(Review) Portal: Prelude – Torture

So, yeah. Portal: Prelude was released recently – yesterday? – and thus far, opinions about the game seem to be in two camps.

First, there’s the camp that sail through. This seems to be populated by veterans of Portal’s advanced maps; they have the absolute precision required to beat certain maps.
Then there’s the camp I’m sitting in, populated by people who can’t make the jumps, maneuvers, or aim the portalgun in midair whilst being fired on by at least two turrets in a window of opportunity lasting less than a second… in the first chamber.
I don’t doubt they had some people test the game, but my guess is that their sample group wasn’t exactly representative of Portal’s entire audience. It’s been mentioned by one of the designers on the mod’s forums that none of the testers got stuck for more than ten minutes, but isn’t that too long anyway? If I was attempting a puzzle for ten minutes straight, I’d quit the game for then and do something else to take my mind off things.

But it’s not the puzzles. I think the problem is that the designers of Portal: Prelude got things the wrong way around; Portal had puzzles; spotting the answer was the difficult thing. Portal: Prelude, on the other hand, has what are for me very difficult maneuvers and tricks; the answers are very obvious – you can very easily tell you need to take out the turrets before you can get to the exit, though it’s just a few metres away, but that’s not the same as doing it.
Note: I only reached part way through 02 before giving up. This is not actually representative of the rest of the game, but judging from the moaning on the forums*, it’s a good guess.

There are a couple of other things I found irritating, but they pale in comparison to the sheer frustration this game caused me. Not even the final boss of Orphen: Scion of Sorcery, a hideous monstrosity entirely dependent on sheer luck to defeat, forced me to give up so quickly or risk hurting myself trying.
Frustration of this kind makes me feel sick to my stomach, and it’s a horrible feeling. I don’t want to risk it… or even go through it for a game like this.
See, nothing about Portal: Prelude makes me want to stick around, so I don’t feel like I’ve lost anything at all important. The two humans… using synth voices in English… are nowhere as compelling or interesting as GlaDOS. What GlaDOS has isn’t exactly charisma, but it’s something - maybe it’s her insanity…? – and these two technicians just don’t have it. Not even slightly. The two puzzles I managed to solve – I’m not counting the test chamber, as that almost happens automatically – demonstrate two things puzzle-wise:
1. How to kill a player (me) over twenty times with the same set of blasted turrets, and…
2. Crouching? What? Crouching in the middle of a jump? Chell never needed this; Portal never even hinted it would do a thing. Apparently you get a hint about it… in 03, though.
I understand understanding we don’t want to go through learning to use the portalgun again; we have proper Portal for that. But…
Why. So. Difficult?

For nine months’ worth of work, it seems like a waste; I estimate this mod is unplayable to a moderate-to-large portion of the people who played and enjoyed the original Portal, either due to the lack of anything compelling from the original game to keep players’ interest, or earnest frustration reaching breaking point at being unable to solve something no matter how many times you quickload, maybe tweak a portal’s position, and try again. Even someone who reputedly breezed through the advanced maps had problems.
If the target audience of Portal: Prelude was purely the ‘hardcore’, solved-every-advanced-map crowd, then the designers succeeded. If the audience wasn’t just the ‘hardcore’, they made serious mistakes; underestimated the difficulty of the maps, severely overestimated the appeal and drive to continue through hardship and rampant death on the part of the players, I don’t know. Mistake, or mistakes, plural.
But, since they don’t rely on this mod as their significant source of income – though they have set up a donation page since so many people asked** - they can make whatever they want of it, without fear; they don’t have to appeal to a wider audience, or even think about being appealing at all.

It’s tempting to think they never did, in the first place.

Verdict:
AVOID!

* To be fair, it’s more-or-less balanced on the forums; some love it, some hate it. Some think it easy, more (?) think it difficult and/or impossible. Some write rave reviews, slightly more write ‘what Portal: Prelude did wrong’/condemnation. I figure whatever I have to say has been said there already, so I’m posting here instead.

** Needless to say, I haven’t donated. Plus, who knows that they didn’t plan it after all, and would have put the page up even if virtually no one asked? That’s just my Internet skepticism and cynicism, though.

