Portal: Revolution

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Revision as of 02:17, 17 October 2025 by Wikiadmin (talk | contribs) (Created page with "This game is a lesson on how to make the players tired and how to make the players confused. On the bright side the graphics are good and the campaign is longer than Portal. Voice acting is good. The characters are good. Albeit Portal and Portal 2 are superior in every way. They made a lot of puzzles, but decided to rely on too much backtracking. You have to walk back and then repeat something. It's tiring and boring because you are dragged on to complete challenges tha...")
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This game is a lesson on how to make the players tired and how to make the players confused. On the bright side the graphics are good and the campaign is longer than Portal. Voice acting is good. The characters are good. Albeit Portal and Portal 2 are superior in every way.

They made a lot of puzzles, but decided to rely on too much backtracking. You have to walk back and then repeat something. It's tiring and boring because you are dragged on to complete challenges that force you to walk back and do the same procedure again and again. Many puzzles are counter-intuitive. I'm sure that Valve noticed that and avoided confusing the players as much as possible. For ex: to turn power off to solve something is completely counter-intuitive because it defies logic. The level design is confusing because they focused so much on graphics that they did the same mistake as Black Mesa. Too much emphasis on graphics draws the player's attention away from the objective or the path to follow.

The developers of this fan game really loved the machinery and the facility levels of Portal 2. However, they abused on too lengthy levels with no puzzles or challenges which are obvious. Such as an half open door that you cannot pass, yet you can use the portals to bypass it. Or use the portals just to get to the upper floor. The abuse of such cases made the portal gun lose all its charm.

Who had this idea to make the level dark, without lights, with the light source being an orb that sits on your face blocking the view?