AntiAntagonist said:
I find it interesting that you find that neither the portal gun or the gravity gun are effective new game mechanics
They are effective mechanics. I repeat, their implementation was the facet of mediocrity.
AntiAntagonist said:
I have watched others play the Portal puzzles before and found that many times that they would find other solutions to problems that I hadn't thought of or vice-versa.
Unless these solutions were vastly different, it is irrelevant. If they were, it doesn't obfuscate the simple intended paths of the game. Once you know those, other tactics are superfluous.
AntiAntagonist said:
I noticed this also, though I did not come to all those conclusions, because I wasn't sure if Portal existed in the same canon as Half-Life or if Black Mesa was a fan-service joke. However, these subtleties do not keep the plot from being shallow, illusory, or incomplete.
AntiAntagonist said:
the objectives of the game: to serve as a playing field for a new mechanic before having to worry about putting it into the main storyline or multiplayer.
That sounds like a technical demo, or a beta. Portal was released as a full game with monetary value. It is judged accordingly.
Joeshie said:
Last time I checked, the last part of the game is played with nothing but the gravity gun.
The_root_of_all_evil said:
I'd also say the Gravity Gun is very useful for the sand level, righting the car, getting rid of the electro mines, grabbing ammo. The Physics Engine allows the car, crane etc. to work properly.
The Gravity Gun at the end of the game could have been easily replaced by an Energy-Sphere launcher. That is its primary use.
Pertaining to segments which require the Gravity Gun, this necessity is not transcendent, it is expected. The developers created a tool, naturally they would shape the game for its use. The failing is that such instances are infrequent, insipid, and could be slightly altered to not even require the gun. Some don't. A significant tool would go far beyond the obligatory uses, the Gravity Gun only does so by means described in previous posts. Hence, worth a mention, not essential.
My logic is simplistic. If Half-Life 2 did not have the Gravity Gun, it would be different, to compensate, but not worse overall.
The_root_of_all_evil said:
The basic story is a struggle for identity, which is why so little of it is imparted to you; and why he doesn't talk, he's a figurehead rather than a person. Everyone else talks...that's the point.
It'd be like saying "I didn't like Psychonauts because of all the oblique references to meat."
I completely disagree with your interpretation of the plot, and find the outline you describe to still be mediocre storytelling. I also doubt I can persuade you, so it is an irreconcilable and inconclusive difference of opinion, I believe.
Also, having never played Psychonauts, I don't understand that comparison.
Edit: Stafe Mcgee, you posted during my own writing.
Strafe Mcgee said:
Surely the innovations it makes combined with the top quality black humour and stunning finale mean it deserves more than that?
That begs the question. Is it innovation, or unfulfilled potential? Is the humor top quality, or worth no more than an occasional chuckle? Was the finale stunning, or standard? The quality of the game cannot be asserted by factors which rely on its quality. I believe the later on all three of my questions. Are bad puzzles, accompanied only by quirky monologues and shallow linearity worth more than a 6/10. I think not. Remember, a primary problem was the sheer difficulty (or lack thereof) of the puzzles. This is why I included the end note. I apologize for the preluding fallacy lecture, and am glad you fancied the game despite its mediocrity. Thank you for the level-headed input.
(Contrary to apparent belief, I did enjoy the entire Orange Box)