|Title:||Portal 1||Type:||Linux Game|
|Genre:||Adventure & Action||Temporary:|
|Category:||Adventure & Action ➤ Puzzle ➤ Puzzle Platformer||Commercial:|
|Tags:||Puzzle Platformer; Adventure; Strategy; Action; FPS; Sci-fi; Science; Physics; Comedy; Funny; Dark Humor; Female Protagonist; Atmospheric; Story Rich; Short; Classic||Demo:|
|Version:||Not Tracking||Stage of dev.:|
|Quality (record):||Quality (game):|
|Contrib.:||Goupil & Louis||ID:||14438|
|[fr]:||Un mixe de puzzle, d'aventure et de FPS en vue subjective 3D dans lequel la protagoniste dénommée Chell est guidée par une IA dénommée GLaDOS (Genetic Lifeform and Disk Operating System) dans le Centre d'enrichissement d'Aperture Science. Elle devra franchir une succession de parcours en s'aidant de son arme qui lui permet de créer un portail spatial entre deux surfaces planes, solides et non métalliques. Mais GLaDOS qui semblait au premier abord bienveillante va peu à peu transformer ce parcours de santé en épreuve meurtrière...||[en]:||A mix of puzzle, adventure and FPS in which the protagonist named Chell is guided by an IA called GLaDOS (Genetic Lifeform and Disk Operating System) in the Aperture Science Laboratories. She will have to cross a succession of courses with the help of her weapon which allows her to create a inter-spatial portal between two flat planes, solid and non-metallic. But GLaDOS who seemed at first benign will gradually transform this course of health in murderous ordeal ...|
Trailer / Gameplay [en] / [en] / [fr] :
Linux joue / Linux plays : JNVsor, Andrew Snodgrass, Ubuntugeeks
Website & videos
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Commercial : [Steam] [Gamesplanet [fr]]
[Open Hub] [PCGamingWiki] [MobyGames]
Devs (Valve Corporation [fr] [en]) : [Site 1 2] [Forums] [Steam Support] [twitter] [Facebook] [YouTube] [LinkedIn] [Interview 1 2]
Game : [Blog] [Forums] [twitter] [YouTube]
On other sites
[Wikipedia (Portal) [fr] [en] [de]]
News / Source of this Entry (SotE) / News (SotN)
Un mixe de puzzle, d'aventure et de FPS en vue subjective 3D, par le studio Valve Corporation.
Portal™ est un mixe de puzzle, d'aventure et de FPS en vue subjective 3D dans lequel la protagoniste dénommée Chell est guidée par une IA dénommée GLaDOS (Genetic Lifeform and Disk Operating System) dans le Centre d'enrichissement d'Aperture Science. Elle devra franchir une succession de parcours en s'aidant de son arme qui lui permet de créer un portail spatial entre deux surfaces planes, solides et non métalliques. Mais GLaDOS qui semblait au premier abord bienveillante va peu à peu transformer ce parcours de santé en épreuve meurtrière...
Voir aussi / See also : Grappling Hook, Portal, Portal 2,
Portal ™ est un nouveau jeu solo de Valve. Situé dans les mystérieux laboratoires Aperture Science, Portal on a dit de lui qu'il est l'un des nouveaux jeux les plus innovants à l'horizon et offrira aux joueurs des heures de jeu uniques.
Le jeu est conçu pour modifier la façon dont les joueurs abordent, manipulent et conjecturent les possibilités dans un environnement donné. semblable à la façon dont Gravity Gun de Half-Life® 2 a innové de nouvelles façons de tirer parti d'un objet dans une situation donnée.
Les joueurs doivent résoudre des énigmes et des défis physiques en ouvrant des portails pour manipuler des objets, et eux-mêmes, dans l'espace.
Portal est un jeu vidéo de réflexion et d'action en vue à la première personne développé par Valve Corporation. Le jeu est disponible pour la première fois le 10 octobre 2007 dans le pack The Orange Box pour Windows et Xbox 360, puis pour la PlayStation 3 le 11 décembre 2007. La version du jeu pour Windows est également disponible via la plate-forme de téléchargement Steam (appartenant à Valve), et est distribué en version boîte depuis le 9 avril 2008. La version Mac est sortie le 12 mai 2010 en même temps que la version Mac de la plate-forme Steam. La version Linux est disponible depuis le 3 mai 2013.
