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Video Game Review | 'Portal' traverses new, innovative gaming territory

The hibernation pod opens to reveal the interior of a small holding cell. A clock on the wall is counting down 60 seconds while a digitized voice gives some brief and nebulous exposition regarding the coming trials. One mysterious malfunction later, the timer reaches zero and a glowing hole appears in the wall, beckoning gamers to step through and experience "Portal," one of the best and most original titles of the past several years.

Valve Software's latest masterpiece is perhaps best described by the term "first-person puzzle game." Given a gun that forms rifts in space-time, players can instantly travel between two places by walking or falling through the titular portals. Fully understanding the implications of this idea is necessary to progress through the 19 increasingly devious stages of puzzle-solving.

Interestingly, "Portal" began life at the DigiPen Institute of Technology as a student project called "Narbacular Drop." It caught the attention of Valve employees attending a developer fair who then invited the creators back to their offices and hired them soon afterward.

As polished as the finished version is, its academic origins are readily apparent. The game features a single interesting gameplay mechanic and concentrates on it to the exclusion of almost everything else. This purity of focus works well, enabling the game to push the limits of its concept without becoming bogged down by unnecessary systems.

Despite its amateur beginnings, the game clearly showcases Valve's polished design philosophy. As with their other works, new obstacles and ideas are introduced in relatively low-stress situations before utilizing the novel gameplay in more intense ways. Though this occasionally has the unfortunate side-effect of making early challenges seem too simple, it does a great job of acclimating players to the basic concepts and enabling them to more easily decipher later obstacles.

Similar to the developer's past efforts, the game is very linear, though this is much less of an issue than it might have been. The game allows enough creativity in puzzle solutions so that the feeling of being trapped in a maze does not detract from the experience. On the contrary, the restricted freedom enhances the suffocating atmosphere of the super-science test chamber setting.

Other Valve hallmarks also permeate the game. Parts of the amusingly-titled Aperture Science Enrichment Center strongly evoke the feeling of Black Mesa from the original "Half-Life," while simultaneously providing a few hidden tidbits that tie the "Portal's" story into that universe. Additionally, it features a Gordon Freeman-esque silent heroine as a surrogate for the player, though even less is known about her than HL's protagonist.

In fact, "Portal" would be nearly devoid of life if not for GLaDOS (Genetic Lifeform and Disk Operating System), the previously mentioned computerized voice that narrates the tests. She provides hilarious commentary throughout the entire experience and even ends up playing a significant role in the plot. Without spoiling anything, she is a truly memorable character whose presence pushes the game to greatness.

There are a few noteworthy flaws, however. Despite running on the three year-old Source engine, the game is somewhat processor intensive and may not work on older computers. The game can also be purchased for the Xbox 360 and will be available for the Playstation 3 on Nov. 23.

Additionally, later sections of the title feature too many surfaces where portals cannot be created, effectively stifling the central mechanic. This is understandable, however, given the difficulties of level design with such mobility, and by no means breaks the game, but it is still somewhat disappointing.

Probably the biggest complaint that can be leveled at "Portal" is its length, as the main story only takes two to four hours to complete. A forgiving continue-system ensures that death, a somewhat infrequent occurrence thanks to quickly regenerating health, does not force tedious replay of already-completed sections. Puzzles become challenging, but never incredibly so; many players will be left intellectually dissatisfied, desiring harder exercises.

Fortunately, the developer included more difficult versions of the courses for those who have beaten the game and are looking for more trials. Additionally, it offers the option to replay levels in three ways: using as few portals as possible, taking as few steps as possible or simply completing it as quickly as possible. These evaluations provide extra incentive to refine puzzle solutions and earn bragging rights.

Given the level of innovation and polish it represents, the experimental "Portal" is difficult not to recommend. The ease with which it allows players to grasp the mind-bending concept and then twist it to their own purposes is nothing short of astounding. Considering Valve's hints at additional, free content, as well as their plans to further tie it into the "Half-Life" saga; fans should expect to be hearing more about this one soon.