(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.


* 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.