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{{Short description|2007 video game}}
{{otheruse|this=the 2007 computer game |use1=the 1986 computer game |page1=Portal (interactive novel)}}
{{about|the 2007 video game|the 1986 video game|Portal (1986 video game){{!}}''Portal'' (1986 video game)|the video game series|Portal (series){{!}}''Portal'' (series)}}
{{Infobox CVG| title = Portal
{{Featured article}}
| image = [[Image:Portal_Logo.jpg|256px|]]
{{Use American English|date = July 2019}}
| caption = ''Portal'' is bundled as part of [[The Orange Box]].
{{Use mdy dates|date=March 2016}}
| developer = [[Valve Corporation]]
{{Infobox video game
| publisher = [[Valve Corporation]] (Steam)
| title = Portal
| distributor = [[Electronic Arts]]
| image = Portal standalonebox.jpg
| engine = [[Source engine]]
| alt = A white stick figure (in the style of a crosswalk signal) is in a falling pose. The figure is falling towards a horizontal portal with an arrow pointing down into it. The word "Portal", with the "o" replaced with a stylized blue portal, is displayed underneath this.
| released = '''PC ([[Retail]])'''<br />
| developer = [[Valve Corporation|Valve]]{{efn|[[Nvidia Lightspeed Studios]] developed the Nvidia Shield, Nintendo Switch versions and the RTX mod version for Windows.|lead=yes}}
{{flagicon|Russia}} [[October 10]] [[2007]]<br />
| publisher = Valve
{{flagicon|USA}} [[October 10]] [[2007]]<ref>{{cite web |url = http://www.shacknews.com/onearticle.x/47435 |title = Valve confirms Episode Two, Team Fortress 2 launch date |accessdate = 2007-06-15 |author = Remo, Chris |date = [[2007-06-15]] |publisher = [[Shacknews]] }}</ref> <br />
| designer = [[Kim Swift]]
{{flagicon|Europe}} [[October 18]] [[2007]]<br />
| writer = {{Unbulleted list|[[Erik Wolpaw]]|[[Chet Faliszek]]}}
{{flagicon|Australia}} [[October 18]] [[2007]]<br />
| composer = {{Unbulleted list|[[Kelly Bailey (composer)|Kelly Bailey]]|[[Mike Morasky]]}}
'''PC ([[Steam (content delivery)|Steam]])''':<br />
| engine = [[Source (game engine)|Source]]
{{flagicon|World}} [[October 10]] [[2007]]<br />
| series = ''[[Portal (video game series)|Portal]]''
'''[[Xbox 360]]''':<br />
| released = {{Collapsible list
{{flagicon|World}} [[October 10]] [[2007]]<br/>
| title = {{nobold|October 10, 2007}}
'''[[PlayStation 3|PS3]]''':<br/>
| '''Windows''', '''Xbox 360'''
[[November]] [[2007]]
| {{vgrelease|NA|October 10, 2007|EU|October 18, 2007|AUS|October 25, 2007}}
| genre = [[Puzzle game|Puzzle]], [[First-person shooter]]
| '''PlayStation 3'''
| modes = [[Single-player]]
| {{Video game release|AUS|November 22, 2007|EU|November 23, 2007|NA|December 11, 2007}}
| ratings = [[Entertainment Software Rating Board|ESRB]]: Teen (T), Mild Violence and Blood; [[PEGI]]: 16+; [[BBFC]]: 15
| '''Mac OS X'''<ref name="Steam App 400" />
| platforms = [[Microsoft Windows|Windows]], [[Xbox 360]], [[PlayStation 3]]
| {{vgrelease|WW|May 12, 2010}}
| media = [[DVD|DVD-ROM]] and [[Steam (content delivery)|Steam]]
| '''Linux'''<ref name="Steam App 400" />
| requirements = '''Minimum''':<br />1.7&nbsp;GHz [[CPU|processor]], 512&nbsp;MB [[RAM]], [[DirectX]] 8 compatible [[video card]], [[Windows 2000]]/[[Windows XP|XP]]/[[Windows Vista|Vista]]<br />
| {{vgrelease|WW|May 2, 2013}}
'''Recommended''':<br />[[Pentium 4]] processor (3.0&nbsp;GHz or better), 1&nbsp;GB RAM, DirectX 9 compatible video card, Windows 2000/XP/Vista<ref name="steam">{{cite web |url = http://steampowered.com/v/index.php?area=game&AppId=400 |title = Steam - Portal |accessdate = 2007-10-10 |publisher = [[Steam (content delivery)|Steam]] }}</ref>
| '''Android'''<ref>{{cite web |url=http://www.tegrazone.com/news/portalhl2news |title=The Greatest PC Games of All-Time – Half-Life 2 and Portal – Now Available on SHIELD |first=Jason |last=Paul |publisher=TegraZone |work=[[NVIDIA Corporation]] |date=May 12, 2014 |access-date=October 11, 2014 |archive-url=https://web.archive.org/web/20141016235731/http://www.tegrazone.com/news/portalhl2news |archive-date=October 16, 2014 |url-status=dead}}</ref><ref name="googleapps">{{cite web |url=https://play.google.com/store/apps/details?id=com.nvidia.valvesoftware.portal |title=Portal |date=May 12, 2014 |work=[[Google Apps]] |access-date=May 13, 2014 |archive-date=May 13, 2014 |archive-url=https://web.archive.org/web/20140513203205/https://play.google.com/store/apps/details?id=com.nvidia.valvesoftware.portal |url-status=live}}</ref>
| {{Video game release|WW|May 12, 2014}}
| '''Nintendo Switch'''
| {{Video game release|WW|June 28, 2022}}
}}
| platforms = {{Unbulleted list|[[Windows]]|[[PlayStation 3]]|[[Xbox 360]]|[[Mac OS X]]|[[Linux]]|[[Android (operating system)|Android]]|[[Nintendo Switch]]}}
| genre = [[Puzzle video game|Puzzle]], [[platformer]]
| modes = [[Single-player video game|Single-player]]
}}
}}


'''''Portal''''' is a [[single-player]] [[first-person shooter|first-person]] [[action game|action]]/[[video puzzle game|puzzle]] [[video game]] developed by [[Valve Corporation|Valve]]. The game consists of a series of puzzles which must be solved by teleporting the player's character and other simple objects using a single handheld device, with the goal of getting to an objective point. The game was released in in a bundle package known as ''[[The Orange Box]]'' for for [[Personal computer|PC]] and [[Xbox 360]] on [[October 10]] [[2007]], and will be released for the [[PlayStation 3]] sometime in [[November]]. The [[Microsoft Windows|Windows]] version of the game is also available for download separately through [[Steam (content delivery)|Steam]].<ref name="steam" />
'''''Portal''''' is a 2007 [[Puzzle video game|puzzle]] [[platformer]] [[video game]] developed and published by [[Valve Corporation|Valve]]. It was released in a [[Video game compilation|bundle]], ''[[The Orange Box]],'' for [[Windows]], [[Xbox 360]] and [[PlayStation 3]], and has been since ported to other systems, including [[Mac OS X]], [[Linux]], [[Android (operating system)|Android]] (via [[Nvidia Shield]]), and [[Nintendo Switch]].

''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 (Portal)|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 (game engine)|Source Engine]]'s [[Game physics|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 [[Black comedy|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 [[Weighted Companion Cube|Companion Cubes]], as well as fan recreations of [[Black Forest cake|the cake]].

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. A port for the [[Nintendo Switch]] was released as part of the ''Portal: Companion Collection'' in June 2022.

{{clear}}


==Gameplay==
==Gameplay==
{{multiple image
[[Image:Portalgame.jpg|thumb|left|250px|A typical ''Portal'' level with both the player's blue and orange portals opened.]]In ''Portal'', players control Chell, a test participant in the Aperture Science Enrichment Center. Gameplay revolves around the "Aperture Science Handheld Portal Device" (also known as the "portal gun"), a handheld device that can create a portal between flat planes, allowing instant travel and a visual and physical connection between any two different locations in [[Three-dimensional space|3D space]]. Portal ends are restricted to planar surfaces, but if the portal ends are on different planes, bizarre twists in geometry and gravity can occur, such as the player walking into the portal through a wall and "falling" up out of the floor several feet behind where she started. Only two portal ends may be open at a time, one orange and one blue in color. If a new portal end is created, it replaces the previous portal of the same color. Either color may be used as an entrance or exit portal.
| align = right
| direction = horizontal
| width = 150
| image1 = Portal physics-2.svg
| caption1 = A representation of how the ([[Magnitude (mathematics)|magnitude]] of) [[linear momentum]] is conserved through portals. By jumping into the blue portal, the character is launched out of the orange portal and onto the platform on the right.
| image2 = Portal physics-3.svg
| caption2 = A more advanced portal technique. The character builds up speed using two blue portals, to reach an otherwise unreachable area. The second blue portal is carefully created in mid-air, after exiting the orange portal for the first time, destroying the first blue portal in the process.
}}


In ''Portal'', the player controls the protagonist, [[Chell (Portal)|Chell]], from a [[First-person (video games)|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.<ref name="commentary">{{Cite video game |title=Portal |developer=[[Valve Corporation|Valve]] |date=October 9, 2007 |level=In-game developer commentary}}</ref> 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.<ref>{{cite web |url=http://www.gamasutra.com/view/feature/3770/games_demystified_portal.php |title=Games Demystified: Portal |publisher=[[Gamasutra]] |first=Jeremy |last=Alessi |date=August 26, 2008 |access-date=August 28, 2008 |archive-date=August 7, 2010 |archive-url=https://web.archive.org/web/20100807083401/http://www.gamasutra.com/view/feature/3770/games_demystified_portal.php |url-status=live}}</ref> 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.<ref name="commentary" /> 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.
Guided by a female electronic voice-over of a supercomputer named GLaDOS (Genetic Lifeform and Disk Operating System) players use the "Aperture Science Handheld Portal Device" to perform a variety of tests, such as creating portals to knock over turrets and other objects or moving to a previously unreachable area. GLaDOS is voiced by singer/actress [[Ellen McLain]].


