Portal reloaded review3/20/2023 ![]() ![]() On land it feels like a clunky third person shooter. Movement there is smooth, and you feel like you’re in water when you’re in it. In fact, I’d say that the game’s strongest point are the water sections. Visually the game does some interesting things when you’re in the water. The installation screen had some decent music along with the menu but I can’t remember a single moment from the game. The sounds are pretty basic and do what they need to get things done, but nothing here screams out at you to get you to really think about what’s going on. I couldn’t ever connect to anyone on the multiplayer end of things, so its inclusion in the game is in name only at this point.Īudibly there’s not much going on. You take out people and underwater drones to get through to your objectives, flooding areas or dropping the water to get to others. You have a suit that can help propel you through the water with short boosts from rockets on your legs to get you around obstacles or behind sunken objects for cover. You get sent on missions that involve you alternating between ground and water based objectives, shooting on both, but also some puzzle solving. They’re there to basically be an information dump to get you to care about what you’re doing in the game, more or less, and try to help make sense of what’s going on, and since I don’t really have a clue, I’d say that ship has sailed. The game itself isn’t very good at delivering on a story in the cutscenes, which seem disjointed and not all that well put together. The premise is that you’re an operative for an agency that’s out to stop, presumably, bad guys from doing, well, things. Let’s take a look at Deep Black: Reloaded, shall we? Then there’s the issue of game-breaking DRM that seems to plague just a few of my titles on the PC, which can be infuriating in and of itself, but I’ve never actually played one where the DRM made it so the game wouldn’t even launch past the menu, until now. This will cause the future cube to vanish because of the change in its past, meaning the big button is no longer weighed down, and the platform the player is on will rise up to the finish gate.Some titles, when they come out, just need a little fine tuning to make them perfect, some need a little more than that, and others just seem to need a complete overhaul or to start over from scratch. Once on the second platform, relocate the present cube by shooting a portal underneath it. Without the light bridge, the cube will fall onto the big button below, moving the second platform in range for the player to jump on. Remove the portal keeping the future cube in place, and the platform will rise because the laser is no longer blocked. Make sure that the cube is placed directly above the large ground button, then step on the first platform. Bring the future cube through the portal and place it in front of the laser, blocking its path. There’s an obvious portal located on the wall above the button area, surrounded by non-portal surfaces. Next, use portals to bring the light bridge to the laser at the top of the room. Place the newly acquired cube on the ground where there’s a portal surface, then go to the future and bring its future self back to the present. Thanks to time travel, this is possible, as there is a light bridge present in the present and the future. This means that two light bridges are needed, one for the player to walk on to reach the button, and one to save the cube. There’s a spot on the ceiling in front of the cube’s trajectory where a portal can be placed, and sending a light bridge there will create a barrier that saves the cube from being fried. Pressing it will cause a testing cube to fall from the roof, but it will fall onto an aerial faith plate that launches it right into an emancipation grill, vaporizing it instantly. It’s unreachable unless a light bridge is there to serve as a platform. ![]() On the right of the chamber, there’s a button across the water. The goal of this chamber is to lower both platforms so the player can use them to elevate themselves to the exit. One is lowered by placing weight on the large ground button, while the other is kept up by a reticle that's powered by a laser near the ceiling. Upon first entering the chamber, the test subject will notice two platforms that lead to the exit. ![]()
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