portal.

Portal: A Reflection

Didn’t we have some fun, though? Remember when the platform was sliding into the fire pit and I said ‘Goodbye’, and you were like ‘NO WAY‘, and then I was all ‘we pretended we were going to murder you’? That was great.” –GLaDOS to Chell

Twelve years after Aperture Sciences is abandoned, Chell awakens in a Relaxation Chamber and is given instructions from GLaDOS, an AI overseeing the facility. She acquires a single-portal gun and begins the testing procedure on the promise that cake is to be provided for all successful testers. As Chell progresses through the different test chambers and picks up the full portal gun, things become increasingly dangerous: some test chambers are flooded with toxic compounds, and GLaDOS also introduces test chambers with automated turrets. Chell eventually acquires the weighted companion cube in one chamber, and is forced to destroy it to continue. In the final test chamber, after successfully finishing it, Chell finds herself facing certain death, but uses the portal gun to escape to safety. GLaDOS attempts to persuade Chell into returning back into the facility, but she ventures deeper into Aperture Sciences’ maintenance areas, eventually locating GLaDOS’ chambers. Here, Chell eludes GLaDOS’ attempts to kill her and manages to crippled the system, causing an explosion that propels her to the surface. Beginning its life as a Source Engine re-imagination of an older title (wherein recycling assets from Half-Life 2 and using the Source Engine simplified the development process), Narbacular Drop, Portal was released in October 2007 alongside Half-Life 2 Episode Two and Team Fortress 2 as a part of the Orange Box. The game became an unexpected hit for its clever mechanics and narrative, as well as for its unique aesthetic and promotion of scientific principles in problem-solving.

Because of its minimalism, Portal is characterised by the immense sense of loneliness that Chell faces during the game’s events. There are no other humans in Portal, and as Chell progresses through each test chamber, the only interaction she has is with GLaDOS, an AI that becomes increasingly sarcastic and hostile as the game wears on. Chell also finds signs that everything is not what it seems after finding an opening to the maintenance area in one of the test chambers, where another test subject had hastily scrawled “The Cake is a Lie” on the walls. In spite of these ominous signs, Chell initially complies with GLaDOS right up until the final chamber, where it is revealed that GLaDOS had planned in killing her after all. After escaping, Chell is truly alone, and so, begins to follow signs left by the previous test subject, eventually deciding that the only means of survival is to destroy GLaDOS. In the absence of human contact, Portal succeeds in creating an unsettling atmosphere that suggests loneliness can drive individuals to follow anything that resembles social interaction. In Chell, this first takes the form of trusting GLaDOS and obediently completing test chambers, and then in placing her trust in the previous test subject’s discoveries. With its dark humour and play on the human psyche even as players complete the puzzles of the test chambers, Portal quickly became a success, and Valve would follow up with a sequel, Portal 2, in 2011.

Screenshots and Commentary

  • Because Portal was built in the Source Engine and recycles assets from Half-Life 2, the game even utilises the same menus and sound effects. The Portal Gun itself is a re-skinned Gravity Gun with the power to pick stuff up and place them, aside from its portal-making functions. Initially, the puzzles of Portal are very easy, designed to get players used to finishing test chambers, but as the game wears on, they become increasingly challenging.

  • According to my Steam achievements, the first time I played Portal was back in September 2011. This would have marked the start of a new term after a summer of research and adventure: besides building the prototype renal model that would form the basis for my undergraduate thesis, I also travelled about both to the Eastern Seaboard and regional mountains, spent memorable days at LAN parties and enjoyed the beautiful summer weather on campus. Entering the new term, I found myself rejuvenated and quite ready to get my GPA back on track for the Honours programme.

  • Late in September, Valuve made Portal free to pick up, and having seen one of my friend’s The Melancholy of Suzumiya Haruhi mashups with Portal, I decided to grab a copy and began playing it later in the month. The first month of term is always slower, so I hastened to finish Portal before things became too crazy, and I would end up wrapping up the game closer to the Thanksgiving Long Weekend in October. Subsequently, I focused my efforts into my studies and wound up doing okay, sufficiently well to return my GPA to the faculty satisfactory standing of a B- or better.

