Category Archives: science

Games Completed in 2011, #30 – Portal

Always late to the party, I finally emerged from my rocky home this summer and played Portal–this time, all the way to completion. I guess I can now join society and nod appreciatively at jokes about cake and cubes. See, I did give Portal a try back in May 2010, as it was released free for those on Macs via Steam. Unfortunately, my relic of a machine was unable to run the game well, even after tinkering with a lot of settings, so I never went back. However, over the summer, needing a little something-something to play, I picked up The Orange Box, a collection of Valve games, namely: Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Team Fortress 2, and Portal.

And this time, it was playable. I did not spend 45 minutes trying to get Aperture Science Enrichment Center test subject Chell out of that tiny room with the toilet. That alone was impressive. And a controller in hand felt better than clicking a mouse, but that’s just me.

Portal is a story of isolation and determination. Puzzles, too. Chell awakes in the Aperture Science Enrichment Center with no idea how she got there and/or why. Actually, she might know–but she’s a silent protagonist, so mum’s the word. GLaDOS (Genetic Lifeform and Disk Operating System) informs Chell that she is to take part in a series of tests, and off we go to create portals and travel across large, open spaces and free-fall for minutes on end while potty breaks happen. There are 19 puzzle chambers and a much different final level, which I’ll get to in a bit. Funny and sometimes untrustworthy commentary from GLaDOS at the beginning and end of each chamber help expand Aperture Science’s lore and background without stopping gameplay.

Using the Aperture Science Handheld Portal Device–Portal Gun, really–and Companion Cube, players will have to navigate through chambers and reach the exit. Earlier chambers are very straightforward and tutorial-like, but as they progress, fresh tactics and tricks must be put to use, such as using momentum to reach new heights and manipulating energy balls to go where one wants. The puzzles really do test the player’s skill and patience, as rushing ahead is generally never the way to go. I have no room to brag, but I did pretty well, completing chambers 1 through, oh, 15 without having to use any kind of online guide or walkthrough. After that…phhhbbbt. Math has never been my strong point, and while you might think a game like Portal requires no math…well, it does. There’s timing to consider and mapping grid points and figuring out how to get from A to B in the quickest way possible, like reducing fractions.

I grew frustrated with the last four test chambers, but all grumbling and hate subsided the moment the final level began. As the tests progressed, GLaDOS’ commentary became harsher and colder, her motives beginning to shine through. Also, Chell discovered some previous test subjects–awkward would sum that up. And suddenly, live fire turrets are all around, brimming with glee to murder yet again. By the time GLaDOS began funneling us directly down into a furnace, Chell (and I) had had enough. Time to escape, but escape is no easy thing, even with portal tech. Everything we had learned from the beginning of the game is needed to make it out alive as there are no clear exits and entrances, just a lot of trial and error. Eventually, Chell finds GLaDOS, and we have a boss fight that is made all the more tense by the addition of a countdown clock. Hate those things. With victory, we get sunshine and song. Ahhh…

I wish all of Portal was like the final level. It required thinking, just like all the test chambers, but this was free thinking, with no hints or pictures to help Chell along. All the more rewarding. Making one’s way up through vents and across piping truly felt like escaping, and finding creative ways to knock out dangerous turrets is a joy, even if they sound so sad.

And yeah, the end credits song is pretty great. I’ve replayed it countless times since first hearing it around two in the morning, mostly in a daze. I am glad I got to first experience in a traditional sense, but my lack of sleep, sweaty fingers, and exhilaration at completing the game overwhelmed everything at that point, including robotic tunes. That said, I liked Portal for it compact size, its clear push forward, its just enoughness–I don’t think I would enjoy Portal 2 as much, and definitely have nobody to play co-op with, so I’ll just leave Aperture Science behind, free to continue on being cool and crazy. They’ll be fine; they have plenty of cake to go around.

Games Completed in 2011, #18 – Back to the Future: The Game – Episode 1, “It’s About Time”

Taking place six months after the conclusion of Back to the Future III, Back to the Future: The Game – Episode 1, “It’s About Time”–from here on out known as BttF EP1–does a wonderful job of keeping the story strong and inventive, as well as recreating that special wonder that made the trilogy such a blast. Heck, they even managed to snag Christopher Lloyd to provide the voice-over work for Doc Brown; alas, we get a new kid trying to do “the Marty,” and it’s mostly fine. Throw in contributions from Bob Gale, co-creator, co-writer, and co-producer of the original film trilogy, and you’ve got gold nurturing gold.

Telltale Games is known for their episodic adventures with the Sam & Max series, and the same formula is applied here, with five episodes representing a full season. The first episode was released for free to everybody with an Internet connection back in early April, and I greedily downloaded the game as quickly as possible. Still, it took me several weeks to actually install the thing and play it, but once I did, I played it all the way through, giddy to be back in this universe.

It’s May 1986, and Doc Brown is nowhere to be found. The bank plans to sell off all of Brown’s items at an estate sale, which Marty is very upset over; however, without warning, the DeLorean reappears at Doc’s house with Einstein in it, as well as mysteriously single shoe. This shoe will be the clue to unraveling what happened to Doc and where–or should I say when?–he is. I won’t say much more as it quickly leads into a spoiler zone shortly after that.