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.<ref name="360 manual">{{cite book |title=The Orange Box manual (Xbox 360 version) |publisher=Valve |year=2007 |pages=12–17}}</ref>
In their initial preview of ''Portal,'' [[GameSpot]] gave an example of a gameplay scenario:
{{cquote|In other situations, you may be under fire by a gun droid. So all you need to do is shoot a portal open over the gun, then shoot a portal open beneath a crate, then watch the crate fall through the hole and crush the gun. It gets even crazier, and the diagrams shown in the trailer showed some incredibly crazy things that you can attempt, like creating a series of Portals so that you're constantly chasing yourself.<ref name="gamespotarticle1">{{cite web |url = http://gamespot.com/pc/action/halflife2episode2/news.html?sid=6154006 |title = Half-Life 2: Episode Two - The Return of Team Fortress 2 and Other Surprises |accessdate = 2006-07-21 |author = Ocampo, Jason |date = [[2006-07-13]] |publisher = [[GameSpot]] }}</ref>}}


Although Chell is equipped with mechanized heel springs to prevent damage from falling,<ref name="commentary" /> 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 (gaming)|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.
Two additional modes are unlocked upon completion of the main game.<ref>{{cite web |url = http://au.pc.ign.com/articles/824/824756p2.html |title = Portal: Final Hands-on |accessdate = 2007-10-05 |author = Craddock, David |date = [[2007-10-03]] |publisher = [[IGN]] }}</ref> In Challenge mode, the player has to get through a floor in either as little time, with the least number of portals, or as few footsteps possible. In Advanced mode, the hardest levels of the game are made even harder with the addition of more obstacles and hazards.<ref name="eurogamerfi">{{cite web |url = http://www.eurogamer.net/article.php?article_id=76374&page=2 |title = Portal: First Impressions |accessdate = 2007-10-05 |author = Bramwell, Tom |date = [[2007-05-15]] |publisher = [[Eurogamer]] }}</ref><ref>{{cite web |url = http://www.computerandvideogames.com/article.php?id=162968 |title = PC Preview: Portal - PC Gamer Magazine |accessdate = 2007-10-05 |author = Francis, Tom |date = [[2007-05-09]] |publisher = [[ComputerAndVideoGames.com]] }}</ref>


Many solutions exist for completing each puzzle.<ref name="gamespotarticle1">{{cite web |url=http://www.gamespot.com/articles/half-life-2-episode-two-the-return-of-team-fortress-2-and-other-surprises/1100-6154006/ |title=Half-Life 2: Episode Two&nbsp;— The Return of Team Fortress 2 and Other Surprises |access-date=July 21, 2006 |author=Ocampo |date=July 13, 2006 |publisher=[[GameSpot]] |first=Jason |archive-date=March 23, 2014 |archive-url=https://web.archive.org/web/20140323210156/http://www.gamespot.com/articles/half-life-2-episode-two-the-return-of-team-fortress-2-and-other-surprises/1100-6154006/ |url-status=live}}</ref> 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.<ref>{{cite web |url=http://au.pc.ign.com/articles/824/824756p2.html |title=Portal: Final Hands-on |access-date=October 5, 2007 |author=Craddock |date=October 3, 2007 |publisher=IGN |first=David |archive-date=April 15, 2011 |archive-url=https://web.archive.org/web/20110415161358/http://au.pc.ign.com/articles/824/824756p2.html |url-status=live}}</ref> 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.<ref name="eurogamerfi">{{cite web |url=http://www.eurogamer.net/article.php?article_id=76374&page=2 |title=Portal: First Impressions |access-date=October 5, 2007 |author=Bramwell |date=May 15, 2007 |publisher=[[Eurogamer]] |first=Tom |archive-date=October 28, 2007 |archive-url=https://web.archive.org/web/20071028132938/http://www.eurogamer.net/article.php?article_id=76374&page=2 |url-status=live}}</ref><ref name="cvg1">{{cite web |url=http://www.computerandvideogames.com/article.php?id=162968 |title=PC Preview: ''Portal''— PC Gamer Magazine |access-date=October 5, 2007 |author=Francis |date=May 9, 2007 |publisher=[[ComputerAndVideoGames.com]] |first=Tom |archive-date=June 12, 2010 |archive-url=https://web.archive.org/web/20100612071031/http://www.computerandvideogames.com/article.php?id=162968 |url-status=live}}</ref>
==Story==
[[Image:PortalPlayer.jpg|right|thumb|175px|The female protagonist the player controls in ''Portal''. In the screenshot, the player, as Chell, is viewing herself through two adjacent portals. This second person view is only possible when looking through a portal.]]


{{clear}}
''Portal'' is set in the ''[[Half-Life]]'' universe,<ref name="gamespotarticle1" /> and is presented to the player through the game's audio messages and visual clues seen throughout the game. At the start of the game, Chell wakes from a stasis bed. though how she came to be there is initially unknown. GLaDOS informs her of the test and proceeds to guide her through the introductory test chambers. At this time Chell lacks the Portal Gun altogether. As the tests progress she eventually acquires the first "portion" of the Portal Gun, allowing her to place blue portals but not orange ones; later she acquires an upgrade that allows her to place orange portals.


==Synopsis==
Initially the test chambers are clean, friendly environments. Chell is promised "moist, delicious cake" as a reward for successfully completing the tests, and this appears as an available (deactivated) component in the stage description. However, as Chell works through the stages, GLaDOS's colorful dialog begins to paint an unnerving picture of the type of research that occurs in the facility. She cheerfully informs Chell of various safety risks in each stage that could kill or seriously injure her. Glass walls in key areas of the stages allow observation of the subject by laboratory personnel, but the chairs are empty and no research personnel are seen. Some stages are broken, confirming Chell's suspicions by allowing her to explore behind the pristine test areas and into grimy areas which resemble a derelict factory. Prominent in these areas is graffiti from an unknown benefactor accusing GLaDOS of lying about the nature of the tests, and repeatedly claiming "the cake is a lie". GLaDOS becomes uncomfortable with Chell exploring these areas and begins to hint that Chell is ultimately disposable and will be dealt with.
<!--DO NOT ADD EXCESSIVE DETAILS TO THE PLOT. A BLOW-BY-BLOW EXPLANATION OF THE PLOT IS NOT APPROPRIATE (see [[WP:NOT#PLOT]]). DO NOT ADD SPOILER TAGS. THE SECTION TITLE "PLOT SYNOPSIS" CARRIES THE [[WP:SPOILER]] WARNING IMPLICITLY. -->


===Characters===
After the final test, Chell is sent to receive their cake, but is plunged into a furnace. She manages to escape into a maintenance area and GLaDOS begins to show agitation, claiming first that it was the real final test, and then that it was a joke. It tells Chell that there will be a party held in her honor and urges her to "assume the party-escort submission position" on the floor. Chell flees into the facility's numerous maintenance corridors, and GLaDOS becomes increasingly agitated. Roughly the second half of the game continues behind the walls of previous stages and the inner laboratories of Aperture Labs as Chell follows eerie notes written on walls and uses the Portal Gun to work her way upward to the top of the facility.
The game features two characters<!-- Please, do NOT change to 3 characters. The Weighted Companion Cube is NOT a character, but merely a main item used in the game. -->: the [[player character|player-controlled]] [[silent protagonist]] named [[Chell (Portal)|Chell]], and [[GLaDOS]] (Genetic Lifeform and [[Disk Operating System]]), a computer [[artificial intelligence]] that monitors and directs the player. In the English-language version, GLaDOS is voiced by [[Ellen McLain]], though her voice has been altered to sound more artificial. The only background information presented about Chell is given by GLaDOS; the credibility of these facts, such as Chell being adopted, an orphan, and having no friends, is questionable at best, as GLaDOS is a liar by her own admission. In the "Lab Rat" comic created by Valve to bridge the gap between ''Portal'' and ''[[Portal 2]]'', Chell's records reveal she was ultimately rejected as a test subject for having "too much tenacity"—the main reason Doug Rattman, a former employee of Aperture Science, moved Chell to the top of the test queue.<ref name="labrat part 1" /><ref name="labrat part 2" />


===Setting===
Finally, Chell confronts GLaDOS, a large machine hanging in a cylindrical shaft. As Chell destroys various components of the machine, GLaDOS's personality disintegrates. When it is completely destroyed, the facility begins to shake and fall apart, and Chell is lifted high into the shaft, blacking out. She wakes on a pile of debris during the light of day behind the fence of Aperture Labs.
{{anchor|Aperture Science}}


[[File:Aperture Laboratories Logo.svg|thumb|The logo for Aperture Science Laboratories]]
The credits roll as GLaDOS gives a concluding report about Chell in the form of the song "Still Alive". It reveals that GLaDOS enjoys the companionship of the test subjects and that it felt a particular fondness for Chell. The final scene shows the promised cake surrounded by various metallic "eye" components similar to those that were on GLaDOS. Some of the eyes activate and a robotic arm puts the candle out. After this, the title screen appears with a new background: a cake on a desk next to a radio and a Weighted Companion Cube.


''Portal'' takes place in the [[Half-Life (series)|Half-Life universe]] and inside of [[Aperture Science Laboratories|Aperture Science Laboratories Computer-Aided Enrichment Center]], a research facility responsible for the creation of the portal gun. Information about Aperture Science, developed by Valve for creating the setting of the game, is revealed during the game and via the real-world promotional website.<ref name="gi apsci history">{{cite magazine |url=http://gameinformer.com/b/features/archive/2010/03/24/Aperture-Science_3A00_-A-History.aspx |title=Aperture Science: A History |first=Meagan |last=VanBurkleo |magazine=[[Game Informer]] |date=March 24, 2010 |access-date=March 24, 2010 |archive-url=https://web.archive.org/web/20100327072045/http://gameinformer.com/b/features/archive/2010/03/24/Aperture-Science_3A00_-A-History.aspx |archive-date=March 27, 2010 |url-status=dead |df=mdy-all}}</ref> According to the Aperture Science website, [[Cave Johnson (Portal)|Cave Johnson]] founded the company in 1943 for the sole purpose of making [[shower curtain]]s for the U.S. military. However, after becoming mentally unstable from "moon rock poisoning" in 1978, Johnson created a three-tier [[research and development]] plan to make his organization successful. The first two tiers, the [[Abdominal thrusts|Counter-Heimlich Maneuver]] (a maneuver designed to ensure choking) and the [[Make-A-Wish Foundation|Take-A-Wish Foundation]] (a program to give the wishes of terminally ill children to adults in need of dreams), were commercial failures and led to an investigation of the company by the [[United States Senate|U.S. Senate]]. However, when the investigative committee heard of the success of the third tier—a person-sized, ad hoc quantum tunnel through physical space, with a possible application as a shower curtain—it recessed permanently and gave Aperture Science an open-ended contract to continue its research. The development of GLaDOS, an artificially intelligent research assistant and disk-operating system, began in 1986 in response to [[Black Mesa Research Facility|Black Mesa]]'s work on similar portal technology.<ref name="aperture">{{cite web |url=http://www.aperturescience.com |title=Aperture Science Web Site (login: cjohnson password: tier3) |publisher=Valve |access-date=November 22, 2009 |archive-date=September 17, 2010 |archive-url=https://web.archive.org/web/20100917065753/http://www.aperturescience.com/ |url-status=live}}</ref>
Some details of the Portal story were revealed through ApertureScience.com [http://www.aperturescience.com/], a viral marketing website for the game.
<!--- Add important website story stuff here, without overloading on specific website navigation tips or unneeded info --->