  • I have no screenshots from that particular playthrough of Portal, but if I did, they likely would’ve been 1024×786. In order to acquire screenshots for this post, then, I beat the whole of Portal in a shade under two hours. While there are no mirrors in Portal, the fact that the game does render portals fully means that it is possible to see Chell, and as such, Valve ensured that Chell has a player model – I do not believe that Half-Life 2 actually rendered Gordon Freeman, but thanks to the simplicity of Portal, no crazy models are needed: Chell only needs animations for running and jumping. In Portal, Chell is equipped with the advanced knee replacement mod, which allows her to automatically right herself when moving through a portal and absorb the impact of a long fall.

  • All of the puzzles in Portal involve reaching an exit to the test chamber, and then variation comes from how to open the door and getting to the door. Weighted cubes can be acquired to activate switches, while other switches are activated by redirecting high-energy pellets into them. The pellets are Half-Life 2‘s Energy Balls, using the same asset and possess the same properties: coming into contact with one is instant death, and since they follow a linear trajectory, it takes a bit of creative thinking to direct them into their receptacles.

  • The relatively small number of mechanics in Portal belies a certain ingenuity in the game. The use of momentum in the fling manoeuvre is probably the feature that defines Portal: after players are introduced the idea that “speedy object in, speedy object out”, the game is really able to get creative with its level design. Obstacles and hazards are incorporated in a way as to challenge the player to see what is possible with portals, and because of the pure number of portal-ready surfaces available, players can also explore novel ways of getting around more quickly even in more ordinary environments: some test chambers are quite large, and portals can be used as a shortcut to traverse great distances quickly.

  • The fifteenth test chamber exemplifies the sort of genius that went into the integration of game mechanics with level design in Portal: it is a deceptively simple setup involving the Emancipation Grill and glass walls that prevent players from easily traversing the level. The lack of pits also means that flinging is not immediately an apparent manoeuvre, so players must get creative in portal placement in order to pass over the glass walls, then make use of the high-energy pellets to activate a platform. Because the platforms move in the opposite direction as one’s destination, use of portals is required to advance towards the exit.

  • Half-Life 2‘s sentry guns are repurposed as sleek, Apple-like turrets with a laser sight that indicates where it’s pointing. The turrets are sentient, and speak to the player. Chell can take a few rounds from a turret before dying, and the turrets themselves can be defeated simply by knocking them over. This is typically achieved by dropping objects into them, directing high-energy pellets at them or else opening a portal in the ground underneath them. In situations where none of these are optional, the old Half-Life 2 standby of picking up an object and using it to absorb incoming fire is also a possibility.

  • The weighted Companion Cube is a Portal icon, and while only appearing in test chamber seventeen, very quickly became counted as an integral part of the Portal universe. It is the only cube that must be destroyed, introducing players to the incinerator, but as it turns out, the Companion Cube is not unique, and others are shown in spin-off media, as well as Portal 2. Players who pre-ordered Portal 2 also received a Companion Cube pin as an in-game cosmetic reward for Team Fortress 2, and during my short-lived days trading for Team Fortress 2 hats to help a friend out, I ended up picking a Genuine Companion Cube pin up for myself.

  • The penultimate test chamber is the trickiest, requiring a combination of everything that players have picked up: flinging, use of the high-energy pellets, weighted cubes, avoidance of turrets and caution to avoid the hazardous sludge, as well as implements that require careful timing to activate. By this point, Portal has introduced everything that players need to survive, so even the most intimidating-looking test chamber suddenly becomes a fun challenge to overcome, rather than a rage-inducing puzzle.

  • The last test chamber supposedly marks the end of Portal, but players will feel a sense of unease: given how quiet its been, the probability of there actually being cake seems slim to none, and the mysterious scrawl from an earlier test subject indicates that there is more to Portal than meets the eye. Once players activate the platforms and prepare to progress into what GLaDOS promises to be a celebration, the truth behind Portal becomes apparent.

  • There is no cake, and instead, GLaDOS means to burn Chell alive by dropping her into an incinerator. Fortunately, armed with what is about an hour’s worth of skill with portals, Chell is able to beat a quick escape and avoid being charbroiled. From here on out, Portal dispenses with the highly-structured environments within the test chambers, and puts the player’s knowledge to the test as Chell pushes through the back doors and maintenance passages of Aperture Science.

