Was nobody planning to tell me that the puzzle genre is gas? I pushed away the idea of playing many puzzle games over the years because I doubted that they would be very entertaining, almost all of my experience going back to older mobile apps and browser games like 'Fireboy and Watergirl', but so far both of the puzzle-focussed titles I've logged have been great.
I played this during a bit of a "fun game drought", where my rotation isn't bad but I'm rarely ever excited to boot them up and play them. It is a bit of a shame then that Portal's brilliant campaign didn't even last me that one evening, coming in at not much over 2 hours when I had assumed it'd be roughly double that, but it's very hard to be disappointed with the length of something that I enjoyed almost every minute of.
I can rather confidently say that the puzzles of Portal are by far the best designed in any game that I've played, whether it be my limited experience with the puzzle focussed titles I've touched or one that simply includes them. It strikes an extremely satisfying balance between being challenging and manageable, where despite taking some time to solve certain puzzles I never felt frustrated or even lost, in fact I was actively enjoying and invested in merely thinking about the solution.
I could mention a few other things I liked about the puzzle design, like the very smooth and digestible way that the game is taught to you or the amount of milage that it seems to get out of its often simple mechanics, but the one that stuck out the most was how lenient it felt for a puzzle game while playing the campaign. The larger array of possibilities present with the portal gun and general physics engine provides a degree of freedom, meaning that there isn't always 1 set answer to the task at hand, which feels so much nicer than playing a game thats much more linear and restrictive, even if that isn't inherently bad design.
Don't get me wrong, it's not like you always have a handful of options available, but when you come up with a chopped solution to the problem and it still works it feels incredible. The example I remember the most was when my brain turned off and I forgot that I can just redirect some bouncing energy balls, so I used portals to fall past them instead. Was it classy or easy to pull off? No. Did I die a bunch while trying to get the positioning and timing right? Yes, but in the end when I got past that hurdle and realised how it was meant to go, I could only appreciate that the game seemed to have no interest in punishing me for doing it the "wrong way".
I praised Half-Life for its aesthetic, and while Portal didn't quite hit the same I still highly appreciate some of its visual qualities. Most of the Aperture Science lab is minimalistic in its detail and colour, likely intended to look sleek and tidy if it weren't for the walls being dirtied up, and even rooms that are flooded with disgusting waste. This provides a pretty cool contrast for whenever you find a hidden room or break off into the larger facility where everything is messier and rustier, and you can hear the hums, thumps and hisses of the machinery littering the building, while still feeling natural considering all the hints beforehand that this place isn't as glamorously futuristic as you might initially guess.
The maps of Portal also make it quite clear that the place is abandoned, at least when it comes to people, leaving you with just 1 constant presence in GLaDOS who is quickly becoming one of my favourite characters from a videogame. Without her, the game would still be good but it definitely wouldn't have the same impact. She's incredibly charming and entertaining, combining a robotic lifelessness with a surprising degree of emotion and personality to create a very memorable vocal performance. It's always fun to catch her out on her lies.
When it finally becomes obvious that she means to kill you, she'll flip back and forth between pretending that you're friends or that she means well in some way and then outright threatening and insulting you with full honesty. She's hilarious about it too, and honestly this applies to most of her dialogue, not just the insults. Lines such as "Do you think I'm trying to trick you with reverse psychology? I mean... seriously now..." and "Here i'll put you on, 'hellooooo', that's you! that's how dumb you sound!" are just great. If there's one thing I'm most excited for in Portal 2 it's to see more of GLaDOS.
The charm doesn't stop with her though, because she's not the only entity in the game. Some of the levels feature the inclusion of sentry turrets which come with some of the cutest dialogue I have ever heard, genuinely making me feel bad for knocking them over. The Companion Cube is also a pretty fun addition, and I like how GLaDOS' sick insistence on burning it ends up being a tutorial for the exact mechanic you'll use to take her down at the end. The radio music bangs too.
Overall I'd say that Portal's story mode is flawless, or at least close to it, but you might have noticed that I have clarified that I'm specifically referring to the campaign at certain points throughout this review. Portal does have bonus content, and I have played and completed all of the advanced chambers, but I would not extend much of my love for this game to these extra levels and I'd say that they left Portal on a bit more of a sour note. The fact that GLaDOS is missing is obviously notable, but I just didn't find them nearly as enjoyable to play through.
It's not that they're bad necessarily, they're meant to provide an optional challenge and do succeed at that, but the issue I had is that advanced chambers often feel less like the difficulty is coming from figuring out a solution and more from trying to execute it, which leads to some tedious and unfun moments. I would've much preferred if these were their own original creations with the same love and care from the campaign put into them, as I have a feeling that it was an unfortunate symptom of trying to alter and add to puzzles that were very tightly designed. Still satisfying to complete more often than not, and I'm not going to let it drag the score down, but it's definitely something that I think could have been done better.