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.<ref name="gi portal hl">{{cite magazine |url=http://gameinformer.com/b/features/archive/2010/03/10/opening-the-portal-exploring-portal-s-creation-and-its-ties-to-half-life-2.aspx |title=Exploring Portal's Creation And Its Ties To Half-Life 2 |first=Ben |last=Reeves |date=March 10, 2010 |access-date=March 10, 2010 |magazine=[[Game Informer]] |archive-date=March 14, 2010 |archive-url=https://web.archive.org/web/20100314141455/http://gameinformer.com/b/features/archive/2010/03/10/opening-the-portal-exploring-portal-s-creation-and-its-ties-to-half-life-2.aspx |url-status=dead}}</ref> Roughly thirteen years later, work on GLaDOS was completed and the untested AI was activated during the company's [[Take Our Daughters and Sons to Work Day|bring-your-daughter-to-work day]] in May 2000.<ref name="gi apsci history" /> Immediately after activation, the facility was flooded with deadly neurotoxin by the AI. Events of the first ''[[Half-Life (video game)|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 (Half-Life)|Combine]] invasion, chronologically taking place after ''Half-Life'' and before ''[[Half-Life 2]]'', had occurred before ''Portal 2''{{'}}s events.<ref name="pcgamer p2 wolpaw interview">{{cite web |url=http://www.pcgamer.com/2011/04/26/erik-wolpaw-on-portal-2s-ending-the-spoiler-is-probably-lurking-out-there-somewhere/ |title=Erik Wolpaw on Portal 2's ending: "the [spoiler] is probably lurking out there somewhere" |first=Rich |last=Stanton |date=April 26, 2011 |access-date=April 26, 2011 |work=[[PC Gamer]] |archive-date=April 30, 2011 |archive-url=https://web.archive.org/web/20110430071821/http://www.pcgamer.com/2011/04/26/erik-wolpaw-on-portal-2s-ending-the-spoiler-is-probably-lurking-out-there-somewhere |url-status=live}}</ref>
==Soundtrack==

#"Subject Name Here" - 1:44
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.<ref name="1up pc review">{{cite web |url=http://www.1up.com/do/reviewPage?cId=3163578 |title=Portal (PC) |first=Shawn |last=Elliot |date=October 10, 2007 |access-date=August 3, 2008 |publisher=1UP |url-status=dead |archive-url=https://web.archive.org/web/20120625131758/http://www.1up.com/reviews/portal |archive-date=June 25, 2012 |df=mdy-all}}</ref>
#"Taste of Blood" - 3:06

#"Android Hell" - 3:45
===Plot===
#"Self Esteem Fund" - 3:30
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.<ref name="commentary" /> GLaDOS promises cake as a reward for Chell if she completes all the test chambers.<ref name="gamespy pc review">{{cite web |url=http://pc.gamespy.com/pc/portal/826434p1.html |title=Portal (PC) |first=Sal |last=Accardo |date=October 9, 2007 |access-date=February 25, 2008 |publisher=GameSpy |archive-date=January 5, 2011 |archive-url=https://web.archive.org/web/20110105104204/http://pc.gamespy.com/pc/portal/826434p1.html |url-status=live}}</ref> 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 "[[Euthanasia|euthanize]]" a [[Weighted Companion Cube]] in an [[incinerator]], after Chell uses it for assistance.<ref name="1up pc review" /><ref name="eurogamer pc review">{{cite web |url=http://www.eurogamer.net/article.php?article_id=85005 |title=Portal |first=Tom |last=Bradwell |date=October 10, 2007 |access-date=February 25, 2008 |publisher=Eurogamer |archive-date=August 10, 2011 |archive-url=https://web.archive.org/web/20110810042422/http://www.eurogamer.net/articles/portal-review |url-status=live}}</ref><ref name="ign pc review">{{cite web |url=http://pc.ign.com/articles/825/825987p1.html |title=Portal Review |first=Dan |last=Adams |date=October 9, 2007 |access-date=February 25, 2008 |publisher=IGN |archive-date=March 10, 2011 |archive-url=https://web.archive.org/web/20110310153712/http://pc.ign.com/articles/825/825987p1.html |url-status=dead}}</ref>
#"Procedural Jiggle Bone" - 4:34

#"4000 Degrees Kelvin" - 1:01
After Chell completes the final test chamber, GLaDOS maneuvers 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.<ref name="wellplayed">{{cite book |title=Well Played 1.0: Video Game, Value and Meaning |isbn=978-0-557-06975-0 |editor=Drew Davidson |year=2009 |first=Nick |last=Montfort |chapter=Portal of Ivory, Passage of Horn |publisher=ETC Press |chapter-url=http://www.etc.cmu.edu/etcpress/content/portal-passage-nick-montfort |display-editors=etal |access-date=January 17, 2010 |archive-url=https://web.archive.org/web/20100108061935/http://www.etc.cmu.edu/etcpress/content/portal-passage-nick-montfort |archive-date=January 8, 2010 |url-status=dead |df=mdy-all}}</ref> 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.<ref name="labrat part 1" /><ref name="labrat part 2" /> 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 [[pastiche]]s of quotes from famous poets such as [[Henry Wadsworth Longfellow]] and [[Emily Brontë]].<ref name="commentary" />
#"Stop What You Are Doing" - 4:00

#"Party Escort" - 4:21
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.{{efn|The game's original ending does not include the entity taking Chell, and was [[Retroactive continuity|retroactively]] included following the announcement of ''[[Portal 2]]''.<ref name="gi portal hl" /><ref name="shacknews update 2" />}}
#"You're Not a Good Person" - 1:24

#"No Cake For You" - 4:05
The final scene, viewed within the bowels of the facility, shows a candlelit [[Black Forest cake]],<ref name="german chocolate">{{cite web |url=http://www.gametrailers.com/gametrailerstv_player.php?ep=10&sd=1&ch=4 |archive-url=https://web.archive.org/web/20080305005301/http://www.gametrailers.com/gametrailerstv_player.php?ep=10&sd=1&ch=4 |archive-date=March 5, 2008 |title=GameTrailers Episode 106 |access-date=March 25, 2008 |author=Geoff, Keighley |date=March 1, 2008 |publisher=GameTrailers.com |url-status=live}}</ref> 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.<ref name="gi p2 reveal">{{cite magazine |title=Portal 2 |first=Meagan |last=VanBurkleo |date=April 2010 |pages=50–62 |magazine=[[Game Informer]]}}</ref> Over the credits, GLaDOS delivers a concluding report through the song "[[Still Alive]]", declaring the experiment to be a success.<ref name="portal the skinny" />
#"You Can't Escape You Know" - 6:24
#"Still Alive" - 2:56


==Development==
==Development==
===''Narbacular Drop''===
''Portal'' is Valve's professionally-developed semi-sequel to the freeware ''[[Narbacular Drop]]'', the 2005 independent game released by students of the [[DigiPen|DigiPen Institute of Technology]]; the original ''Drop'' team are now all employed at Valve.<ref name="narbdrop-confirm">{{cite web |url=http://www.nuclearmonkeysoftware.com/news.html?46 |title=Things are heating up! |publisher=Narbacular Drop official site |date=[[2006-07-17]] |accessdate=2006-07-21 }}</ref><ref name="gilombardi">{{cite web |url = http://www.gameinformer.com/News/Story/200608/N06.0825.1923.12789.htm |title = GC 06:Valve's Doug Lombardi Talks Half-Life 2 Happenings |accessdate = 2007-09-27 |author = Berghammer, Billy |date = [[2006-08-25]] |publisher = [[Game Informer]]}}</ref> Certain elements, like the orange/blue system of identifying the two different portal ends a player can have open at a time (one connecting to the other), seem to have been retained.
{{Main|Narbacular Drop}}
''Portal'' began with the 2005 freeware game ''Narbacular Drop'', developed by students of the [[DigiPen Institute of Technology]].<ref name="narbdrop-confirm">{{cite web |url=http://www.nuclearmonkeysoftware.com/news.html?46 |archive-url=https://web.archive.org/web/20070928221628/http://www.nuclearmonkeysoftware.com/news.html?46 |archive-date=September 28, 2007 |title=Things are heating up! |publisher=Narbacular Drop official site |date=July 17, 2006 |access-date=July 21, 2006}}</ref><ref name="gilombardi">{{cite web |url=http://www.gameinformer.com/News/Story/200608/N06.0825.1923.12789.htm |archive-url=https://web.archive.org/web/20071002110610/http://www.gameinformer.com/News/Story/200608/N06.0825.1923.12789.htm |archive-date=October 2, 2007 |title=GC 06:Valve's Doug Lombardi Talks Half-Life 2 Happenings |access-date=September 27, 2007 |author=Berghammer, Billy |date=August 25, 2006 |publisher=[[Game Informer]]}}</ref> [[Robin Walker (game designer)|Robin Walker]], one of Valve's developers, saw the game at the DigiPen's career fair. Impressed, he contacted the team with advice and offered to show their game at Valve's offices. After their presentation, Valve's president [[Gabe Newell]] offered the team jobs at Valve to develop the game further.<ref name="seattletimes portal">{{cite web |url=http://seattletimes.nwsource.com/html/businesstechnology/2014794592_brier18.html |title='Portal' backstory a real Cinderella tale |first=Breir |last=Dudley |date=April 17, 2011 |access-date=April 17, 2011 |work=[[Seattle Times]] |archive-date=April 20, 2011 |archive-url=https://web.archive.org/web/20110420135500/http://seattletimes.nwsource.com/html/businesstechnology/2014794592_brier18.html |url-status=dead}}</ref> Newell said he was impressed with the team as "they had actually carried the concept through", already having included the interaction between portals and physics, completing most of the work that Valve would have had to commit on their own.<ref name="seattletimes portal" />