  • The fact that Aperture Science possesses monitors and keyboards suggests that it was once staffed by humans: a purely automated facility would not have a need for any HCI and by extension, any I/O capture devices. Because Portal recycles so many of Half-Life 2‘s assets, the game does distinctly feel like Half-Life 2 without the Gravity Gun and things to shoot at: the sterile interior of the Aperture Science offices do have that gritty and worn feel as Half-Life 2‘s interiors did.

  • An ominous orange light fills these back ways, along with bits of lighting from lamps illuminating these areas. Filled with pistons and other hazards, it takes a fair bit of observation to figure out where to go, and even though I’ve already beaten this game some eight-and-a-half years earlier, some areas still required that I slowed down to find a suitable surface to place a portal on. Progressing through these areas, markings hastily scrawled in red paint point Chell in the right direction, and with GLaDOS hellbent on killing Chell, players have no choice but to trust these markings.

  • The page quote I’ve got for this Portal talk is probably my absolute most favourite line from the entire game. While it’s not very convincing, it exemplifies the sort of humour that went into Portal. It suddenly strikes me that ten years ago to this day, Otafest 2010 would’ve been starting: back in those days, Otafest happened on University grounds, and so, the organisers opened the event in the afternoon to avoid disturbing the researchers on campus, and the first day’s events were of a much smaller scale.

  • After clearing an arena’s worth of turrets out, Chell travels upwards into the Aperture Science facilities, passing through a cavernous open area that eventually leads into the chamber where GLaDOS’ main body is held. The use of distance fog in conjunction with the orange lighting creates an atmosphere that is simultaneously ominous, yet melancholy, and the colours stand in stark contrast with the welcoming glow of the portal gun. The scale of the interior at Aperture Science suggests to players that they’ve become entangled in something vast, although Portal does not explain what it is.

  • The rooms overlooking the skybridge leading into GLaDOS’ chamber brings to mind an atrium in the Professional Faculties on campus, which had a similar (but warmer) aesthetic. During my time as a university student, I only ever had one class in the Professional Faculties building, which was located a fair distance away from the events of Otafest: the proximity of the Science department’s buildings to the campus student centre meant that the areas where I took most of my classes in, and where my old office was located, would see host to most of Otafest’s events until they moved the venue downtown during my final year of graduate studies.

  • After surviving numerous perils, Chell finds herself face-to-face with her nemesis. Defeating GLaDOS is a relatively simple task: once the rocket turret is deployed, it’s a matter of using portals to redirect rockets to hit GLaDOS’ main body, and then chucking various personality cores into the incinerator before the molar concentration of nerve gas becomes lethal to Chell.  Eventually, damage sustained during the fighting causes the facility to go critical and explode, forcing Chell up to the surface. It turns out that Chell was dragged back into Aperture Sciences and put into stasis, being reawakened an indeterminate amount of time later for the events of Portal 2.

  • I will, of course, be writing about Portal 2 come June, and for now, the fact that we are sitting a decade after Otafest 2010 means I’m feeling nostalgic, so I will be revisiting Lucky☆Star tomorrow, which was when ten years earlier, the main events of Otafest 2010 would have taken place. The Melancholy of Suzumiya Haruhi is another one of the anime that brings back memories of a simpler time, but since I’d forgotten so much of what happened, I do plan on spending early June on a re-watch before attempting to write about it. Because we’re on course for the end of May, as well, the last post I have planned at the moment is a massive one on Halo 2, which joined The Master Chief Collection nine days ago.

While elements of dark humour typically go over my head, what’s not lost on me in Portal is the strong gameplay. The gradual progression allows players to be slowly introduced to game mechanics, and so, when players reach the later test chambers, a bit of creativity will yield a solution. For instance, using portals allows Chell to “fling” herself great distances: as GLaDOS puts it, “speedy object in, speedy object out”. By applying the conservation of momentum, players can reach otherwise unreachable areas needed to solve a test chamber. Momentum is first introduced in a simple room with a pit, but later rooms with the emancipation grills and impassable glass walls prevent players from simply using portals to enter. Instead, players must recall that they can create a portal in the floor and then near the ceiling, after which they can build up the momentum needed to fling themselves into the next area. The end result is that players feel very clever for having completed Portal‘s puzzles, and after GLaDOS goes rogue, players are assured that they know all of the tricks needed to survive. Using only the most basic of mechanics and the laws of physics as defined by the Source Engine, Portal managed to create an experience that was memorable: this sentiment is shared by countless others who’ve played through it, and the game is counted as one of the best games ever made. My time with Portal began in 2011, shortly after Portal 2‘s release and Valve made Portal free to download for a while: coupled with an interest in the series stemming from a series of Otafest videos one of my friends had uploaded, I finally had the chance to experience what is one of the best-known games in recent memory.

