Portal™ is a new single player game from Valve. Set in the mysterious Aperture Science Laboratories, Portal has been called one of the most innovative new games on the horizon and will offer gamers hours of unique gameplay.
User reviews: Overwhelmingly Positive (19,736 reviews) - 98% of the 19,736 user reviews for this game are positive.
Release Date: Oct 10, 2007

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Packages that include this game

Buy The Orange Box

Includes 5 items: Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Portal, Team Fortress 2

Buy Portal Bundle

Includes 2 items: Portal, Portal 2

Buy Valve Complete Pack

Includes 24 items: Counter-Strike: Global Offensive, Portal 2, Left 4 Dead 2, Left 4 Dead, Portal, Team Fortress 2, Team Fortress Classic, Counter-Strike: Source, Counter-Strike, Counter-Strike: Condition Zero, Day of Defeat, Day of Defeat: Source, Half-Life 2, Half-Life 2: Deathmatch, Half-Life 2: Lost Coast, Half-Life 2: Episode One, Half-Life 2: Episode Two, Half-Life, Half-Life: Blue Shift, Half-Life: Opposing Force, Half-Life Deathmatch: Source, Half-Life: Source, Ricochet, Deathmatch Classic

Downloadable Content For This Game


Recommended By Curators

"A first-person physics puzzler developed by Valve. Use a Portal Gun to navigate a series of tests as a human lab rat, guided by the friendly A.I. GLaDOS"

About This Game

Portal™ is a new single player game from Valve. Set in the mysterious Aperture Science Laboratories, Portal has been called one of the most innovative new games on the horizon and will offer gamers hours of unique gameplay.

The game is designed to change the way players approach, manipulate, and surmise the possibilities in a given environment; similar to how Half-Life® 2's Gravity Gun innovated new ways to leverage an object in any given situation.

Players must solve physical puzzles and challenges by opening portals to maneuvering objects, and themselves, through space.

System Requirements

Mac OS X

    Minimum: 1.7 GHz Processor, 512MB RAM, DirectX® 8.1 level Graphics Card (Requires support for SSE), Windows® 7 (32/64-bit)/Vista/XP, Mouse, Keyboard, Internet Connection

    Recommended: Pentium 4 processor (3.0GHz, or better), 1GB RAM, DirectX® 9 level Graphics Card, Windows® 7 (32/64-bit)/Vista/XP, Mouse, Keyboard, Internet Connection

    Minimum: OS X version Leopard 10.5.8, Snow Leopard 10.6.3, 1GB RAM, NVIDIA GeForce 8 or higher, ATI X1600 or higher, or Intel HD 3000 or higher Mouse, Keyboard, Internet Connection
Helpful customer reviews
48 of 51 people (94%) found this review helpful
3.5 hrs on record
Posted: June 22
Life was meaningless.

I had no purpose other than to continue my work, the only thing I had ever known. Work had been fun at first, and my boss had seemed nice and rather witty. However after some time, my boss began acting strange. It started with the lying. Then, my boss began to intentionally make my work dangerous. I survived, but only through quick thinking and a bit of luck.

Eventually the everyday grind of navigating my way through a neverending maze lost any appeal. My boss promised me cake when the job was completely done, but it wasn't worth it. I wished for something, anything, even death, that would rid me from this meaningless existence. I was tempted several times to walk infront of a turret or fall into the radioactive slime, but the pain these methods would bring seemed greater than the pain of a meaningless life, so I carried on.

Then one day, my boss had a surprise for me. He had brought me a Companion to assist me in my work. Or more specifically, an Aperature Science Weighted Companion Cube. At first, the Companion Cube assisted me with basic tasks which I nonetheless couldn't have done without it. We rounded a corner and came face to face with a ball of radioactive energy coming straight towards us.

I thought we were doomed, but then the Companion Cube jumped in front of me of its own accord and shielded me from certain death. My mouth dropped, as I imagined the pain the Cube must have been experiencing. My boss said something about "symptoms of enrichment center testing" and "perceiving inanimate objects as alive" but I paid no attention. I knew this was love. I knew this was real.

We continued on together for a while. The Cube was essential in completeing the task my boss had set for me. I tried talking to it, but I received no response. My boss then oddly informed me that the Companion Cube would never threaten to stab me (as if it would ever)...but more importantly he informed me that my Cube was mute. I felt a pang of sadness - not the selfish sadness one feels when they lose something, but the true sadness that is felt when empathizing with another being.

This revelation did not hamper my love for my Cube, my Companion, who had brought happiness and joy into my life, and who had selflessly endured pain to save me from death. After opening the final door which would lead to the elevator I had grown quite familiar with, our boss seemed to congratulate us on our new found compaionship. But then the bos said something which would change my life forever.