To test the effectiveness of the portal mechanic, the team made a prototype in an in-house 2D game engine that is used in DigiPen.<ref name="portal problems">{{cite video |url=https://www.youtube.com/watch?v=ivyseNMVt-4 |archive-url=https://ghostarchive.org/varchive/youtube/20211221/ivyseNMVt-4 |archive-date=2021-12-21 |url-status=live |title=Portal Problems - Lecture 11 - CS50's Introduction to Game Development 2018 |publisher=[[CS50]] |website=[[YouTube]] |date=May 4, 2018 |time=27:45}}{{cbignore}}</ref> Certain elements were retained from ''Narbacular Drop'', such as the system of identifying the two unique portal endpoints with the colors orange and blue. A key difference is that ''Portal''{{'}}s portal gun cannot create a portal through an existing portal, unlike in ''Narbacular Drop''. The original setting, of a princess trying to escape a dungeon, was dropped in favor of the Aperture Science approach.<ref name="seattletimes portal" /> ''Portal'' took approximately two years and four months to complete after the DigiPen team was brought into Valve,<ref name="planet hl interview" /> and no more than ten people were involved with its development.<ref name="shacknews gdc08 interview" />
The ''Portal'' team worked with ''Half-Life'' series writer [[Marc Laidlaw]] on fitting the game into the series' plot. [[Erik Wolpaw]] and Chet Faliszek of the classic gaming commentary/comedy website [[Old Man Murray]] had been hired by Valve and put to work on the dialogue for ''Portal''.<ref name="gilombardi" />


=== Story ===
''Portal'', like ''Half-Life 2: Episode One'', includes a commentary feature.<ref name="steam" />
For the first year of development, the team focused mostly on the gameplay without narrative structure. [[Playtest]]ers found the game fun but asked about what these test chambers were leading towards. This prompted the team to come up with a narrative for ''Portal''.<ref>{{cite web |url=http://www.pcgamer.com/valve-reflects-on-the-orange-box-ten-years-later/ |title=Valve reflects on The Orange Box, ten years later |first=Samuel |last=Roberts |date=October 10, 2017 |access-date=October 10, 2017 |work=[[PC Gamer]] |archive-date=October 10, 2017 |archive-url=https://web.archive.org/web/20171010144020/http://www.pcgamer.com/valve-reflects-on-the-orange-box-ten-years-later/ |url-status=live}}</ref>


The team worked with [[Marc Laidlaw]], the writer of the Valve's ''[[Half-Life (series)|Half-Life]]'' series, to fit ''Portal'' into the ''Half-Life'' universe.<ref name="1upinterview">{{cite web |url=http://www.1up.com/do/previewPage?pager.offset=0&cId=3153489 |archive-url=https://web.archive.org/web/20070927213231/http://www.1up.com/do/previewPage?pager.offset=0&cId=3153489 |url-status=dead |archive-date=September 27, 2007 |title=Portal Preview |access-date=September 11, 2006 |author=Leone |date=September 8, 2006 |publisher=[[1UP.com]] |first=Matt}}</ref> This was done in part because of the project's limited art resources; instead of creating new art assets for ''Portal'', the team reused the ''Half-Life 2'' assets.<ref name="gi portal hl" /> Laidlaw opposed the crossover, feeling it "made both universes smaller", and said later: "I just had to react as gracefully as I could to the fact that it was going there without me. It didn't make any sense except from a resource-restricted point of view."<ref name=":02">{{Cite news |last=Peel |first=Jeremy |date=March 1, 2023 |title='The narrative had to be baked into the corridors': Marc Laidlaw on writing ''Half-Life'' |language=en |work=[[Rock, Paper, Shotgun]] |url=https://www.rockpapershotgun.com/the-narrative-had-to-be-baked-into-the-corridors-marc-laidlaw-on-writing-half-life |access-date=March 3, 2023 |archive-url=https://web.archive.org/web/20230302232014/https://www.rockpapershotgun.com/the-narrative-had-to-be-baked-into-the-corridors-marc-laidlaw-on-writing-half-life |archive-date=March 2, 2023}}</ref>
Regarding future ''Portal'' developments, Kim Swift said that it will depend on the community's reactions, saying "we're still playing it by ear at this point, figuring out if we want to do multiplayer next, or Portal 2, or release map packs."<ref name="eurogamerfi" />


Valve hired [[Erik Wolpaw]] and [[Chet Faliszek]] to write ''Portal.'' Wolpaw felt that the constraints improved the game.<ref>{{cite web |last=Irwin |first=Mary Jane |date=February 23, 2008 |title=GDC: A Portal Postmortem |url=http://www.next-gen.biz/news/gdc-portal-postmortem |url-status=dead |archive-url=https://archive.today/20120905022731/http://www.next-gen.biz/news/gdc-portal-postmortem |archive-date=September 5, 2012 |access-date=February 26, 2008 |publisher=Next-Gen Biz}}</ref> The concept of a computer AI guiding the player through experimental facilities to test the portal gun was arrived at early in the writing process.<ref name="gi portal hl" /> They drafted early lines for the yet-named "polite" AI with humorous situations, such as requesting the player's character to "assume the party escort submission position", and found this style of approach to be well-suited to the game they wanted to create, leading to the creation of the GLaDOS character.<ref name="gi portal hl" /> GLaDOS was central to the plot. Wolpaw said: "We designed the game to have a very clear beginning, middle, and end, and we wanted GLaDOS to go through a personality shift at each of these points."<ref name="rbs wolpaw interview" />
==Critical reception==
As of October 10, 2007 on the review aggregator [[Game Rankings]], the Windows version of the game had an average score of 89% based on 5 reviews.<ref>{{cite web|url=http://www.gamerankings.com/htmlpages2/934386.asp |title=Portal Reviews (PC) |accessdate=2007-10-10 |publisher=[[Game Rankings]]}}</ref> On [[Metacritic]], the Windows version had an average score of 87 out of 100, based on 5 reviews.<ref>{{cite web|url=http://www.metacritic.com/games/platforms/pc/portal |title=Portal (pc: 2007): Reviews |accessdate=2007-10-10 |publisher=[[Metacritic]]}}</ref>


Wolpaw described the idea of using cake as the reward came about as "at the beginning of the ''Portal'' development process, we sat down as a group to decide what philosopher or school of philosophy our game would be based on. That was followed by about 15 minutes of silence and then someone mentioned that a lot of people like cake."<ref name="gi portal hl" /><ref name="rbs wolpaw interview">{{cite web |url=https://www.rockpapershotgun.com/rps-interview-valves-erik-wolpaw |title=RPS Interview: Valve's Erik Wolpaw |website=[[Rock Paper Shotgun]] |date=October 31, 2007 |access-date=October 31, 2007 |first=John |last=Walker |archive-date=February 28, 2021 |archive-url=https://web.archive.org/web/20210228162946/https://www.rockpapershotgun.com/rps-interview-valves-erik-wolpaw |url-status=live }}</ref> The cake element, along with additional messages given to the player in the behind-the-scenes areas, were written and drawn by [[Kim Swift]].<ref>{{cite web |url=https://www.forbes.com/sites/carolpinchefsky/2012/06/26/kim-swift-creator-of-portal-discusses-her-latest-game-quantum-conundrum/ |title=Kim Swift, Creator of 'Portal,' Discusses Her Latest Game, 'Quantum Conundrum' |first=Carol |last=Pinchefsky |date=June 26, 2012 |access-date=June 26, 2012 |work=[[Forbes]] |archive-date=June 29, 2012 |archive-url=https://web.archive.org/web/20120629014837/http://www.forbes.com/sites/carolpinchefsky/2012/06/26/kim-swift-creator-of-portal-discusses-her-latest-game-quantum-conundrum/ |url-status=live}}</ref>
Dan Adams of [[IGN]] awarded ''Portal'' an 8.2, praising its unique gameplay, but criticizing its short length.<ref>{{cite web |url = http://pc.ign.com/articles/825/825987p1.html |title = Portal Review |accessdate = 2007-10-10 |author = Adams, Dan |date = [[2007-10-09]] |publisher = [[IGN]] }}</ref>


==See also==
===Design===
[[File:Portalgame.jpg|thumb|A typical ''Portal'' test chamber, with both of the player's colored portals opened, and the Weighted Companion Cube present. The clean, spartan look of the chambers was influenced by the film ''[[The Island (2005 film)|The Island]]''.]]
{{Portal|Video games|Gamepad.svg }}

*[[Half-Life 2: Episode Two]]
The austere settings in the game came about because testers spent too much time trying to complete the puzzles using decorative but non-functional elements. As a result, the setting was minimized to make the usable aspects of the puzzle easier to spot, using the clinical feel of the setting in the film ''[[The Island (2005 film)|The Island]]'' as reference.<ref name="1up beyond the box" /> While there were plans for a third area, an office space, to be included after the test chambers and the maintenance areas, the team ran out of time to include it.<ref name="1up beyond the box" /> They also dropped the introduction of the Rat Man, a character who left the messages in the maintenance areas, to avoid creating too much narrative for the game,<ref>{{cite web |url=http://kotaku.com/359961/portal-devs-reveal-the-glados-that-never-was-inspiration-behind-weighted-companion-cube |title=Portal Devs Reveal the GLaDOS That Never Was, Inspiration Behind Weighted Companion Cube |publisher=Kotaku |date=February 23, 2008 |access-date=February 26, 2008 |first=Michael |last=McWhertor |archive-url=https://web.archive.org/web/20080226135732/http://kotaku.com/359961/portal-devs-reveal-the-glados-that-never-was-inspiration-behind-weighted-companion-cube |archive-date=February 26, 2008 |url-status=dead |df=mdy-all}}</ref> though the character was developed further in a tie-in comic "Lab Rat", that ties ''Portal'' and ''Portal 2''{{'}}s story together.<ref name="labrat part 1">{{cite web |url=http://comics.ign.com/articles/116/1160605p1.html |title=Portal 2: Lab Rat – Part 1 |first=Joey |last=Esposito |date=April 8, 2011 |access-date=April 11, 2011 |publisher=IGN |archive-date=April 10, 2011 |archive-url=https://web.archive.org/web/20110410020811/http://comics.ign.com/articles/116/1160605p1.html |url-status=live}}</ref><ref name="labrat part 2">{{cite web |url=http://comics.ign.com/articles/116/1161043p1.html |title=Read Portal 2: Lab Rat – Part 2 |publisher=IGN |first=Joey |last=Esposito |date=April 11, 2011 |access-date=April 11, 2011 |archive-date=April 13, 2011 |archive-url=https://web.archive.org/web/20110413161812/http://comics.ign.com/articles/116/1161043p1.html |url-status=live}}</ref> According to project lead Kim Swift, the final battle with GLaDOS went through many iterations, including having the player chased by [[Goldfinger (film)|James Bond lasers]], which was partially applied to the turrets, [[Mortal Kombat|Portal Kombat]] where the player would have needed to redirect rockets while avoiding turret fire, and a chase sequence following a fleeing GLaDOS. Eventually, they found that playtesters enjoyed a rather simple puzzle with a countdown timer near the end; Swift noted, "Time pressure makes people think something is a lot more complicated than it really is", and Wolpaw admitted, "It was really cheap to make [the neurotoxin gas]" in order to simplify the dialogue during the battle.<ref name="shacknews gdc08 interview">{{cite web |url=http://www.shacknews.com/featuredarticle.x?id=784 |title=GDC 08: Portal Creators on Writing, Multiplayer, Government Interrogation Techniques |publisher=Shacknews |date=February 23, 2008 |access-date=February 23, 2008 |first=Chris |last=Faylor |url-status=dead |archive-url=https://web.archive.org/web/20090814204025/http://www.shacknews.com/featuredarticle.x?id=784 |archive-date=August 14, 2009}}</ref>
*[[The Orange Box]]

