Portal
| Year | 2007 |
|---|---|
| Release platform | PC |
| Genres | puzzle |
| Developer | Valve |
| Country | USA |
| Era | The 2000s, 2000 to 2009 |
| Importance |
Why it matters
Portal grew out of a student project, Narbacular Drop: its authors were hired by Valve and allowed to develop the idea on the Source engine. There is one rule. The gun places two openings on suitable surfaces, a body passes from one into the other, and its speed is preserved on the way through. All the puzzles rest on this conservation of momentum: a fall from a height turns into a run-up, and the run-up into a jump across a chasm.
The campaign is short and built as a sequence of lessons without a single tutorial caption. Each room introduces one new property and makes you apply it before the exit opens; the next room builds on the previous one and adds one more. The voice of the laboratory comments on what's happening and gradually stops hiding how the tests end, so the story shows through the procedural announcements. The game came out as part of The Orange Box bundle alongside Half-Life 2: Episode Two and Team Fortress 2, that is, as an add-on to a big release, and after that it became a reference point in its own right for first-person puzzle games.
Watch it played
Facts
- The game grew out of a student project, Narbacular Drop, whose authors were hired by Valve.
- The portal gun links two surfaces and preserves the momentum of a body passing through.
- The teaching is built into the layout of the rooms; there is no separate tutorial mode.
- The campaign came out as part of The Orange Box bundle.
- The game runs on the Source engine.