Innovations in Portal 2

Portal 2 brings to the table several new mechanics that add to the gameplay complexity compared to its predecessor. It’s old news, of course, but having only recently seen these mechanics myself, I’d figure I show off some screenshots of these implements, along with their official descriptions.

Thermal Discouragement Beams

Thermal Discouragement Beams are fired in a straight line from an immovable device built into the wall or ceiling of a Test Chamber. Each Beam is usually coupled with one Receptacle, and multiple Beams with multiple Receptacles may be present within a single Test Chamber. Directing the Beam into the Receptacle will activate certain mechanics that are crucial in reaching the chamber exit. The Beam can also be used in conjunction with Relays, which are small nodes built into the floor of some Test Chambers. Relays are activated when the Thermal Discouragement Beam passes through them, and multiple Relays must often be activated using a single Beam. Once all Relays are activated, specific Test Chamber mechanics will be triggered, similarly to the activation of a Receptacle. Thermal Discouragement Beams can be angled in certain directions with the use of the Discouragement Redirection Cube and portals. Additionally, the beam holds the ability to travel through transparent objects such as glass. It can also be used to destroy Turrets that block the player’s access. Touching the beam will push the player away, as well as deal a small amount of damage. Prolonged exposure will result in death.

Hard Light Bridge

A Hard-Light Bridge (simply known as a Light Bridge,) is a semi-translucent solid made from natural sunlight beamed in from the surface. It can act as a bridge for the player, a shield against turrets and other hazards, or even a wall for more complex puzzles the player encounters later on. The bridges span an infinite length or until stopped by another solid, meaning the player won’t have to worry about the length of the bridge being a problem. Although the bridge is made of light, if one portion of the bridge is stopped by a solid object the rest will not continue as a beam of light normally would.

Aerial Faith Plate

The Aperture Science Aerial Faith Plate is a mechanism introduced in Portal 2. This device launches players over a gap or to a specific destination at a set velocity and height. It can be used in conjunction with portals, and the Plate’s ability to preserve the velocity of the user makes it an effective means of travel to far or otherwise inaccessible places.Aerial Faith Plates can also launch any object that is placed on them. Their mechanism is designed so that the player is launched either directly upward, forward or backward in motion.

Excursion Funnel

The Excursion Funnel is a game mechanic introduced in Portal 2. The mechanism creates a wide beam of blue light that the player may enter or exit at any time. It seems to defy the laws of gravity, allowing any who enter to become weightless and travel along the path of the Funnel. Anyone or anything caught inside the Funnel travels in the direction that the Funnel is flowing, unless the Funnel is made to reverse, which is usually accomplished through the activation of a button. Excursion Funnels can pass through portals and can cross vast distances, and can therefore can be used to solve puzzles in which Funnels may not initially appear to be useful. If an Excursion Funnel is reversed, then it is possible for objects to use the portals through which the Funnel is acting. Excursion Funnels can also act as a mode of transportation for the player or objects across large gaps, as well as Gels. Gels caught in the Excursion Funnel will slowly follow the direction of the Funnel until the substance collides with a wall or until the Funnel suddenly disappears, making funnels useful for coating large areas in a short amount of time.

The excursion funnels become increasingly common towards the end of the game when Chell is forced to solve a rampant Wheatly’s puzzles, which are decidedly more irrational and challenging. Caution must be taken to ensure that one does not propel themselves to certain death.

Aperture Science Origins

Portal 2 immediately evokes all of the positives of its predecessor, coupled with new 2011 graphics and a vastly more detailed, more immersive story surrounding Aperture Science and its ancient ventures. In particular, the latter aspect resonated with me quite strongly, demonstrating just how well the story was told through a bunch of Cave Johnson’s pre-recorded narrations. However, for those seeking some real in-depth reading about the Cave Johnson period, here it is, coupled with screenshots of the original Aperture facilities.