*[[Narbacular Drop]]
Chell's face and body are modeled after [[Alésia Glidewell]], an American freelance actress and voice-over artist, selected by Valve from a local modeling agency for her face and body structure.<ref name="planet hl interview">{{cite web |url=http://planethalflife.gamespy.com/View.php?view=Interviews.Detail&id=80 |title=Pratt and Chief interview the Portal team at VALVe headquarters |publisher=Planet Half-Life |date=September 30, 2007 |access-date=February 7, 2008 |author=Pratt |url-status=dead |archive-url=https://web.archive.org/web/20080115204122/http://planethalflife.gamespy.com/View.php?view=Interviews.Detail&id=80 |archive-date=January 15, 2008}}</ref><ref>{{cite web |url=http://www.alesiaglidewell.com/oncamera.php |title=On-Camera&nbsp;— Alésia Glidewell&nbsp;— Voice Over Artist |publisher=AlesiaGlidewell.com |first=Alésia |last=Glidewell |access-date=April 27, 2014 |archive-url=https://archive.today/20110903163546/http://www.alesiaglidewell.com/oncamera.php |archive-date=September 3, 2011}}</ref> Ellen McLain provided the voice of the antagonist GLaDOS. Erik Wolpaw noted, "When we were still fishing around for the turret voice, Ellen did a sultry version. It didn't work for the turrets, but we liked it a lot, and so a slightly modified version of that became the model for GLaDOS's final incarnation."<ref name="rbs wolpaw interview" />
*[[Team Fortress 2]]

The Weighted Companion Cube inspiration was from project lead Kim Swift with additional input from Wolpaw from reading some "declassified government interrogation thing" whereby "isolation leads subjects to begin to attach to inanimate objects";<ref name="shacknews gdc08 interview" /><ref name="rbs wolpaw interview" /> Swift commented, "We had a long level called Box Marathon; we wanted players to bring this box with them from the beginning to the end. But people would forget about the box, so we added dialogue, applied the heart to the cube, and continued to up the ante until people became attached to the box. Later on, we added the incineration idea. The artistic expression grew from the gameplay."<ref name="1up beyond the box">{{cite web |url=http://www.1up.com/do/feature?cId=3165930 |archive-url=https://archive.today/20121206010935/http://www.1up.com/do/feature?cId=3165930 |url-status=dead |archive-date=December 6, 2012 |title=Beyond the Box: Orange Box Afterthoughts |publisher=1UP |date=February 6, 2008 |access-date=February 14, 2008 |first=Shawn |last=Elliot}}</ref> Wolpaw further noted that the need to incinerate the Weighted Companion Cube came as a result of the final boss battle design; they recognized they had not introduced the idea of incineration necessary to complete the boss battle, and by training the player to do it with the Weighted Companion Cube, found the narrative "way stronger" with its "death".<ref>{{cite web |url=http://www.gamasutra.com/view/feature/4151/valves_writers_and_the_creative_.php?page=1 |title=Valve's Writers And The Creative Process |date=November 2, 2009 |access-date=November 2, 2009 |first=Kris |last=Graff |publisher=[[Gamasutra]] |archive-date=November 5, 2009 |archive-url=https://web.archive.org/web/20091105201542/http://www.gamasutra.com/view/feature/4151/valves_writers_and_the_creative_.php?page=1 |url-status=live}}</ref> Swift noted that any similarities to psychological situations in the [[Milgram experiment]] or ''[[2001: A Space Odyssey]]'' are entirely coincidental.<ref name="1up beyond the box" />

The portal gun's full name, Aperture Science Handheld Portal Device, can be abbreviated as ASHPD, which resembles a shortening of the name Adrian Shephard, the protagonist of ''[[Half-Life: Opposing Force]]''. Fans noticed this similarity before the game's release; as a result, the team placed a [[Red herring (plot device)|red herring]] in the game by having the letters of Adrian Shephard highlighted on keyboards found within the game.<ref name="1up beyond the box" /> According to Kim Swift, the cake is a Black Forest cake that she thought looked the best at the nearby [[Regent Bakery and Cafe]] in [[Redmond, Washington|Redmond]], Washington, and, as an Easter egg within the game, its recipe is scattered among various screens showing lines of binary code.<ref name="german chocolate" /><ref name="gi portal cake">{{cite magazine |url=http://gameinformer.com/b/features/archive/2010/03/31/Let-There-Be-Cake.aspx |title=Let There Be Cake |first=Meagan |last=VanBurkleo |magazine=[[Game Informer]] |date=March 31, 2010 |access-date=March 31, 2010 |archive-date=April 2, 2010 |archive-url=https://web.archive.org/web/20100402191959/http://gameinformer.com/b/features/archive/2010/03/31/Let-There-Be-Cake.aspx |url-status=dead}}</ref> The Regent Bakery has stated that since the release of the game, its Black Forest cake has been one of its more popular items.<ref name="gi portal cake" />

===Soundtrack===
Most of the soundtrack is non-lyrical [[ambient music]] composed by [[Kelly Bailey (composer)|Kelly Bailey]] and [[Mike Morasky]], somewhat dark and mysterious to match the mood of the environments. The closing credits song, "[[Still Alive]]", was written by [[Jonathan Coulton]] and sung by Ellen McLain (a classically-trained [[opera]]tic [[soprano]]) as the GLaDOS character. A brief instrumental version of "Still Alive" is played in an uptempo Latin style over radios in-game. Wolpaw notes that Coulton was invited to Valve a year before the release of ''Portal'', though it was not yet clear where Coulton would contribute. "Once Kim [Swift] and I met with him, it quickly became apparent that he had the perfect sensibility to write a song for GLaDOS."<ref name="portal the skinny">{{cite web |url=http://www.jonathancoulton.com/2007/10/15/portal-the-skinny/ |title=Portal: The Skinny |first=Jonathan |last=Coulton |publisher=Jonathan Coulton's blog |date=October 15, 2007 |access-date=November 1, 2007 |archive-date=August 30, 2015 |archive-url=https://web.archive.org/web/20150830091747/http://www.jonathancoulton.com/2007/10/15/portal-the-skinny/ |url-status=live}}</ref><ref name="rbs wolpaw interview" /> The use of the song over the closing credits was based on a similar concept from the game ''[[God Hand]]'', one of Wolpaw's favorite titles.<ref name="gi pax12">{{cite magazine |url=http://www.gameinformer.com/b/news/archive/2012/09/01/chell-almost-married-a-turret-in-portal-2.aspx |title=Chell Almost Married A Turret In Portal 2 |magazine=[[Game Informer]] |first=Tim |last=Turi |date=September 1, 2012 |access-date=September 6, 2012 |archive-date=September 5, 2012 |archive-url=https://web.archive.org/web/20120905034907/http://www.gameinformer.com/b/news/archive/2012/09/01/chell-almost-married-a-turret-in-portal-2.aspx |url-status=dead}}</ref> The song was released as a free downloadable song for the [[music video game]] ''[[Rock Band (video game)|Rock Band]]'' on April 1, 2008.<ref>{{cite web |url=http://www.rockband.com/rockers_blog_entry/hmxsean/216671?redir=1 |title=Valve Party at GDC + Special Preview of an Upcoming DLC Song |first=Sean |last=Baptiste |publisher=Harmonix |date=February 21, 2008 |access-date=February 21, 2008 |archive-url=https://web.archive.org/web/20080225131915/http://www.rockband.com/rockers_blog_entry/hmxsean/216671?redir=1 |archive-date=February 25, 2008}}</ref><ref name="Still Alive">{{cite web |url=http://www.rockband.com/forums/showthread.php?t=40092 |title=DLC April 1st! Huge success! |access-date=March 31, 2008 |last=Baptiste |first=Sean |publisher=Rockband.com forums |url-status=dead |archive-url=https://web.archive.org/web/20080402145918/http://www.rockband.com/forums/showthread.php?t=40092 |archive-date=April 2, 2008}}</ref><ref>{{cite web |url=http://www.shacknews.com/onearticle.x/51991 |title='Still Alive' Hits Rock Band X360 Tomorrow for Free, PlayStation 3 Edition Due Mid-April |publisher=[[Shacknews]] |date=March 31, 2008 |access-date=March 31, 2008 |first=Chris |last=Faylor |archive-date=April 2, 2008 |archive-url=https://web.archive.org/web/20080402232858/http://www.shacknews.com/onearticle.x/51991 |url-status=live}}</ref> The soundtrack for ''Portal'' was released as a part of ''[[The Orange Box#Soundtrack|The Orange Box Original Soundtrack]]''.<ref>{{cite web |url=http://store.valvesoftware.com/productshowcase/productshowcase_TOBSoundtrack.html |title=The Orange Box Original Soundtrack |publisher=Valve |access-date=January 31, 2008 |archive-url=https://web.archive.org/web/20071225055453/http://store.valvesoftware.com/productshowcase/productshowcase_TOBSoundtrack.html |archive-date=December 25, 2007}}</ref>

