Portal Cracked

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Kathrine Selvage

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Jul 24, 2024, 6:24:54 PM (18 hours ago) Jul 24
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Portal consists primarily of a series of puzzles that must be solved by teleporting the player's character and simple objects using "the Aperture Science Handheld Portal Device", also referred to as the "portal gun", a device that can create intra-spatial portals between two flat planes. The player-character, Chell, is challenged and taunted by an artificial intelligence named GLaDOS (Genetic Lifeform and Disk Operating System) to complete each puzzle in the Aperture Science Enrichment Center using the portal gun with the promise of receiving cake when all the puzzles are completed. The Source Engine's physics system allows kinetic energy to be retained through portals, requiring creative use of portals to maneuver through the test chambers. This gameplay element is based on a similar concept from the game Narbacular Drop; many of the team members from the DigiPen Institute of Technology who worked on Narbacular Drop were hired by Valve for the creation of Portal, making it a spiritual successor to the game.

Portal was acclaimed as one of the most original games of 2007, despite some criticism for its short duration. It received praise for its originality, unique gameplay and a dark story and sense of comedy. GLaDOS, voiced by Ellen McLain in the English-language version, received acclaim for her unique characterization, and the end credits song "Still Alive", written by Jonathan Coulton for the game, was praised for its original composition and humor. Portal is often cited as one of the greatest video games ever made. Excluding Steam download sales, over four million copies of the game have been sold since its release, spawning official merchandise from Valve including a model portal gun and plush Companion Cubes, as well as fan recreations of the cake.

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A standalone version with extra puzzles, Portal: Still Alive, was also published by Valve on the Xbox Live Arcade service in October 2008 exclusively for Xbox 360. A sequel, Portal 2, was released in 2011, which expanded on the storyline, added several gameplay mechanics, and included a cooperative multiplayer mode.

In Portal, the player controls the protagonist, Chell, from a first-person perspective as she is challenged to navigate through a series of test chambers using the Aperture Science Handheld Portal Device, or portal gun, under the supervision of the artificial intelligence GLaDOS. The portal gun can create two distinct portal ends, orange and blue. The portals create a visual and physical connection between two different locations in three-dimensional space. Neither end is specifically an entrance or exit; all objects that travel through one portal will exit through the other. An important aspect of the game's physics is momentum redirection and conservation.[4] As moving objects pass through portals, they come through the exit portal at the same direction that the exit portal is facing and with the same speed with which they passed through the entrance portal.[5] For example, a common maneuver is to place a portal some distance below the player on the floor, jump down through it, gaining speed in freefall, and emerge through the other portal on a wall, flying over a gap or another obstacle. This process of gaining speed and then redirecting that speed towards another area of a puzzle allows the player to launch objects or Chell over great distances both vertically and horizontally. This is referred to as 'flinging' by Valve.[4] As GLaDOS puts it, "In layman's terms: speedy thing goes in, speedy thing comes out." If portal ends are not on parallel planes, the character passing through is reoriented to be upright with respect to gravity after leaving a portal end.

Chell and all other objects in the game that can fit into the portal ends will pass through the portal. However, a portal shot cannot pass through an open portal; it will simply fizzle or create a new portal in an offset position. Creating a portal end instantly fizzles an existing portal end of the same color. Moving objects, glass, non-white surfaces, liquids, or areas that are too small will not be able to anchor portals. Chell is often provided with cubes that she can pick up and use to climb on or to place on large buttons that open doors or activate mechanisms. Particle fields, known as "Emancipation Grills", occasionally called "Fizzlers" in the developer commentary, exist at the end of all and within some test chambers; when passed through, they will deactivate (fizzle) any active portals and disintegrate any object carried through. These fields also block attempts to fire portals through them.[6]

Although Chell is equipped with mechanized heel springs to prevent damage from falling,[4] she can be killed by various other hazards in the test chambers, such as turrets, bouncing balls of energy, and toxic liquid. She can also be killed by objects hitting her at high speeds, and by a series of crushers that appear in certain levels. Unlike most action games at the time, there is no health indicator; Chell dies if she is dealt a certain amount of damage in a short period, but returns to full health fairly quickly. Some obstacles, such as the energy balls and crushing pistons, deal fatal damage with a single blow.

