The basis of the game is that you have a gun which, instead of firing ammunition, fires a portal. If you leap into the portal, you are transported, through some bizarre warping of space and time, possibly via a
chronosynclastic infundibulum to another point on the same level. In the early stages of the game, your gun fires the Innie with one shot, and the Outie with the next. However, as the game progresses, your ‘weapon’ is upgraded so that you can use separate buttons to fire each portal.
The aim of the game is to use your portal gun to navigate each level. Clearly, with a portal gun, navigating anything should be simple – but there are a few complications to turn what would otherwise be a cakewalk into a challenge.
Only certain parts of the levels walls or floors will ‘take’ a portal – metal sections will not. There are electromagnetic barriers around some levels that you can walk through but will not allow you to fire a portal through them. Glass shields cannot be walked through nor can you fire a portal through them nor open a portal in them. Additionally, there are automated robot sentries around many levels, and these detect your presence and fire at you - a few shots and you are dead.
One feature of portal transit is that you exit the Outie portal with the same velocity and in the same relative direction as you went in. So, if you ‘fall’ through a portal in a floor and come out of another portal in a floor, you will exit upward vertically at the speed you went in at. This technique is vital to the successful completion of the game.
The game itself takes place in a series of numbered levels. Initially, as you count through the levels, you assume you are nearing the completion of the game. But, as it turns out, these levels are merely the training you'll need to complete the ‘real’ game and get some birthday cake. If you do complete the game, you'll be treated to one of what this reviewer thinks is the greatest songs ever used in a video game,
Still Alive.
The final part of the Orange jigsaw is
Team Fortress 2, notionally the sequel to
Team Fortress - a
Quake total conversion that dates back to 1996. The guys behind
TF were employed by Valve to make a sequel using the
Half Life engine. Many
Team Fortress fans bought
Half Life in anticipation of the free release of a
Team Fortress 2 TC, but Valve and Team Fortress Software decided to make
TF2 a commercial release. To avoid disappointing the users, the original
Team Fortress was ported to the
HL engine, and released as
TF Classic. Work then began on
TF2, which may hold the video game record for longest time in production.
TF2 appears to have gone through several major revisions before its release as part of The Orange Box, and the final game seems to be markedly different from previously leaked and previewed versions. The game uses a flat-shaded, almost cartoon-like, graphical style with exaggerated character models that make it seem lighter in tone than the other
Half Life games. But the gameplay itself is traditional class-based team warfare.
It has often been said that consoles do not offer a competitive platform to the PC for first person games because the mouse/keyboard is a far better control mechanism than a joypad. The
Half Life games were originally written to use this control mechanism, since they were first released on PC. While Valve has done its best to make them playable via joypad, and in my opinion, done a great job, it's a shame they did not leave a keyboard/mouse option in the PS3 version, since the machine can accept either USB or Bluetooth input devices.
Score: 93%
[b]Conclusion
Five games for the price of one has got to be a bargain. Especially when at least two of those games are considered to be classics, and this is their first outing on PS3. The other three are not to be sneered at either. PS3 owners have had to wait for games of this quality. Now it's here, you'd be a fool not to snap it up.[/b]