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Cheeseness

DF Game Club: Portal (non-adventure title)

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DOUBLE FINE GAME CLUB: PORTAL (starting 23rd March)

The Double Fine Game Club is a community run weekly event where interested gamers play through and come together to discuss what they do and don't like about a particular game (sort of like a book club, but for games). We usually aim to play one or two hours a week, and we normally have somebody streaming the current game so that those who don't have the game or don't feel like playing it again can still feel involved.

Discussion takes place here in the forums and on the Double Fine Game Club home page. Game Club is a very informal weekly chat, and everyone is welcome!

Previous game: Sam & Max: Culture Shock

Next Game: The Last Express

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» » » CLICK HERE TO JOIN « « «

GAME CLUB SESSIONS

- 23rd March, 9:00pm UTC (click for your time zone): First game session (Stream) and general discussion (log)

ABOUT THE GAME

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.

Players must solve physical puzzles and challenges by opening portals to maneuvering objects, and themselves, through space.

Note that this is the first "FPS" game that we will have played for Game Club. It's a bit of an experiment, so please be patient and offer honest feeback on how we're approaching things.

WHERE TO GET ONLINE

- Steam (Windows, Mac)

GAME CLUB INFO

- Double Fine Game Club home page (with webchat, stream and session countdown timer)

- Game Club IRC: #DFAdventure on irc.foonetic.net (use the link above if you're not sure)

- @DFGameClub on Twitter (keep track of announcements)

- Game Club planning thread

Edited by Cheeseness
Fixed URLs after forum upgrade

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That was pretty cool. I learned about it/jumped on at the last minute, and was having issues with my PC half the time so I missed a lot, but very nice to chat with some of you folks, and to have the context of the game to do so. Whoever was doing the playthrough has obviously done this a few times, they were whipping through there.

I think "Portal" may not have been the best game for me to start with, the nature of the game and the art design are somewhat repetitive, and the puzzle solving and gameplay keep conversation at a limited set of nouns. It did remind me how much I loved that game and how much of it I had completely forgotten, though.

Had a great time, Thanks guys!

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Yeah, I was the streamer, and I tried to keep moving at a decent pace since we had to complete the game in a single session, but also tried to not skip out on anything important, like the Rattmann dens (it was a metaphorical last-minute decision to do Portal, as we needed some filler due to the streamer for the next game we had planned being unavailable). I had played through it quite a few times before that session, so I had memorized all of the puzzle solutions.

We'll be returning to the point-and-click adventure genre for the next game.

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Chat log and stream archive from today's session are up. Sorry for the wait!

I've also popped up the thread for our next game, The Last Express (but don't let that derail discussion here).

I think "Portal" may not have been the best game for me to start with, the nature of the game and the art design are somewhat repetitive, and the puzzle solving and gameplay keep conversation at a limited set of nouns. It did remind me how much I loved that game and how much of it I had completely forgotten, though.

It may not make for as interesting discussion, but I find Portal's limited palette of well used mechanics to be one of its elegant strengths. The three distinct visual settings help reinforce the tonal shifts in the game that take place as you progress through the facility, escape, and then eventually return to confront GLaDOS. I think if the first act were more visually complex, it would have diminished the impact of the latter part of the game.

Such a fantastic game. Thanks to everybody who joined today. It was (and is) awesome to discuss the game with you all :D

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To follow up on that, the testing rooms have a very similar palette by design. Since it is minimal, it would have been pretty easy for the designers to vary the color theme by room for variety. For example, test 5 is blue, test 6 is green, etc. Or it could be more subtle, with a gentler color progression (was that in there and I missed it?). Do you think this would have detracted from or enhanced the game?

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To follow up on that, the testing rooms have a very similar palette by design. Since it is minimal, it would have been pretty easy for the designers to vary the color theme by room for variety. For example, test 5 is blue, test 6 is green, etc. Or it could be more subtle, with a gentler color progression (was that in there and I missed it?). Do you think this would have detracted from or enhanced the game?

Obviously, it's hard to say without comparing, but I really appreciate the sterile-ness of the first part of the game. That said, there are some areas which I'm sure have a red tint to them (most of the darker portions of the companion cube chamber for example), and there may be some slightly blue tinted ones as well (the chamber where you can get stuck springs to mind).

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