~ by lioleus on October 10, 2008.

9 Responses to “(Review) Portal: Prelude – Torture”

  1. Great review. Nice to know I’m not alone before I quit for good.

  2. You can’t have a “review” if you only got to the 2nd test chamber.

    Jump through the orange portal, pop out the blue, place one far behind the turrets, then hop back into the blue portal.

    They do give you hints after awhile as to how to complete the chambers, so its not like they are impossible.

  3. I think I can.
    I admitted I didn’t get any further, so anyone reading the review and thinking about it would realise I can only really say anything about the portions I reached, and where I say further, I try to mention where I got it from.
    I also admit I have no chance of finishing the game, so it’s either a review of what I managed to reach – again, clearly noted – or no review at all. ‘Thoughts’? ‘Miniview’? Either way, it boils down to a review, even if a limited one.

    That’s the first test chamber you’re talking about, not the second. I didn’t count the room you begin in, which lacks a sign.
    Now, the first test chamber, I couldn’t move fast enough to aim a portal without dying or falling back through the blue portal. Eventually I gave up on that obvious-yet-quite-impossible-for-me solution, jammed myself against the bulletproof glass wall behind the blue portal, and quicksaved.
    Then died another seven or so times. Not fun.

    Hints? Really? I didn’t get any through the twenty minutes I spent on a single portion of chamber 02.
    As I said, the problem is not anything that should need a hint – I knew where I needed to go – or presumed so, on the one I gave up at. Portal had much tougher puzzles but you didn’t have to have amazing skills to enact the solution once you realised it. They both require skill but they’re different kinds of skill.

  4. Yeah, I too got stuck in the second room (the first jump of which) for like one hour until I had to check the forums whether I was the only one… Which I wasn’t.

    Then I got the hint for the crouching (though the developer(s?) insisted it’s not necessary) and managed to get through it, played to level 9 and realized that “this isn’t fun” and quit.

    It’s kinda lame to complain about a game that’s free, but I have to say how disappointed I am with it. They took everything fun out of original Portal’s puzzles and left us with very repeative, annoying, insanely hard and overall weak puzzles that only makes me feel nauseous.

    While checking out reviews from google I stepped upon a couple of reviews that were like this (http://www.custompc.co.uk/blogs/adampiper/2008/10/11/portalprelude-review/):

    “I have to admit though; I did mostly “noclip” through some challenges to get to the end. I just wanted to know what was going to happen in the end!

    So the game play, while tricky is pretty good.”

    That just made me laugh.

  5. I never made it to even playing the game, and reading this, I’m okay with that. I’m a high-stress gamer and really bad at PC games to boot (I killed Gordon Freeman in H-L in the tutorial level, and twice before the cascade event even happened XD; it was god mode from that point on :D). I wasn’t going to play this one after hearing the voice work and the clunky dialogue, though. Your review just makes me feel better about my decision. :D

  6. I agree that the two scientists aren’t nowhere near as awesome as GLaDOS was. However, later on in the game, there’s so much cool stuff. Especially the fight with the Newly-Activated GLaDOS. She can throw things around and pick you up and stuff.

  7. First test chamber:
    1. Stay right near the orange portal.
    2. Move camera down, and make sure the exit is directly in front of you, not even slightly to the left and right.
    3. Jump, JUMP, JUMP… win.

    Yes, I’ve just ran through. I had no idea that you were supposed to disable the turrets until now.

  8. A little late, but I did finish the Prelude game. There are too many levels where you need to have mastery of the physics engine and luck (lots of that) in order to complete. and 02 is the worst of it all. 3 high platforms, low ceilings, and conventional “flinging” doesn’t work, I spent almost a week just thinking of strategies to finish it. Not to mention the fact that 02 was the most active forum level and the mods were like “Figure it out, its easy”

    My view of the game was just sadism on the developers part.

    • Orchestrated sadism, if they ever said that.
      Because apparently I’m too hopeful to think they’re complete and utter idiots and would prefer to think that, instead.

      Level-testing with people who aren’t seasoned experts of the physics system in use is a GOOOOD thing…

Leave a Reply