Le jeu consiste en une succession de parcours que le joueur doit franchir en téléportant son personnage ou des objets à l'aide d'une arme capable de créer un portail spatial entre deux surfaces planes, solides et non métalliques. Le personnage est mis au défi par une intelligence artificielle qui lui promet régulièrement de recevoir un gâteau à l'issue des tests.
Portal est souvent présenté comme l'un des jeux les plus originaux de 2007, bien qu'il soit relativement rapide à terminer. Le jeu est acclamé pour son gameplay unique et l'humour noir omniprésent dans son intrigue. La popularité du jeu pousse Valve à en développer la franchise, notamment en éditant divers produits dérivés tirés des éléments du jeu.
Système de jeu
Dans Portal, le joueur contrôle en vue à la première personne un personnage nommé Chell qui doit traverser une série de salles en utilisant un générateur à portails (portal en anglais). Ce générateur permet de créer deux portails distincts, l'un orange, l'autre bleu sur une surface plane composée de particules lunaires. Aucun d'entre eux n'est nécessairement l'entrée ou la sortie, et tout objet traversant un portail ressortira par l'autre en conservant sa vitesse. Les portails ne peuvent pas être créés sur toutes les surfaces, mais un essai raté de création de portail n'affectera pas les portails déjà mis en place. Le joueur peut aussi ramasser des objets, mais n'est pas capable de les lancer sur de grandes distances. Ces objets, souvent des cubes de stockage, peuvent être utilisés pour appuyer sur des interrupteurs afin d'activer des plate-formes ou d'ouvrir des portes ou pour faire bouclier contre les tirs des tourelles, mais ces cubes ne peuvent pas être transportés de salle en salle.
Les portails créent une connexion physique et visuelle entre deux endroits différents dans un espace tridimensionnel. Les extrémités des portails sont limitées à des surfaces planes, et, lorsque les extrémités des portails sont situées sur des surfaces non parallèles, des effets géométriques et gravitationnels anormaux peuvent être observés. Un aspect important du jeu est la « redirection de quantité de mouvement. » Les objets conservent leur vitesse quand ils passent à travers un portail, mais leur direction sera modifiée en fonction de l'orientation du portail de sortie. Cela permet au joueur de propulser des objets ou son avatar sur de grandes distances, à la fois verticalement et horizontalement.
Bien que le personnage incarné par le joueur soit équipé de genouillères et autres équipements de protection pour annuler les dégâts lors des chutes, Chell est vulnérable aux dangers qu'elle rencontre, parmi lesquels des tourelles, des boules d'énergie, ou des liquides toxiques électrifiés, et peut mourir très rapidement. Contrairement à de nombreux jeux de tir à la première personne, il n'y a pas de système de points de vie. Une quantité importante de dégâts reçue en un seul coup peut entraîner le décès du personnage, en revanche l'avatar peut recevoir de nombreuses petites blessures sans risquer de mourir.
Le générateur de portails permet au joueur de passer une salle en utilisant plusieurs approches ou techniques. Dans son premier aperçu de Portal, GameSpot constate qu’il existe de nombreuses solutions différentes pour chaque salle, et a noté que le gameplay « devient encore plus fou, et que les schémas présentés dans la bande-annonce affichaient des choses incroyablement folles à essayer. » Deux modes additionnels peuvent être débloqués, et proposent au joueur d'utiliser ces méthodes alternatives pour chaque salle. Un mode Challenge est débloqué environ à la moitié du jeu, et un mode Avancé est débloqué lorsque le jeu est achevé. Dans le mode Challenge, les niveaux sont revisités et le joueur doit les terminer avec un nombre de portails limité, avec moins de pas, ou en un temps record. Dans le mode Avancé, certains niveaux deviennent plus complexes avec l'ajout d'obstacles et de dangers supplémentaires.
Portal™ is a new single player game from Valve. Set in the mysterious Aperture Science Laboratories, Portal has been called one of the most innovative new games on the horizon and will offer gamers hours of unique gameplay.
The game is designed to change the way players approach, manipulate, and surmise the possibilities in a given environment; similar to how Half-Life® 2's Gravity Gun innovated new ways to leverage an object in any given situation.