Many solutions exist for completing each puzzle.[7] Two additional modes are unlocked upon the completion of the game that challenge the player to work out alternative methods of solving each test chamber. Challenge chambers are unlocked near the halfway point and Advanced Chambers are unlocked when the game is completed.[8] In Challenge chambers, levels are revisited with the added goal of completing the test chamber either with as little time, with the fewest portals, or with the fewest footsteps possible. In Advanced chambers, certain levels are made more complex with the addition of more obstacles and hazards.[9][10]

A presentation seen during gameplay reveals that GLaDOS was also included in a proposed bid for de-icing fuel lines, incorporated as a fully functional disk-operation system that is arguably alive, unlike Black Mesa's proposal, which inhibits ice, nothing more.[15] Roughly thirteen years later, work on GLaDOS was completed and the untested AI was activated during the company's bring-your-daughter-to-work day in May 2000.[13] Immediately after activation, the facility was flooded with deadly neurotoxin by the AI. Events of the first Half-Life game occur shortly after that, presumably leaving the facility forgotten by the outside world due to apocalyptic happenings. Wolpaw, in describing the ending of Portal 2, affirmed that the Combine invasion, chronologically taking place after Half-Life and before Half-Life 2, had occurred before Portal 2's events.[16]

The areas of the Enrichment Center that Chell explores suggest that it is part of a massive research installation. At the time of events depicted in Portal, the facility seems to be long-deserted, although most of its equipment remains operational without human control.[17]

The game begins with Chell waking up from a stasis bed and hearing instructions from GLaDOS, an artificial intelligence, about upcoming tests. Chell enters into sequential distinct chambers that introduce her to varying challenges to solve using her portal gun, with GLaDOS as her only interaction.[4] GLaDOS promises cake as a reward for Chell if she completes all the test chambers.[18] As Chell nears completion, GLaDOS's motives and behavior turn more sinister, suggesting insincerity and callous disregard for the safety and well-being of test subjects. The test chambers become increasingly dangerous as Chell proceeds, including a live-fire course designed for military androids, as well as chambers flooded with a hazardous liquid. In one chamber, GLaDOS forces Chell to "euthanize" a Weighted Companion Cube in an incinerator, after Chell uses it for assistance.[17][19][20]

After Chell completes the final test chamber, GLaDOS manoeuvres Chell into an incinerator in an attempt to kill her. Chell escapes with the portal gun and makes her way through the maintenance areas within the Enrichment Center.[21] GLaDOS panics and insists that she was pretending to kill Chell as part of testing, while it becomes clear that GLaDOS had previously killed all the inhabitants of the center.[11][12] Chell travels further through the maintenance areas, discovering dilapidated backstage areas covered in graffiti that includes statements such as "the cake is a lie", and pastiches of quotes from famous poets such as Henry Wadsworth Longfellow and Emily Bront.[4]

Despite GLaDOS's attempts to dissuade her with lies and threats, Chell proceeds and eventually confronts GLaDOS in a large chamber where her hardware hangs overhead. A sphere soon falls from GLaDOS and Chell drops it in an incinerator. GLaDOS reveals that the sphere was the morality core of her conscience, one of multiple personality cores that Aperture Science employees installed after she flooded the center with neurotoxin gas; with the core removed, she can access its emitters again. A six-minute countdown starts as Chell dislodges and incinerates more of GLaDOS' personality cores, while GLaDOS mocks and attacks her. After Chell destroys the last personality core, a malfunction tears the room apart and transports everything to the surface. Chell lies outside the facility's gates amid the remains of GLaDOS, but is promptly dragged away by an unseen robotic entity.[b]

The final scene, viewed within the bowels of the facility, shows a candlelit Black Forest cake,[23] and a Weighted Companion Cube, surrounded by shelves containing dozens of inactive personality cores. The cores begin to light up, before a robotic arm descends and extinguishes the candle on the cake, casting the room into darkness.[24] Over the credits, GLaDOS delivers a concluding report through the song "Still Alive", declaring the experiment to be a success.[25]

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