Portal - contact@rockpapershotgun.com (Dan Griliopoulos)

Interrupted while coiling his precious cables, the sound guy glowers at me. “Scarface? What?” Now, the way you can tell games journalists aren’t like other journalists is our shame. We’re shy, we lack the killer instinct, mostly, that enables tabloid hacks to doorstep grieving families and hack murdered children’s phones. I’m a case in point – 6′ 1″, 13 stone – and I’m being intimidated by a diminutive roadie. “His assistant is called Scarface,” I repeat. The roadie shrugs. As he shuffles away, he’s obviously assigned me to the same aberrant category as everyone else still hanging around at the Jonathan Coulton gig – No 1 Fans, all of them.

After the gig, from the gallery of Union Chapel, I look down on the accretion disc of fandom. They’re loitering but not mingling, in the hope of catching another sight of their hero. With its non-conformist heritage, this old Gothic church is a strangely perfect venue for Jonathan Coulton, whose music is packed full of liberality, anti-authoritarianism, irony and inclusiveness – and for his reverential fans. While he’s best known in gaming circles for endlessly singable Portal ditty Still Alive, Coulton is the high priest of geek music. This former programmer’s songs about geek culture are so well known he was made ‘Contributing Troubador’ at Popular Science magazine. (more…)

Portal - contact@rockpapershotgun.com (Adam Smith)

I'm not going to lie to you, I have NO idea what is happening here

The Sourceruns team have completed a 8:31.93 run of Portal, which is absolutely ridiculous, brilliantly devious and laudably investigative. The latter descriptor is appropriate because of the level of understanding required to complete the run. These glitch-hunters have an in depth knowledge of each chamber, of the Source engine and of the strange ways in which portals work. You can watch the run below, and read about the techniques used and the analysis of each chamber in an extensive document. Oddly, the closest I think I’ve ever come to exploring a game in this way was when I played deathmatch Doom for an entire year without stopping. I knew every layout and every trick, and I was still> rubbish.

(more…)

Portal - contact@rockpapershotgun.com (Alec Meer)

Next month, the Adventure Core goes to Peru

Does P-Body sound at all like ‘oddity’? I don’t think it does, does it? That’s why I’m torturously explaining my lame gag here. That’s why they pay me the almost adequate bucks. Not to mention that the gag, if it can indeed be called a gag, is entirely redundant as this story doesn’t involve Portal 2′s co-op robo-chum P-Body in the slightest. Rather, it’s solely to do with the Space Core, who’s found himself – or at least his image – on a trip to the International Space Station courtesy of an anonymous fan at NASA. (more…)

Portal - contact@rockpapershotgun.com (Nathan Grayson)

Welcome to RPS’ first (and probably only) edition of Box News, an attempt at providing fair and balanced coverage of that most marginalized of objects in this digital age – the box – on the first day to conveniently feature more than one box-based news item in 437 years. On today’s show, we’ll be bringing you up-to-the-minute analysis of the developing Portal Lego set situation and having Limbo’s lavish new Special Edition box set live in the studio. So then, let’s dive right in.

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Portal - contact@rockpapershotgun.com (Nathan Grayson)

The first time I ever played Portal was damn near magical. Each room I walked into held promise of some diabolical new assault on both my brain and the laws of physics, but I made them look like child’s play. At the time, I was certain it proved I was a genius with an IQ so huge that even my bulging genius brain couldn’t count that high. Of course, I soon came to find out that everyone> experienced Portal that way. So I wasn’t a genius. But the puzzle designers at Valve were.

To this day, Portal stands as the most masterful example of invisibly intuitive teaching I’ve ever discovered. It slowly builds upon itself – sneaking new techniques into your repertoire until you’re snoozing through puzzles that would’ve short-circuited your synapses maybe 20 minutes earlier. Is it a fit for classrooms, though? My first inclination would be to think not. I mean, it’s not exactly a hyper-accurate physics simulation – even with science jokes making up the bulk of both Portal 1 and 2′s brilliantly witty dialogue. That, however, is precisely the point, according to Valve director of education Leslie Redd and designer Yasser Malaika. It’s how> Valve games teach – not what they’re teaching – that could help save a rusty, way-behind-the-times education system.

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Portal - contact@rockpapershotgun.com (Nathan Grayson)

A modern American school child learning modern American school things.

Year after year, many schools struggle to teach kids basic math and reading skills. Portal, on the other hand, taught my childlike, directionally-crippled brain a slew of hyper-complex spatial reasoning abilities. In about 30 minutes. So I guess maybe> it could be a good fit for the classroom. And hey, what do you know (aside from a Portal-imbued slew of hyper-complex spatial reasoning abilities)? Valve seems to think so too. The resulting program’s been dubbed Teach With Portals, and it’s just the beginning of Valve’s new Steam For Schools initiative.

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Portal - contact@rockpapershotgun.com (John Walker)

There's a great attention to detail here.

Portal has been a surprisingly prolific source of inspiration for many high quality products, so a short fifteen minute film based on its universe isn’t that big of a deal any more. However, what I love about Synthetic Pictures‘ Aperture: Lab Ratt (as spotted by The Sixth Axis) is how, in making a film based on Valve’s Lab Rat comic, how successfully they portray the evil of GLaDOS.

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Portal - contact@rockpapershotgun.com (Craig Pearson)

The award for the funkiest Gravity Gun goes to...The movie Cube, the TV show Lost and, Portal are all broken down and reassembled in CUBE, a Half-Life 2: Episode Two mod about self-assembling test chambers. Unsurprisingly, I spent a lot of time stuck, but in a good way. CUBE’s an odd one: accomplished and beautifully designed in most respects, but always on the cusp of crashing. Engine errors are as ubiquitous as new puzzles. I’m still working my way through it: there’s hours of content and multiple endings to complete, but it’s worth picking up and persevering if you miss Valve’s elaborately designed roomy puzzles. (more…)

Portal - contact@rockpapershotgun.com (John Walker)

Imagine a Portal 2 with no GLaDOS, Chell, nor portals. Set in the 1980s. With competitive multiplayer and quantum co-op. And multiple endings. At various points, those were all things that could have hapened, as revealed by Valve last night in San Francisco.>

(more…)

16 févr. 2012
Portal - contact@rockpapershotgun.com (Craig Pearson)

My mind, it is blown. We’ll just have to come to terms with rule #89: if it exists, it’s in Minecraft. As proof RPS (RedstonePistonSpawner) readers, here’s a look at the newly updated Portal gun mod that, when combined with the Portal 2 gels mod, manages to drop some Aperture Science all over Blockland, or Blockworld. What the hell is the name of the world that Minecraft creates, anyway? I’m calling it Cubea (pronounced like Cuba) from now on. Amazing video and instructions herein. (more…)

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