Players must solve physical puzzles and challenges by opening portals to maneuvering objects, and themselves, through space.
Portal is a puzzle-platform video game developed and published by Valve Corporation. It was released in a bundle package called The Orange Box for Microsoft Windows, Xbox 360 and PlayStation 3 in 2007. The game has since been ported to other systems, including OS X, Linux, and Android.
Portal consists primarily of a series of puzzles that must be solved by teleporting the player's character and simple objects using "the Aperture Science Handheld Portal Device", a device that can create inter-spatial portals between two flat planes. The player-character, Chell, is challenged and taunted by an artificial intelligence named GLaDOS (Genetic Lifeform and Disk Operating System) to complete each puzzle in the Aperture Science Enrichment Center using the portal gun with the promise of receiving cake when all the puzzles are completed. The game's unique physics allows kinetic energy to be retained through portals, requiring creative use of portals to maneuver through the test chambers. This gameplay element is based on a similar concept from the game Narbacular Drop; many of the team members from the DigiPen Institute of Technology who worked on Narbacular Drop were hired by Valve for the creation of Portal, making it a spiritual successor to the game.
Portal was acclaimed as one of the most original games of 2007, despite criticisms of its short duration and limited story. The game received praise for its originality, unique gameplay and dark story with a humorous series of dialogue. GLaDOS, voiced by Ellen McLain in the English-language version, received acclaim for her unique characterization, and the end credits song "Still Alive", written by Jonathan Coulton for the game, was acclaimed for its original composition and humorous twist. Excluding Steam download sales, over four million copies of the game have been sold since its release, spawning official merchandise from Valve including plush Companion Cubes, as well as fan recreations of the cake and portal gun, a standalone version, titled Portal: Still Alive, on the Xbox Live Arcade service in October 2008, which added an additional 14 puzzles to the gameplay, and a sequel, Portal 2, which was released in 2011, adding several new gameplay mechanics and a cooperative multiplayer mode.
In Portal, the player controls the protagonist, Chell, from a first-person perspective as she is challenged to navigate through a series of rooms using the Aperture Science Handheld Portal Device, or portal gun, under the watchful supervision of the artificial intelligence GLaDOS. The portal gun can create two distinct portal ends, orange and blue. The portals create a visual and physical connection between two different locations in three-dimensional space. Neither end is specifically an entrance or exit; all objects that travel through one portal will exit through the other. An important aspect of the game's physics is momentum redirection. As moving objects pass through portals, they come through the exit portal at the same direction that the exit portal is facing and with the same speed with which they passed through the entrance portal. For example, a common maneuver is to jump down to a portal on the floor and emerge through a wall, flying over a gap or another obstacle. This allows the player to launch objects or Chell over great distances, both vertically and horizontally, referred to as 'flinging' by Valve. As GLaDOS puts it, "In layman's terms: speedy thing goes in, speedy thing comes out." If portal ends are not on parallel planes, the character passing through is reoriented to be upright with respect to gravity after leaving a portal end.
Chell and all other objects in the game that can fit into the portal ends will pass through the portal. However, a portal shot cannot pass through an open portal; it will simply deactivate or create a new portal in an offset position. Creating a portal end instantly deactivates an existing portal end of the same color. Moving objects, glass, special wall surfaces, liquids, or areas that are too small will not be able to anchor portals. Chell is sometimes provided with cubes that she can pick up and use to climb on or to hold down large buttons that open doors or activate mechanisms. Particle fields known as emancipation grills, occasionally called "fizzlers" in the developer commentary, exist at the end of all and within some test chambers; when passed through, they will deactivate any active portals and disintegrate any object carried through. The fields also block attempts to fire portals through them.
Although Chell is equipped with mechanized heel springs to prevent damage from falling, she can be killed by various other hazards in the test chambers, such as turret guns, bouncing balls of energy, and toxic liquid. She can also be killed by objects falling through portals, and by a series of crushers that appear in certain levels. Unlike most action games at the time, there is no health indicator; Chell dies if she is dealt a certain amount of damage in a short time period, but returns to full health fairly quickly. Some obstacles, such as the energy balls and crushing pistons, deal fatal damage with a single blow.