The soundtrack was released in a four-disc retail bundle, ''Portal 2: Songs To Test By (Collector's Edition)'', on October 30, 2012, featuring music from both games.<ref>{{cite web |url=http://www.joystiq.com/2012/09/24/portal-2-songs-to-test-by-collectors-edition-out-on-october-3/ |title=Portal 2: Songs to Test By (Collectors Edition) out on Oct. 30 |first=David |last=Hinkle |date=September 24, 2012 |access-date=September 24, 2012 |publisher=Joystiq |archive-url=https://web.archive.org/web/20121125232341/http://www.joystiq.com/2012/09/24/portal-2-songs-to-test-by-collectors-edition-out-on-october-3/ |archive-date=November 25, 2012 |url-status=dead}}</ref> The soundtrack was released via Steam Music on September 24, 2014.<ref>{{cite web |title=Introducing the Steam Music Player |url=http://store.steampowered.com/news/14358/ |website=Steam |publisher=Valve |access-date=October 3, 2014 |archive-date=October 29, 2014 |archive-url=https://web.archive.org/web/20141029112315/http://store.steampowered.com/news/14358 |url-status=live}}</ref>

==Release==
''Portal'' was first released as part of ''[[The Orange Box]]'' for [[Windows]] and [[Xbox 360]] on October 10, 2007,<ref name="pcrelease">{{cite web |url=http://www.metacritic.com/games/platforms/pc/halflife2theorangebox?q=The%20Orange%20Box |title=The Orange Box (PC) |publisher=Metacritic |access-date=December 27, 2017 |archive-date=August 18, 2009 |archive-url=https://web.archive.org/web/20090818090214/http://www.metacritic.com/games/platforms/pc/halflife2theorangebox?q=The%20Orange%20Box |url-status=live}}</ref><ref name="360release">{{cite web |url=http://www.metacritic.com/games/platforms/xbox360/halflife2theorangebox?q=The%20Orange%20Box |title=The Orange Box (Xbox 360) |publisher=Metacritic |access-date=December 27, 2017 |archive-date=August 18, 2009 |archive-url=https://web.archive.org/web/20090818093927/http://www.metacritic.com/games/platforms/xbox360/halflife2theorangebox?q=The%20Orange%20Box |url-status=live}}</ref> and for the [[PlayStation 3]] on December 11, 2007.<ref name="ps3release">{{cite web |url=http://www.metacritic.com/games/platforms/ps3/halflife2theorangebox?q=The%20Orange%20Box |title=The Orange Box (PS3) |publisher=Metacritic |access-date=February 25, 2008 |archive-date=August 18, 2009 |archive-url=https://web.archive.org/web/20090818093922/http://www.metacritic.com/games/platforms/ps3/halflife2theorangebox?q=The%20Orange%20Box |url-status=live}}</ref> The Windows version of the game is also available for download separately through Valve's content delivery system, Steam,<ref name="Steam App 400">{{cite web |url=http://store.steampowered.com/app/400/ |title=Portal |access-date=August 11, 2010 |work=[[Steam (service)|Steam]] |publisher=[[Valve Corporation|Valve]] |archive-date=August 10, 2010 |archive-url=https://web.archive.org/web/20100810224001/http://store.steampowered.com/app/400 |url-status=live}}</ref> and was released as a standalone [[retail]] product on April 9, 2008.<ref name="joystiq orange split">{{cite web |url=http://www.joystiq.com/2008/03/05/individual-orange-box-games-hit-retail-april-9/ |title=Individual Orange Box games hit retail April 9 |date=March 6, 2008 |access-date=March 6, 2008 |work=[[Joystiq]] |first=Ludwig |last=Kiestmann |archive-url=https://web.archive.org/web/20080306172603/http://www.joystiq.com/2008/03/05/individual-orange-box-games-hit-retail-april-9/ |archive-date=March 6, 2008 |url-status=dead}}</ref> In addition to ''Portal'', the ''Box'' also included ''Half-Life 2'' and its two add-on episodes, as well as ''[[Team Fortress 2]]''. ''Portal''{{'}}s inclusion within the ''Box'' was considered an experiment by Valve; having no idea of the success of ''Portal'', the ''Box'' provided it a "safety net" via means of these other games. ''Portal'' was kept to a modest length in case the game did not go over well with players.<ref name="gi p2 reveal" />

In January 2008, Valve released a special demo version titled ''{{visible anchor|Portal: The First Slice}}'', free for any Steam user using [[Nvidia]] graphics hardware as part of a collaboration between the two companies.<ref name="Steam News 1398">{{cite web |url=http://store.steampowered.com/news/1398/ |title=Valve and NVIDIA Offer Portal: First Slice Free to GeForce Users |access-date=August 11, 2010 |date=January 9, 2008 |work=[[Steam (service)|Steam]] |publisher=[[Valve Corporation|Valve]] |archive-date=July 16, 2010 |archive-url=https://web.archive.org/web/20100716095417/http://store.steampowered.com/news/1398 |url-status=live}}</ref> It also comes packaged with ''[[Half-Life 2: Deathmatch]]'', ''[[Peggle Extreme]]'', and ''[[Half-Life 2: Lost Coast]]''. The demo includes test chambers 00 to 10 (eleven in total). Valve has since made the demo available to all Steam users.<ref>{{cite web |url=http://store.steampowered.com/news/1570/ |title=Everyday Shooter Makes PC Debut on Steam Today |date=May 8, 2008 |access-date=May 15, 2008 |publisher=Valve |quote=In other Steam news, Portal: First Slice – the official demo for the title named Game of the Year by over 30 publications – is now available for free to all gamers via Steam. |archive-date=September 21, 2008 |archive-url=https://web.archive.org/web/20080921191927/http://store.steampowered.com/news/1570/ |url-status=live}}</ref>

''Portal'' is the first Valve-developed game to be added to the OS X-compatible list of games available on the launch of the Steam client for Mac on May 12, 2010,<ref name="Hollister">{{cite web |url=https://www.engadget.com/2010/04/29/steam-for-mac-opens-a-portal-to-may-12-steps-through/ |title=Steam for Mac Opens a Portal to May 12, steps through |publisher=Engadget |first=Sean |last=Hollister |date=April 29, 2010 |access-date=May 11, 2010 |archive-date=May 3, 2010 |archive-url=https://web.archive.org/web/20100503085417/http://www.engadget.com/2010/04/29/steam-for-mac-opens-a-portal-to-may-12-steps-through/ |url-status=live}}</ref> supporting Steam Play, in which buying the game on Macintosh or Windows computer makes it playable on both. As part of the promotion, ''Portal'' was offered as a free game for any Steam user during the two weeks following the Mac client's launch.<ref>{{cite web |url=http://www.gamasutra.com/view/news/28529/Steam_Launched_For_Mac_Portal_Offered_For_Free.php |title=Steam Launched For Mac, Portal Offered For Free |first=Eric |last=Caolli |date=May 12, 2010 |access-date=May 13, 2010 |publisher=[[Gamasutra]] |archive-date=May 13, 2010 |archive-url=https://web.archive.org/web/20100513031836/http://www.gamasutra.com/view/news/28529/Steam_Launched_For_Mac_Portal_Offered_For_Free.php |url-status=live}}</ref> Within the first week of this offer, over 1.5 million copies of the game were downloaded through Steam.<ref>{{cite web |url=http://www.gamasutra.com/view/news/28626/Portal_Racks_Up_15M_Free_Downloads_On_PC_Mac.php |title=Portal Racks Up 1.5M Free Downloads On PC, Mac |first=Chris |last=Remo |publisher=[[Gamasutra]] |date=May 19, 2010 |access-date=May 19, 2010 |archive-date=May 21, 2010 |archive-url=https://web.archive.org/web/20100521034012/http://www.gamasutra.com/view/news/28626/Portal_Racks_Up_15M_Free_Downloads_On_PC_Mac.php |url-status=live}}</ref> A similar promotion was held in September 2011, near the start of a traditional school year, encouraging the use of the game as an educational tool for science and mathematics.<ref>{{cite web |url=http://www.eurogamer.net/articles/2011-09-16-portal-free-on-steam-until-20th-sept |title=Portal free on Steam until 20th Sept |first=Robert |last=Purchase |date=September 16, 2011 |access-date=September 16, 2011 |publisher=[[Eurogamer]] |archive-date=September 23, 2011 |archive-url=https://web.archive.org/web/20110923160004/http://www.eurogamer.net/articles/2011-09-16-portal-free-on-steam-until-20th-sept |url-status=live}}</ref><ref>{{cite web |url=http://www.learningwithportals.com |title=Learn With Portals |work=learningwithportals.com |publisher=Valve |date=September 15, 2011 |access-date=April 27, 2014 |archive-url=https://web.archive.org/web/20111006153050/http://learningwithportals.com/ |archive-date=October 6, 2011}}</ref> Valve wrote that they felt that ''Portal'' "makes physics, math, logic, spatial reasoning, probability, and problem-solving interesting, cool, and fun", a necessary feature to draw children into learning.<ref>{{cite web |url=https://arstechnica.com/gaming/news/2011/09/portal-is-used-to-teach-science-as-valve-gives-game-away-for-limited-time.ars |title=Portal is used to teach science as Valve gives game away for limited time |first=Ben |last=Kuchera |date=September 16, 2011 |access-date=September 16, 2011 |publisher=Ars Technica |archive-date=September 23, 2011 |archive-url=https://web.archive.org/web/20110923155342/http://arstechnica.com/gaming/news/2011/09/portal-is-used-to-teach-science-as-valve-gives-game-away-for-limited-time.ars |url-status=live}}</ref> This was tied to [[Digital Promise]], a United States Department of Education initiative to help develop new digital tools for education, and which Valve is part of.<ref>{{cite web |url=http://content.usatoday.com/communities/gamehunters/post/2011/09/valve-teams-with-white-house-in-digital-learning-program/1 |title=Valve teams with White House in digital learning program |first=Greg |last=Toppo |date=September 19, 2011 |access-date=September 20, 2011 |work=[[USA Today]] |archive-date=September 21, 2011 |archive-url=https://web.archive.org/web/20110921155713/http://content.usatoday.com/communities/gamehunters/post/2011/09/valve-teams-with-white-house-in-digital-learning-program/1 |url-status=live}}</ref>