  • The Enrichment Centre is housed ina  large salt mine composed of nine vertical shafts, each at least 4000 meters deep and hundreds of meters in length. Within the cavernous shafts is a large abundance of space that remains unused by Aperture, and installations are often suspended above huge drops that extend deep into the mines. Between the Enrichment Centre and the Test Shafts is a large hatch that, when open, allows an elevator to connect the original facility to the modern one.

  • Test Shaft 09, codenamed “Zulu Bunsen,” is the last in a group of nine Enrichment Shafts located in the salt mine above which the modern Aperture Science Enrichment Center is built: this is one of the massive Abandonment Hatches used to seal off the two facilities. As part of the Enrichment Shafts built in the immense salt mine purchased by Cave Johnson in 1944, Test Shaft 09 was used to test several experiments from the early 1950s to the late 1980s, many being described by Johnson through pre-recorded interphone messages, not necessarily involving teleportation, often with ominous results, and spread through six Enrichment Spheres. On June 15, 1961, Test Shaft 09 was condemned by vitrification, when it was filled with unsafe quantities of cosmic ray spallation elements, until it was reopened in the early 1970s, to be used until the late 1980s. Anyone entering the area is warned to not look at, touch, ingest or engage conversation with any substances located beyond.

  • The 1950s was a very brisk and busy era for Aperture, with a thousand tests performed every day in the Enrichment Spheres. This is one of the lobbies, with 1950s-era decor: it’s a little dark here, but black marble and maroon carpet male up the floor, while wooden panels line the walls. Lamps with spherical lampshades hang from the ceiling.

  • The predecessors to the modern switches and weighted cubes within Enrichment Sphere One.

Aperture Science’s predecessor, Aperture Fixtures, was founded by Cave Johnson as a shower curtain manufacturer in 1947. The name “Aperture Fixtures”, seemingly random, was originally chosen “to make the curtains appear more hygienic”. In 1956, the Eisenhower administration signed a contract with Aperture to manufacture shower curtains to all branches of the US Military, except the Navy. Thus, from 1957 to 1973, the company produced mostly shower curtains; this venture made Cave Johnson a billionaire. Early work on the Aperture Science Handheld Portal Device began at this point as well; the early version, called the Aperture Science Portable Quantum Tunneling Device, proved to be too bulky for effective use, while poor surface conductors for the portals often caused mangling or death of the test subjects when they tried to use the portals. Repulsion Gel was first developed around this time as well for use as a diet aid. At first only the brightest and best of society were chosen for testing, but after being connected to a string of astronaut disappearances, Aperture Science focused on recruiting homeless people for testing, starting in 1976, coinciding with the release of the Propulsion Gel.

  • This is test chamber 28. An early Weighted Companion Cube in a large glass case can be found within it: this must be broken after the Cube is covered in Repulsion Gel and starts bouncing around the chamber. After being released, it must be caught and washed to be used on a button that will trigger the exit platform, then covered in gel again to release the platform.

  • A two story building can be found in the welcome area, below the office leading to the Borealis’ drydock. The ground floor is for Test Subject reception. The entrance hall features the portrait of an older Cave Johnson from the 1970s, now with sideburns. The Test Subject Waiting Area follows, in which Test Subjects had to take a numbered waiting ticket before being called for testing. The floor also houses two offices with plants that dried out long ago.

  • An enrichment sphere’s exterior can be seen from here. The sheer amount of time spent in the ancient facility bears testament to how large Aperture Science really is.

  • The absence of portal-capable walls means that players are forced to be creative and observant in seeking out solutions to get across the nigh-bottomless chasms found in the old facility. This part of the game was unusually nostalgic and lonely: we have Chell exploring and solving once-active test chambers, and the only human connection that these facilities have is Cave Johnson’s recordings.

In 1974, Cave Johnson was exposed to mercury while secretly developing a dangerous mercury-injected rubber sheeting, which he had planned to manufacture seven deadly shower curtains to be given as gifts to each member of the House Naval Appropriations committee. In 1976, both of Cave Johnson’s kidneys failed as a result of his exposure to moon dust in the conversion Gel: near death, he designed a three-tiered research and development program that he claimed to “guarantee the continued success of Aperture Science far into the fast-approaching distant past.”