GameSpot noted, in its initial review of Portal, that many solutions exist for completing each puzzle, and that the gameplay "gets even crazier, and the diagrams shown in the trailer showed some incredibly crazy things that you can attempt." Two additional modes are unlocked upon the completion of the game that challenge the player to work out alternative methods of solving each test chamber. Challenge maps are unlocked near the halfway point and Advanced Chambers are unlocked when the game is completed. In Challenge mode, levels are revisited with the added goal of completing the test chamber either with as little time, with the least number of portals, or with the fewest footsteps possible. In Advanced mode, certain levels are made more complex with the addition of more obstacles and hazards.
The game features two characters: the player-controlled silent protagonist named Chell, and GLaDOS (Genetic Lifeform and Disk Operating System), a computer artificial intelligence that monitors and directs the player. In the English-language version, GLaDOS is voiced by Ellen McLain, though her voice has been altered to sound more artificial. The only background information presented about Chell is given by GLaDOS; the credibility of these facts, such as Chell being adopted, an orphan, and having no friends, is questionable at best, as GLaDOS is a liar by her own admission. In the "Lab Rat" comic created by Valve to bridge the gap between Portal and Portal 2, Chell's records reveal she was ultimately rejected as a test subject for having "too much tenacity"—the main reason Doug Rattman, a former employee of Aperture Science, moved Chell to the top of the test queue.
Portal takes place in the Aperture Science Laboratories Computer-Aided Enrichment Center—Aperture Science for short—which is a research facility responsible for the creation of the portal gun. According to information presented in Portal 2, the location of the complex is in the Upper Peninsula of Michigan. Aperture Science exists in the same universe as the Half-Life (series), although connections between the two franchises are limited to references.
Information about the company, developed by Valve for creating the setting of the game, is revealed during the game and via the real-world promotional website. According to the Aperture Science website, Cave Johnson founded the company in 1943 for the sole purpose of making shower curtains for the U.S. military. However, after becoming mentally unstable from "moon rock poisoning" in 1978, Johnson created a three-tier research and development plan to make his organization successful. The first two tiers, the Counter-Heimlich Maneuver (a maneuver designed to ensure choking) and the Take-A-Wish Foundation (a program to give the wishes of terminally ill children to adults in need of dreams), were commercial failures and led to an investigation of the company by the U.S. Senate. However, when the investigative committee heard of the success of the third tier—a person-sized, ad-hoc quantum tunnel through physical space, with a possible application as a shower curtain—it recessed permanently and gave Aperture Science an open-ended contract to continue its research. The development of GLaDOS, an artificially intelligent research assistant and disk-operating system, began in 1986 in response to Black Mesa's work on similar portal technology. A presentation seen during gameplay reveals that GLaDOS was also included in a proposed bid for de-icing fuel lines, incorporated as a fully functional disk-operation system that is arguably alive, unlike Black Mesa's proposal, which inhibits ice, nothing more. Roughly thirteen years later, work on GLaDOS was completed and the untested AI was activated during the company's first ever bring-your-daughter-to-work day in May 2000. Immediately after activation, the facility was flooded with deadly neurotoxin by the AI. Events of the first Half-Life game occur shortly thereafter, presumably leaving the facility forgotten by the outside world due to apocalyptic happenings. Wolpaw, in describing the ending of Portal 2, affirmed that the Combine invasion, chronologically taking place after Half-Life and before Half-Life 2, had occurred before Portal 2's events.
The areas of the Enrichment Center that Chell explores suggest that it is part of a massive research installation. At the time of events depicted in Portal, the facility seems to be long-deserted, although most of its equipment remains operational without human control. During its development, Half-Life 2: Episode Two featured a chapter set on Aperture Science's icebreaker ship Borealis, but this was abandoned and removed before release.
Portal's plot is revealed to the player via audio messages or "announcements" from GLaDOS and visual elements inside rooms found in later levels. According to The Final Hours of Portal 2, the year is established to be "somewhere in 2010"—twelve years after Aperture Science's abandonment.
The game begins with Chell waking up from a stasis bed and hearing instructions and warnings from GLaDOS, an artificial intelligence, about the upcoming test experience. Chell then enters into distinct test chambers that introduce players to the game's mechanics, sequentially. GLaDOS's announcements serve as instructions to Chell and help the player progress through the game, but also develops the atmosphere and characterizes the AI as a person. Chell is promised cake and grief counseling as her reward if she manages to complete all the test chambers.
