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Games of 2011: Portal 2

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2011 posts.

WARNING: This post is going to be spoiler-filled.

More than puzzles, rogue AIs, cake, lemons, or potatoes, I consider the Portal series – and especially this year’s Portal 2 – to be about space.

Consider the original game: you wake up in a confined cell, and are only released after a timer counts you down. As you progress through the stark white test chambers, they gradually open up in size. You begin to find cracks in the system, holes in walls that lead to clues that there’s something much larger going on around you. Then the much promised twist comes, and as you flee, you start to see how large this world might be. The game ends with you in the outside world, collapsed on the pavement, with the sun shining down on you.

It’s been over half a year since I played through Portal 2, but the bits that have stuck with me all relate to the use of space. In particular:

Waking up at the start of the game in a small, obviously fake hotel room. As the room is forced to move, the walls begin to fall apart and you take in rows upon rows of shipping containers – all presumably holding rooms similar to yours. Yes, it’s a set piece. Yes, there’s minimal interactivity. But it sets the stage, letting the player know that this world goes far beyond their view.

Throughout the game, while you may be on narrow platforms and ramps, the game areas typically have unbelievably high ceilings, with tubes and machines stacked as far as you can see.

The intermediary caverns, used to traverse between the major areas of the game, are huge. I actually disliked these parts – they were an exercise in zooming in to a distant platform, praying you might find a surface to open a portal on. Flawed as they were, they did convey a sense of distance and expansiveness to the world.

Portal 2 expanded on the idea that the test chambers were configurable, and often does so right before you, walls shifting mechanically to define the space. Sometimes this happens slowly — rooms that aren’t ready when you enter them. Other times it’s done as part of a chase sequence, forcing you to re-evaluate your options on the fly. You never lose sight of the fact that beyond the walls of the chamber you’re in, there’s a giant world.

Consider GLaDOS herself as well. Originally just a person, her mind is transferred to a computer, and suddenly she is omnipresent within the walls of Aperture. In the middle of Portal 2, she is transferred to a potato battery — clearly a space too small, as she constantly shorts out — and forced to ride shotgun with you. Your main mission becomes to restore her as she was, as the alternative you’re faced with may be much worse.

And of course, there are the two big moments right at the end of the game: the roof caving in during the final boss fight, where you must use space quite literally; and your eventual departure from Aperture Science, left to your own devices in an endless field of wheat.

Portal 2 is better in practically every way over the original. The new mechanics, the writing, the music, the voice work, and the co-op options are all top notch. But it’s the sense of scale and space that made it transcend the first game for me.

As a postscript, I also want to cite Erik Wolpaw’s wonderful offhand comment about Chell’s fate in an interview he did with PC Gamer shortly after release:

> She does get a happy ending, there’s no point in being negative about it, I just can’t let go of the fact that we know where she gets that happy ending, and there could be some danger out there. I’m an adult, terrible shit happens to me all the time. I want happy endings for everyone, the kind I’m not gonna get in real life – I mean, we’re all gonna die, let’s face it.

Portal 2 is available for Windows and OS X on Steam, the Playstation 3, and the Xbox 360.

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Games of 2011: The Stanley Parable

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2011 posts.

The Stanley Parable

> The Stanley Parable is an experimental narrative-driven first person game. It is an exploration of choice, freedom, storytelling and reality, all examined through the lens of what it means to play a video game.

> You will make a choice that does not matter.

> You will follow a story that has no end.

> You will play a game you cannot win.

> …it’s actually best if you don’t know anything about it before you play it.

I don’t want to give anything away, but those of you who enjoy breaking the fourth wall should not overlook the wonderful Source mod, The Stanley Parable. It’s a short experience (with fantastic narration), but you’ll want to repeat it multiple times to get the most out of it.

The Stanley Parable is a mod for the Source engine. It can be installed for free on Windows, but requires at least one Source game on Steam for Mac users.

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Games of 2011: SAMURAI BLOODSHOW

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2011 posts.

SAMURAI BLOODSHOW

It goes without saying that the gaming world has an prominent uncreative streak. The last thirty years have been full of cheap knock-offs and riffs on wildly successful games.

The recent rise of mobile gaming has been particularly bad for this. Any game mechanic with even mild originality will inevitably be copied into oblivion. Look at what happened to Fruit Ninja, Tiny Wings, or Angry Birds.

Knock offs that intend to deceive the consumer is bad business. Derivatives that build on top of existing ideals can end up being brilliant.

Strangely, the success of Popcap’s Plants vs. Zombies in 2009 did not give rise to a wide array of grid-based base defense titles. So when Sega released SAMURAI BLOODSHOW for iOS earlier this year, there was some shouting that it seemed familiar. But it is far more than just a knock off – in fact, it’s easily a deeper title than PvZ was.

Taking place in feudal Japan and featuring lots of Edo-period style art, Samurai Bloodshow invites players to fend off waves of attackers from crossing their back line. The grid system and need to pair up units in rows to effectively defend against different units will be old hat to PvZ pros.

Everywhere that felt like PvZ lost a step, Samurai Bloodshow goes the right way. Be it build out strategy (card collection and deck building force you to adapt), unit management (life bars and being able to stack units to increase their level), or resource management (finite deck size prevents infinite builds), Samurai Bloodshow feels more mature strategy game across the board.

Bloodshow also attacks one of my personal weak spots by awarding measured specific benefits as you work through the stages. Every defeated level either sends another card into your library or increases your deck size. This slow trickle keeps you wanting to progress, as you’re only as good as your deck is.

Many gamers find derivative games to be anathema, as though every game of merit has to be completely original and devoid of connections to past titles. This is silly, of course. Good ideas can — and should — be taken and refined into greater ones. Samurai Bloodshow makes a strong case for the power of refining an existing concept into a better one.

SAMURAI BLOODSHOW is available for iOS as a Universal application.