''{{visible anchor|Portal: Still Alive}}'' was announced as an exclusive [[Xbox Live Arcade]] game at the 2008 [[Electronic Entertainment Expo|E3]] convention, and was released on October 22, 2008.<ref>{{cite web |url=http://www.shacknews.com/onearticle.x/55376 |title=Portal: Still Alive Hits Xbox Live Arcade Next Wed; Promises Cake and Companionship |publisher=[[Shacknews]] |date=October 16, 2008 |access-date=October 16, 2008 |first=Chris |last=Faylor |archive-date=October 17, 2008 |archive-url=https://web.archive.org/web/20081017221912/http://www.shacknews.com/onearticle.x/55376 |url-status=live}}</ref> It features the original game, 14 new challenges, and new achievements.<ref>{{cite web |url=http://www.shacknews.com/onearticle.x/53605 |title=Portal: Still Alive Coming Exclusively to Xbox 360 |first=Chris |last=Faylor |date=July 14, 2008 |access-date=July 14, 2008 |publisher=[[Shacknews]] |archive-date=July 15, 2008 |archive-url=https://web.archive.org/web/20080715152957/http://www.shacknews.com/onearticle.x/53605 |url-status=live}}</ref> The additional content was based on levels from the map pack ''Portal: The Flash Version'' created by We Create Stuff and contains no additional story-related levels.<ref>{{cite web |url=http://www.gamesetwatch.com/2008/07/portal_still_alive_explained_1.php |title=Portal: Still Alive Explained |first=Chris |last=Remo |date=July 20, 2008 |access-date=July 21, 2008 |publisher=GameSetWatch |archive-date=July 29, 2008 |archive-url=https://web.archive.org/web/20080729000856/http://www.gamesetwatch.com/2008/07/portal_still_alive_explained_1.php |url-status=live}}</ref> According to Valve [[spokesman]] Doug Lombardi, [[Microsoft]] had previously rejected ''Portal'' on the platform due to its large size.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/portal-was-offered-to-xbla-but-rejected |title=Portal was offered to XBLA, but rejected |publisher=GamesIndustry.biz |date=April 28, 2008 |first=James |last=Lee |access-date=June 14, 2008 |archive-date=May 17, 2008 |archive-url=https://web.archive.org/web/20080517110429/http://www.gamesindustry.biz/articles/portal-was-offered-to-xbla-but-rejected |url-status=live}}</ref> ''Portal: Still Alive'' was well received by reviewers.<ref>{{cite web |url=http://www.metacritic.com/games/platforms/xbox360/portalstillalive |title=Portal: Still Alive (xbox360: 2008) |access-date=October 27, 2008 |publisher=[[Metacritic]] |archive-date=October 25, 2008 |archive-url=https://web.archive.org/web/20081025071208/http://www.metacritic.com/games/platforms/xbox360/portalstillalive |url-status=live}}</ref> [[1UP.com]]'s Andrew Hayward stated that, with the easier access and lower cost than paying for ''The Orange Box'', ''Portal'' is now "stronger than ever".<ref>{{cite web |url=http://www.1up.com/do/reviewPage?cId=3170852&p=4 |archive-url=https://archive.today/20120718021325/http://www.1up.com/do/reviewPage?cId=3170852&p=4 |url-status=dead |archive-date=July 18, 2012 |title=Portal: Still Alive (Xbox 360) |date=October 27, 2008 |access-date=October 27, 2008 |first=Andrew |last=Hayward |publisher=[[1UP.com|1UP]]}}</ref> [[IGN]] editor Cam Shea ranked it fifth on his top 10 list of Xbox Live Arcade games. He stated that it was debatable whether an owner of ''The Orange Box'' should purchase this, as its added levels do not add to the plot. However, he praised the quality of the new maps included in the game.<ref>{{cite web |title=IGN's Top 10 Xbox Live Arcade Games |url=http://xbox360.ign.com/articles/980/980538p1.html |publisher=IGN |access-date=August 7, 2009 |date=May 7, 2009 |archive-date=April 13, 2012 |archive-url=https://web.archive.org/web/20120413173841/http://xbox360.ign.com/articles/980/980538p1.html |url-status=live}}</ref> The game ranked 7th in a later list of top Xbox Live Arcade titles compiled by IGN's staff in September 2010.<ref>{{cite web |url=http://xboxlive.ign.com/articles/112/1120887p1.html |title=The Top 25 Xbox Live Arcade Games |publisher=IGN |date=September 16, 2010 |access-date=September 16, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100918065519/http://xboxlive.ign.com/articles/112/1120887p1.html |archive-date=September 18, 2010}}</ref> Additionally, Portal: Still Alive got ported to the Nintendo Switch as a part of The Companion Collection.

During 2014 [[GPU Technology Conference]] on March 25, 2014, Nvidia announced a port of ''Portal'' to the [[Nvidia Shield]], their [[Android (operating system)|Android]] handheld;<ref>{{cite web |url=http://blogs.nvidia.com/blog/2014/03/25/portal-shield/ |title=What's in the Box? Portal – Valve's Popular PC Title – Coming to SHIELD |last=Paul |first=Jason |date=March 25, 2014 |publisher=[[Nvidia]] |access-date=May 27, 2014 |archive-date=June 5, 2014 |archive-url=https://web.archive.org/web/20140605013705/http://blogs.nvidia.com/blog/2014/03/25/portal-shield/ |url-status=live}}</ref> the port was released on May 12, 2014.<ref>{{cite web |url=http://www.polygon.com/2014/5/26/5745304/why-nvidia-is-developing-games-and-creating-its-own-hardware-platform |title=Why Nvidia created its own hardware platform and started developing games |last=Tach |first=Dave |date=May 26, 2014 |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |access-date=May 27, 2014 |archive-date=May 27, 2014 |archive-url=https://web.archive.org/web/20140527214519/http://www.polygon.com/2014/5/26/5745304/why-nvidia-is-developing-games-and-creating-its-own-hardware-platform |url-status=live}}</ref> Alongside ''Portal 2'', ''Portal'' was released on the [[Nintendo Switch]] on June 28, 2022, as part of ''[[Portal: Companion Collection]]'', developed by Valve and Nvidia Lightspeed Studios.<ref>{{cite web |url=https://www.polygon.com/22926148/portal-and-portal-2-nintendo-switch-release-date-2022 |title=Portal and Portal 2 coming to Nintendo Switch |first=Nicole |last=Carpenter |date=February 9, 2022 |website=[[Polygon (website)|Polygon]] |access-date=February 9, 2022 |archive-date=February 9, 2022 |archive-url=https://web.archive.org/web/20220209230408/https://www.polygon.com/22926148/portal-and-portal-2-nintendo-switch-release-date-2022 |url-status=live }}</ref><ref>{{cite web |url=https://www.eurogamer.net/articles/2022-02-09-portal-and-portal-2-coming-to-nintendo-switch |title=Portal and Portal 2 coming to Nintendo Switch |first=Tom |last=Phillips |date=February 9, 2022 |website=[[Eurogamer]] |access-date=February 9, 2022 |archive-date=February 9, 2022 |archive-url=https://web.archive.org/web/20220209223746/https://www.eurogamer.net/articles/2022-02-09-portal-and-portal-2-coming-to-nintendo-switch |url-status=live }}</ref> Nvidia announced ''{{visible anchor|Portal With RTX}}'', a [[Video game remaster|remaster]] intended to show off the functionality of the company's [[GeForce 40 series]] graphics cards with [[real-time path tracing]],<ref>{{Cite web |last=Roach |first=Jacob |date=2022-12-06 |title=Why Portal RTX is the most demanding game I've ever tested |url=https://www.digitaltrends.com/computing/portal-rtx-most-demanding-game-ive-tested/ |access-date=2024-03-17 |website=[[Digital Trends]] |language=en}}</ref> for release as a free DLC, initially planned for November 2022. It was released on December 8, 2022.<ref name="RTX">{{cite web | url = https://www.videogameschronicle.com/news/nvidia-is-bringing-ray-tracing-to-portal-with-an-rtx-version/ | title = Nvidia is bringing ray-tracing to Portal with an RTX version | first = Jordan | last = Middler | date = September 20, 2022 | accessdate = September 20, 2022 | work = [[Video Games Chronicle]] | archive-date = September 20, 2022 | archive-url = https://web.archive.org/web/20220920155147/https://www.videogameschronicle.com/news/nvidia-is-bringing-ray-tracing-to-portal-with-an-rtx-version/ | url-status = live }}</ref>

==Reception==
===Critical reception===
{{See also|The Orange Box#Reception|l1=Critical reception of The Orange Box}}
{{Video game reviews
| MC = PC: 90/100<ref name="metacritic" /><br />X360 (''Still Alive''): 90/100<ref>{{cite web|url=https://www.metacritic.com/game/portal-still-alive/critic-reviews/?platform=xbox-360|title=Portal: Still Alive for Xbox 360 Reviews|website=[[Metacritic]]|publisher=[[Fandom (website)|Fandom]]|access-date=April 10, 2022|archive-date=August 17, 2010|archive-url=https://web.archive.org/web/20100817230507/https://www.metacritic.com/game/xbox-360/portal-still-alive|url-status=live}}</ref><br />PC (''RTX''): 89/100<ref>{{cite web|url=https://www.metacritic.com/game/portal-with-rtx/critic-reviews/?platform=pc|title=Portal with RTX for PC Reviews|website=[[Metacritic]]|publisher=[[Fandom (website)|Fandom]]|access-date=December 16, 2022|archive-date=February 2, 2023|archive-url=https://web.archive.org/web/20230202201107/https://www.metacritic.com/game/pc/portal-with-rtx|url-status=live}}</ref>
| 1UP = A<ref name="1up pc review" />
| EuroG = 9/10<ref name="eurogamer pc review" />
| GSpot = 9.0/10
| GSpy = 4.5/5.0<ref name="gamespy pc review" />
| IGN = 8.2/10<ref name="ign pc review" />
}}