As a point-and-click adventure, BttF EP1‘s puzzles were disappointingly easy, but that did not detract from how great the story was, as well as the character interaction and dialogue. I laughed out loud several times, and, despite having no mirror in front of me to confirm this, suspect I was smiling for the majority of my playthrough. Plus, I was playing a new game on my Mac–that never happens. It ends on a cliffhanger, and I’m definitely curious about the other episodes, just not in a rush to buy ’em. However, I do now have a hankering to watch the films again; yes, yes, even the third one.

The Nintendo 3DS battery life is seeing red

I played a lot of Picross 3D yesterday on my Nintendo 3DS, closing the lid when I needed a break, opening it up when I wanted to break something into a blocky but adorable household item. This meant never powering down or placing the system in its charge cradle–I packed it away for the previous Easter weekend trip down to see my father and sister and didn’t feel like setting it up again just yet. So it was little bits of gaming here and there. Also, please consider that the majority of the puzzles I’m currently doing in Picross 3D average about 10 to 15 minutes each, sometimes more if I have to redo them because I suck at math and deduction.

In short, I went from having a fully charged battery to near power loss in only a couple hours. Around three if I was to guesstimate. But here’s where it got interesting. When my DS Lite would start to lose its charge, a red light would appear on the top right of the handheld, indicating that, if possible, charging would be greatly appreciated. The truth is that one could keep playing their red-limned DS Lite for at least another twenty to thirty minutes so it was not super vital to rush over and plug that baby in.

When my Nintendo 3DS flicked on the red light, I assumed the same. And you know what they say about assuming, right? I couldn’t have glanced away for more than a minute before that red light changed chaotically–it began blinking, and not a slow, steady blink, but one that signaled something terrible, like a countdown or a malfunction or something on the fritz. I was amazed to see how quickly this system was signaling that it needed a charge; I used a Quick Save for my current Picross 3D puzzle and hurried over to set up the 3DS charge cradle. The thing was still blinking like a madman when I returned it to its home so I don’t know exactly how long that blinking goes on for, but my guess is certainly not twenty to thirty minutes.

We’ve all known the battery life sucks for the Nintendo 3DS. I mean, I wasn’t even using the 3D slider or any crazy apps, just playing an ol’ regular DS game, and it still sucked away more quickly than normal. I really just need to not rely on the 3DS as my main traveling system, and only keep it around to show folks some of its neater aspects, like 3D pictures, Face Raiders, and my collection of Lord of the Rings Miis.

P.S. Isn’t it simply hilarious that I’m playing a game called Picross 3D on my Nintendo 3DS…and it’s not in 3D? Send in the ROFLcopters to take me away.

30 Days of Gaming, #5 – Character you feel most like

This is gonna be a tough one, Grinding Down readers.

Mass Effect‘s Joker, real name Jeff Moreau, suffers from brittle bone disease, which is more scientifically called osteogenesis imperfecta. It’s the sort of disease that steers your life, causing extreme brittleness in the bones. Ultimately, Joker was born with severe fractures to his legs, and, as an adult now, he can barely walk. That didn’t stop him from excelling at flight school though and becoming a pilot. The Normandy‘s bridge is his home, his heart.

I don’t suffer from osteogenesis imperfecta. I do, however, have a bad left knee prone to popping out of place, and I walked on my tippy-toes for the longest time as a young child, but other than that, Joker and I are far from physically alike. Save for the beard. We both have sexy beards. I’m not gonna be a beardhole and claim that mine is the better. You can make that call yourself. But yeah, we’re total beard buds.

So, Joker and I are not alike physically. Wherein our sameness sits is in how we interact with people. Seth Green voices Joker, and 97.6% of Green’s acting work has been in comedy. He’s got a funny voice, a funny way of replying, good snark, all that. It’s natural then that Joker is, like Firefly‘s Wash, a funny pilot, often cracking jokes and commenting light-heartedly about Commander Shepard’s actions outside of the spaceship. He’s both comic relief and a rock that keeps everybody soaring safely through the galaxy. Depending on how you play Mass Effect, that’s all he could be, too. Paul Shepard, however, was a good guy, an everyman, and took the time to talk to Joker, to listen to the sad story of his upbringing, to understand where the bitterness lining his jokes came from. And he kept coming back after every mission, to include him, to hear his thoughts…to make sure he was doing a-okay.

I can be sarcastic; I can make nearly anyone laugh; I can bottle everything up and do my job–because it’s my job–and resent things I have absolutely no control over, and I can dance around topics with the swiftest feet this side of the Atlantic Ocean. We both wield humor as armor and wear it well, fully, careful to show no gaps. Unfortunately, we don’t need to wear it all the time, but lack the strength to undress ourselves, to show our companions and comrades who we are, to sit quiet and still, in the buff, brittle and scared, ripe for the reaping. With his weakened legs, he can only go so far; with my damaged heart, so can I.