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14Oct/084

Portal Prelude: A Review

Portal Prelude seemed it would be such an awesome mod for Portal, but this review from Irish Taxi Drive from the Something Awful forums sums it up for me:

Portal: Prelude is a mappack that takes place before the events of Portal, and attempts to explain Aperture Science pre-GLaDOS. To effectively understand how much of an impact Prelude should have, imagine it as a long distance runner. At the start, it trips over its own shoelaces, and falls face first in the mud. Instead of giving up, it continues to stumble around, seemingly randomly, but still manages to reach the finish line.

The problems with Prelude can be attributed at the start to the storyline. As with most Portal mappacks, you wake up in an enclosed container while someone explains you the rules. In contrast to other mappacks which use the excellent GLaDOS voice, Prelude replaces her with two lifeless text to speech dummies reading translated french. The dialogue is incredibly heavy and manages to even ruin many jokes that made the original Portal great. This could have easily been solved by recruiting someone who spoke english to the development team. The announcer's themselves do not add anything at all to the storyline and insist on holding your hand through an already incredibly linear game. There are two examples where the game hijacks your view to show you sequences, when letting the player look around would have been more effective. The story itself is nothing to write home about. In fact it reads like a 13 year old's cool idea of what Aperture Science should have been, right down to the random "fuck"s placed in the dialogue.

Unfortunately, to beat on a dying horse, the level design is less than stellar. To quote a friend, "Specifically, a Portal puzzle should be like a good riddle: when the answer is known, it should seem obvious. Almost none of his are like this." Every puzzle included with Portal: Prelude contains no innovative elements; the difficulty stems from taking existing concepts from Portal and layering them on top of each other until they form an tangled mess reminiscent of Christmas lights in July. The only new elements were taken directly from the excellent Portal Flash Pack levels. Speaking of elements, throughout the entire game the level designers each decided certain elements would work a different way. In one level a particle field will disintegrate a cube, yet in another it will not.

Do you like hidden turrets? Then you'll love Portal: Prelude. Nearly every blind corner hides two or three turrets, which require superhuman reflexes to survive. There is even a spot where you must take out 4 turrets within an enclosed room to continue.

For specific examples of terrible level design, Test 9 and 13 come to mind. Test 9's opening portal jump consists of looping through portals four or five times to gain enough height to clear the glass wall. Once you reach the other side and turn towards you came from, a portal able wall appears on the ceiling, and curiously appears/disappears depending upon the side of the room you're on. Test 13 contains a dead end, a death knell in level design. To be fair, this happens in the original portal, but only when you have access to one portal. Several puzzles can be broken entirely using level geometry and models. An entire test can be skipped due to clever portal placement. Several instances of terrible brushwork can be seen in addition to the previous problems, nodraw textures pop up in quite a few detail areas, and where the author was too lazy to create a small section of brush for the floor of a doorway.

The final boss fight also leaves much to be desired. The charm of the original GLaDOS fight in Portal is that they taught the concepts to you earlier within the tests with the companion cube incineration and the rocket turrets. This new GLaDOS fight contains elements that have never been presented before and provide a very big frustration for the player, dying several times to invisible trigger kills.

Another iffy section of the mappack is the use of licensed materials. A quick check through the sound directory shows some CC licenses linked, but nothing for Chemical Brothers or The Scorpions. The mappack also re-distributes quite a few Valve assets, which I doubt they will be happy about.

In the end, Prelude promises big and ends up failing to deliver. The idea is sound, but the execution is very flawed. The problem with the flaws is that playtesting SHOULD HAVE CAUGHT THEM. One has to wonder if this mappack was even playtested at all.

Rating: 3 out of 10.

It could have been soo much better, but it is so much NOT like portal ( in the sense of how you go about solving the puzzles). In Portal Prelude you have to use physics bugs (that dont always happen) to complete some challanges.I found myself very frustrated at times trying to complete the challenges. The dialogue was pretty bad, but I do give him credit, english wasn't his first language.

If you want a really good example of a truly awesome map pack, go grab the Portal Flash Map Pack .

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Posted by A Gaming Moose

Comments (4) Trackbacks (0)
  1. Nah, I disagree with you.

    In prelude levels are quite well designed and contain some new ideas (like the 18-19 levels)
    Prelude is NOT like Portal – luckily. Yesterday night I’ve re-finished Portal in 1.44 h: the original portal is too easy
    Despite of what you say prelude levels could be finished without hacks and the hacks discovered will be fixed in the next release

    I think it’s a huge work for a FREE mod; and the result is actually pretty good

    [And the human voices aren't too bad at all :) ]

  2. Well, I do like tough puzzles, but the puzzles that come in portal prelude don’t fit with how Portal does them. When you have to have absolute perfection, it is tough to stick with trying the puzzle over and over till you get it just right. Plus blind turret thing is cool once, not a bunch of times.

    I think it was pretty fun at the beginning, but it quickly became near impossible. Maybe the story could be improved a bit, and use the announcers in a different way.

    Thanks for the comment!

  3. Portal was one of the first games I’ve ever felt actually happy and satisfied when it ended. The game was well paced, was neatly atmospheric, fun and it pretty much never made you rush yourself to get something done.
    Well yeah, the game was kinda easy (except for the last testchamber which wasn’t exceptionally hard) and I thought that the “story mode” of Portal should’ve been a little bit more challenging.
    Thats what Prelude nails with pin-point accuracy… with explosive darts fired from a railgun.
    Prelude is so infuriatingly difficult and frustrating at some points that you actually forget the joy or satisfaction of the original game, replacing it with frustration, annoyance and tedium, having you complete an insanely difficult testchamber, while having another stupidly easy testchamber up next.
    If you thought Portal was a great puzzle game, where strategizing was the point of every challenge, then Prelude isn’t for you. It turns Portal into something near of a fricken action game with timed puzzles up the ass. I’m sorry I didn’t posses the massive clicking and quick thinking and clicking abillities needed to apparently complete this thing.
    I only made to testchamber 15, before being frustrated out of this world, since I didn’t posess the clearly divine patience to complete the game.

    TL;DR: It’s an annoyance with portal slapped all over it. Play it under the risk of losing your sanity.

  4. I realize this is an OLD post, but I have to say something.
    Last week, I went through several hours trying to download the game from 3 different mirror sites because none of the install programs installed the game so that it would play. “This better be awesome…”
    Then I spent another hour at the start of this weekend because I was trying a quick fix, writing a couple of target lines and moving shortcuts around. I was so excited to get it to work that I went and grabbed a bottle of beer and got excited for some late night gaming.
    I was so frustrated. I completely agree with the Good Riddle Analogy. I saw *how* it was supposed to be done, but the mechanic was poorly thought out. Then in Chamber 9, I was stopped cold so I looked up how to do it. It was a bloody exploitation of physics. I realize exploits can be fun, cool things to play with, but they should NOT be part of the solution. I have NEVER used a cheat to actually complete a game on first playthrough. But after the catastrophe of Chamber 9, I found myself solving what I could and just noclipping through what should not be. Mainly, the only reason keeping me from just deleting the game was the allude of what these guys came up with as pre-GLaDOS Aperture Science. I wanted to see the end and, surprise surprise, I was not impressed. I just finishing clearing up 2+ GB (had to duplicate the files to get it to play) off my harddrive.

    TL;DNR: Ditto, A Gaming Moose & Jambi. Freakin’ Ditto.


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