"However, [the Companion Cube] cannot accompany you for the rest of the test and, unfortunately, must be euthanized. Please escort your Companion Cube to the Aperture Science Emergency Intelligence Incinerator."

I gasped in horror, looking across the room and seeing what I now realized must be the Incinerator. I fell to my knees, tears already streaming down my cheeks. I looked at my faithful Companion and proceeded to envelop it in my arms, determined to never let it go.

My boss continued on as if nothing was wrong. "While it has been a faithful companion, your Companion Cube cannot accompany you through the rest of the test. If it could talk - and the Enrichment Center takes this opportunity to remind you that it cannot - it would tell you to go on without it because it would rather die in a fire than become a burden to you."

"You could never be a burden to me!" I cried, and hugged my Companion Cube to my chest. But then I remembered. Although my boss had lied to be at one time, boss had since promised that he could no longer lie to me. I had to finish the testing, or else I would never get the Cake. And if the Cube couldn't come with me...didn't want to come with me...

I hugged it one last time then picked myself up off the floor. I walked slowly, hesitantly, toward the button that would open the incinerator. It took more willpower than I've ever needed to press it. Then I picked up my Companion and held it over the flames. Tears clouded my vision and my hands began to sweat uncontrollably, and not just from the heat. I held it there for what seemed like hours, just crying and admiring its beauty. But then I remember the Cake. And the Cube slipped from my hands.

"You euthanized your faithful Companion Cube more quickly than any test subject on record," said my boss. "Congratulations."

11/10 would euthanize my Companion at the behest of my boss and all for a piece of cake again.
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47 of 55 people (85%) found this review helpful
1 person found this review funny
4.0 hrs on record
Posted: May 14
First game to give me motion sickness , 10/10 would solve puzzles again
Was this review helpful? Yes No Funny
28 of 31 people (90%) found this review helpful
1 person found this review funny
2.6 hrs on record
Posted: June 25
10/10 would destroy vital testing apparatus again
Was this review helpful? Yes No Funny
16 of 17 people (94%) found this review helpful
1 person found this review funny
37.9 hrs on record
Posted: April 15
Released as part of Valve Corporation's 'Orange Box' bundle of new and old games, Portal is a first-person puzzle game set in the sterile test chambers of Aperture Laboratories. As the silent protagonist Chell, you are given no expository cutscenes or dialogue prior to the commencement of gameplay—you are simply told to complete the tests, and you have no choice but to do so.

The lack of exposition in Portal is the first of many things the title does right. You start the game with no knowledge of what's going on besides the seemingly pre-recorded monologue of GLaDOS, the hilariously sarcastic and antagonistic AI controlling the entire facility. Throughout Portal's story, there are increasingly intriguing hints to what's occurred within Aperture, but it's never stated outright at any point in the game. The primary narrative of Portal is very simple when put to paper, but the secondary, hidden layer of story beneath is what makes the game interesting. You don't even have to read into all the hints and figure out the whole story to appreciate this. Portal's light tone contrasts with the dark, violent story being told off-screen, and it brings the game's atmosphere above the average and propels it into a subtly executed masterpiece.

Portal doesn't allow itself to be carried by it's superior atmosphere and non-traditional storytelling. The Source engine seems to have been designed to bring us Aperture Laboratories, and every level and section is put together in a cohesive way that makes sense. This goes beyond the test chambers into the maintenance and offices of Aperture, where it feels more like a game level constructed around an existing facility rather than the other way around. Several notable sections in the second half of the game take you through the offices of Aperture employees, which have windows overlooking the test chambers you completed several levels back, in which you saw the blurred-out windows on the walls. This sense that you're in an actual underground laboratory really makes you want to explore, an urge which very few games can give you without providing open worlds filled with missions.

On the gameplay front, Portal takes a unique idea in the form of it's portal gun and provides puzzles that give you exactly the thought process that any good puzzle should. Initially coming into a large, complicated test chamber, you'll feel overwhelmed by the complexity, but as you chip away at the conundrum, you'll gradually work your way towards a solution. Portal doesn't reward you hugely for solving difficult puzzles, it simply gives you some lines from GLaDOS and an elevator to the next test. The reward is in the feeling of elation that only a tough puzzle can give.

When it comes to puzzle games, Portal is beyond question the most creative experience I've had to date. Not only that, but it also provides concise, elegant level design and a multi-layered darkly humorous story that just adds to what makes Portal great.
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15 of 18 people (83%) found this review helpful
1 person found this review funny
10.3 hrs on record
Posted: April 14
A game where you are a lab rat for a crazy AI who makes you do experiments in exchange for a vague promise of cake.

Play it. Because cake is yummy!
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