Chell proceeds through the empty Enrichment Center, with GLaDOS as her only interaction. As the player nears completion, GLaDOS's motives turn more sinister than her helpful demeanor suggests; although she is designed to appear helpful and encouraging, GLaDOS's actions and speech suggest insincerity and callous disregard for the safety and well-being of the test subjects. The test chambers become increasingly dangerous as Chell proceeds, and GLaDOS even directs Chell through a live-fire course designed for military androids as a result of "mandatory scheduled maintenance" in the regular test chamber, as well as having some test chambers flooded with a bio-hazardous liquid. In another chamber, GLaDOS boasts about the fidelity and importance of the Weighted Companion Cube, a waist-high crate with a single large pink heart centered on each face, for helping Chell to complete the chamber. However, GLaDOS then declares that it "unfortunately must be euthanized" in an "emergency intelligence incinerator" before Chell can continue. Some of the later chambers include automated turrets with childlike voices (also voiced by McLain) that fire at Chell, only to sympathize with her after being destroyed or disabled, such as "I don't blame you" and "No hard feelings".
After Chell completes the final test chamber, GLaDOS congratulates her and prepares her "victory candescence", maneuvering Chell into an incinerator in an attempt to kill her. As GLaDOS assures her that "all Aperture technologies remain safely operational up to 4,000 degrees Kelvin (3,727 °C, or 6,740 °F)", Chell escapes with the use of the portal gun and makes her way through the maintenance areas within the Enrichment Center. GLaDOS becomes panicked and insists that she was only pretending to kill Chell, as part of testing. GLaDOS then asks Chell to assume the "party escort submission position", lying face-first on the ground, so that a "party associate" can take her to her reward, but Chell continues anyway. Throughout this section, GLaDOS still sends messages to Chell and it becomes clear that she became corrupt and had killed everyone else in the center, which is also revealed in a later comic. Chell makes her way through the maintenance areas and empty office spaces behind the chambers, sometimes following graffiti messages which point in the right direction. These backstage areas, which are in an extremely dilapidated state, stand in stark contrast to the pristine test chambers. The graffiti includes statements such as "the cake is a lie", and pastiches of Emily Dickinson's poem "The Chariot", Henry Wadsworth Longfellow's "The Reaper and the Flowers", and Emily Brontë's "No Coward Soul Is Mine", referring to and mourning the death of the Companion Cube.
GLaDOS attempts to dissuade Chell with threats of physical harm and misleading statements claiming that she is going the wrong way as Chell makes her way deeper into the maintenance areas. Eventually, Chell reaches a large chamber where GLaDOS's hardware hangs overhead. GLaDOS continues to plead with and threaten Chell, but during the exchange, a sphere falls off of GLaDOS and Chell drops it in an incinerator. GLaDOS reveals that Chell has just destroyed the morality core or her conscience, one of the multiple "personality cores" which the Aperture Science employees allegedly installed after GLaDOS flooded the enrichment center with a deadly neurotoxin gas, and goes on to state that now there is nothing to prevent her from doing so once again. A six-minute countdown starts as Chell dislodges and incinerates more of GLaDOS' personality cores, while GLaDOS attempts to discourage her both verbally, with a series of taunts and increasingly juvenile insults, and physically by firing rockets at her. After Chell has destroyed the final personality core, a portal malfunction tears the room apart and transports everything to the surface. Chell is then seen lying outside the facility's gates amid the remains of GLaDOS. One of the final scenes is changed through a patch of the PC version that was made available a few days before Portal 2's announcement; in this retroactive continuity, Chell is dragged away from the scene by an unseen entity speaking in a robotic voice, thanking her for assuming the "party escort submission position", revealing the entity to be a "party associate".
The final scene, after a long and speedy zoom through the bowels of the facility, shows a Black Forest cake, and the Weighted Companion Cube, surrounded by a mix of shelves containing dozens of apparently inactive personality cores. One by one a number of the cores begin to light up, before a robotic arm descends and extinguishes the candle on the cake, causing the room to blackout. As the credits roll, GLaDOS delivers a concluding report: the song "Still Alive", which declares the experiment to be a huge success, as well as serving to indicate to the player that GLaDOS is still alive, that her "happy" core wasn't disabled.