''Portal'' received critical acclaim, often earning more praise than either ''Half-Life 2: Episode Two'' or ''Team Fortress 2'', two titles also included in ''The Orange Box''. It was praised for its unique gameplay and [[Black comedy|dark]], [[deadpan]] humor.<ref>{{cite web |url=http://www.g4tv.com/games/xbox-360/38752/the-orange-box/ |last=Keil |first=Matt |title=G4 Review&nbsp;— The Orange Box |access-date=October 19, 2007 |publisher=[[G4tv.com|G4TV]] |archive-date=November 3, 2012 |archive-url=https://web.archive.org/web/20121103161423/http://www.g4tv.com/games/xbox-360/38752/the-orange-box/ |url-status=dead}}</ref> [[Eurogamer]] cited that "the way the game progresses from being a simple set of perfunctory tasks to a full-on part of the ''Half-Life'' story is absolute genius",<ref>{{cite web |url=http://www.eurogamer.net/article.php?article_id=85044 |title=The Orange Box |first=Kristen |last=Reed |publisher=Eurogamer |date=October 10, 2007 |access-date=February 14, 2008 |archive-date=October 26, 2007 |archive-url=https://web.archive.org/web/20071026095136/http://www.eurogamer.net/article.php?article_id=85044 |url-status=live}}</ref> while [[GameSpy]] noted, "What ''Portal'' lacks in length, it more than makes up for in exhilaration."<ref>{{cite web |url=http://xbox360.gamespy.com/xbox-360/half-life-2/826174p1.html |title=The Orange Box (X360) |date=October 10, 2007 |access-date=February 14, 2008 |publisher=GameSpy |first=Sterline |last=McGarvey |archive-date=January 19, 2008 |archive-url=https://web.archive.org/web/20080119175248/http://xbox360.gamespy.com/xbox-360/half-life-2/826174p1.html |url-status=live}}</ref> The game was criticized for sparse environments, and both criticized and praised for its short length.<ref>{{cite web |url=http://pc.ign.com/articles/825/825987p2.html |last=Adams |first=Dan |title=IGN: Portal Review |access-date=October 19, 2007 |publisher=IGN |archive-date=March 11, 2011 |archive-url=https://web.archive.org/web/20110311080139/http://pc.ign.com/articles/825/825987p2.html |url-status=dead}}</ref> Aggregate reviews for the standalone PC version of ''Portal'' gave the game a 90/100 through 28&nbsp;reviews on [[Metacritic]].<ref name="metacritic">{{cite web |url=http://www.metacritic.com/games/platforms/pc/portal |title=Portal (pc: 2007): Reviews |access-date=October 22, 2007 |publisher=[[Metacritic]] |archive-date=August 28, 2011 |archive-url=https://web.archive.org/web/20110828122329/http://www.metacritic.com/game/pc/portal |url-status=live}}</ref> In 2011, Valve stated that ''Portal'' had sold more than four million copies through the retail versions, including the standalone game and ''The Orange Box'', and from the Xbox Live Arcade version.<ref name="4million">{{cite web |url=http://www.gamasutra.com/view/news/34204/Portal_Sells_4_Million_Excluding_Steam_Sales.php |title=Portal Sells 4 Million Excluding Steam Sale |first=Mike |last=Rose |date=April 20, 2011 |access-date=April 20, 2011 |publisher=[[Gamasutra]] |archive-date=April 24, 2011 |archive-url=https://web.archive.org/web/20110424083745/http://www.gamasutra.com/view/news/34204/Portal_Sells_4_Million_Excluding_Steam_Sales.php |url-status=live}}</ref>

The game generated a fan following for the Weighted Companion Cube<ref>{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=16712 |title=Gamasutra's Best Of 2007: Top 5 Poignant Game Moments |publisher=Gamasutra |first=Leigh |last=Alexander |date=December 19, 2007 |access-date=December 19, 2007 |archive-date=December 21, 2007 |archive-url=https://web.archive.org/web/20071221140625/http://www.gamasutra.com/php-bin/news_index.php?story=16712 |url-status=live}}</ref>—even though the cube itself does not talk or act in the game. Fans have created [[Stuffed animal|plush]]<ref>{{cite web |url=http://jetlogs.org/2007/10/29/companion-cube-plushie-sewing-pattern |title=Companion Cube Plushie Sewing Pattern |publisher=Jetlogs |author=Jetlogs |date=October 29, 2007 |access-date=January 31, 2008 |archive-url=https://web.archive.org/web/20080213114301/http://jetlogs.org/2007/10/29/companion-cube-plushie-sewing-pattern/ |archive-date=February 13, 2008 |url-status=dead}}</ref> and [[papercraft]] versions of the cube and the various turrets,<ref>{{cite web |url=http://jetlogs.org/2007/10/14/weighted-companion-cube-papercraft/ |title=Portal: Weighted Companion Cube Papercraft |date=October 14, 2007 |access-date=January 31, 2008 |publisher=Jetlogs |author=Jetlogs |archive-url=https://web.archive.org/web/20080204161627/http://jetlogs.org/2007/10/14/weighted-companion-cube-papercraft/ |archive-date=February 4, 2008 |url-status=dead}}</ref> as well as PC [[Case modding|case mods]]<ref>{{cite web |url=http://www.bit-tech.net/modding/2008/01/21/the_weighted_companion_pc/1 |title=Weighted Companion Cube PC case mods. |first=Magnus |last=Persson |publisher=Bit-tech.net |date=January 28, 2008 |access-date=February 25, 2008 |archive-date=February 14, 2008 |archive-url=https://web.archive.org/web/20080214113419/http://www.bit-tech.net/modding/2008/01/21/the_weighted_companion_pc/1 |url-status=live}}</ref> and models of the Portal cake and portal gun.<ref>{{cite web |title=How to Make a Weighted Companion Cube Cake |url=http://carina.org.uk/WeightedCompanionCubeCake.shtml |access-date=February 7, 2008 |date=January 1, 2008 |author=Lizzie |archive-date=August 13, 2011 |archive-url=https://web.archive.org/web/20110813044116/http://carina.org.uk/WeightedCompanionCubeCake.shtml |url-status=live}}</ref><ref>{{cite web |url=http://kotaku.com/gaming/cake/the-weighted-companion-cube-cake-313286.php |title=The Weighted Companion Cube Cake |publisher=Kotaku |date=October 21, 2007 |access-date=January 31, 2008 |first=Flynn |last=de Marco |archive-url=https://web.archive.org/web/20080202110918/http://kotaku.com/gaming/cake/the-weighted-companion-cube-cake-313286.php |archive-date=February 2, 2008 |url-status=dead |df=mdy-all}}</ref><ref>{{cite web |url=https://www.wired.com/gamelife/2009/01/portal-fans-cra/ |title=Fan Crafts Gorgeous Replica Portal Gun |publisher=Wired |first=Earnest |last=Cavali |date=January 21, 2009 |access-date=May 20, 2010 |archive-date=May 2, 2009 |archive-url=https://web.archive.org/web/20090502223142/https://www.wired.com/gamelife/2009/01/portal-fans-cra/ |url-status=live }}</ref> Jeep Barnett, a programmer for ''Portal'', noted that players have told Valve that they had found it more emotional to incinerate the Weighted Companion Cube than to harm one of the "Little Sisters" from ''[[BioShock]]''.<ref name="1up beyond the box" /> Both GLaDOS and the Weighted Companion Cube were nominated for the Best New Character Award on G4, with GLaDOS winning the award for "having lines that will be quoted by gamers for years to come."<ref>{{cite web |url=http://www.g4tv.com/g4/press/200/Winners_of_XPlay_Best_of_2007_Awards_Announced__BioShock_is_Videogame_of_the_Year.html |title=Winners of X-Play Best of 2007 Awards Announced—BioShock is Video Game of the Year |publisher=G4TV |date=December 17, 2007 |access-date=January 31, 2008 |archive-date=January 13, 2012 |archive-url=https://web.archive.org/web/20120113111359/http://www.g4tv.com/g4/press/200/Winners_of_XPlay_Best_of_2007_Awards_Announced__BioShock_is_Videogame_of_the_Year.html |url-status=dead}}</ref><ref>{{cite web |url=https://arstechnica.com/journals/thumbs.ars/2007/11/12/in-the-event-that-the-weighted-companion-cube-does-speak-please-give-it-a-hug |title=Valve to sell official Weighted Companion Cube plushies |publisher=Ars Technica |date=November 12, 2007 |access-date=April 18, 2008 |first=Johnathan |last=Neuls |archive-date=April 19, 2008 |archive-url=https://web.archive.org/web/20080419140951/http://arstechnica.com/journals/thumbs.ars/2007/11/12/in-the-event-that-the-weighted-companion-cube-does-speak-please-give-it-a-hug |url-status=live}}</ref><ref>{{cite web |url=https://arstechnica.com/reviews/hardware/2007-games-review.ars/3 |title=Kiss Me, Kill Me, Thrill Me: ups and downs in gaming 2007 |publisher=Ars Technica |date=January 2, 2008 |access-date=April 18, 2008 |first=Ben |last=Kurchera |archive-date=August 29, 2015 |archive-url=https://web.archive.org/web/20150829163504/http://arstechnica.com/gadgets/2008/01/2007-games-review/3/ |url-status=live}}</ref> [[Ben Croshaw]] of ''[[Zero Punctuation]]'' praised the game as "absolutely sublime from start to finish ... I went in expecting a slew of interesting portal-based puzzles and that's exactly what I got, but what I wasn't expecting was some of the funniest pitch black humor I've ever heard in a game". He felt the short length was ideal as it did not outstay its welcome.<ref>{{cite web |url=http://www.escapistmagazine.com/videos/view/zero-punctuation/10-The-Orange-Box |title=The Orange Box - Zero Punctuation Video Gallery - The Escapist |work=The Escapist |access-date=October 6, 2014 |archive-date=October 6, 2014 |archive-url=https://web.archive.org/web/20141006161610/http://www.escapistmagazine.com/videos/view/zero-punctuation/10-The-Orange-Box |url-status=live}}</ref>

Writing for GameSetWatch in 2009, columnist Daniel Johnson pointed out similarities between ''Portal'' and [[Erving Goffman]]'s essay on [[Dramaturgy (sociology)|dramaturgy]], ''[[The Presentation of Self in Everyday Life]]'', which equates one's persona to the front and backstage areas of a theater.<ref>{{cite web |url=http://www.gamesetwatch.com/2009/06/column_lingua_franca_portal_an.php |title=Column: 'Lingua Franca'&nbsp;– Portal and the Deconstruction of the Institution |publisher=GameSetWatch |date=June 1, 2009 |access-date=June 1, 2009 |first=Daniel |last=Johnson |archive-date=June 5, 2009 |archive-url=https://web.archive.org/web/20090605155924/http://www.gamesetwatch.com/2009/06/column_lingua_franca_portal_an.php |url-status=live}}</ref> The game was also made part of the required course material among other classical and contemporary works, including Goffman's work, for a freshman course "devoted to engaging students with fundamental questions of humanity from multiple perspectives and fostering a sense of community" for [[Wabash College]] in 2010.<ref>{{cite web |url=http://www.escapistmagazine.com/news/view/102951-College-Professor-Requires-Students-to-Study-Portal |title=College Professor Requires Students to Study Portal |first=Tom |last=Goldman |publisher=[[The Escapist (magazine)|The Escapist]] |date=August 22, 2010 |access-date=August 22, 2010 |archive-date=August 25, 2010 |archive-url=https://web.archive.org/web/20100825173617/http://www.escapistmagazine.com/news/view/102951-College-Professor-Requires-Students-to-Study-Portal |url-status=live}}</ref><ref>{{cite web |url=http://www.giantbomb.com/news/intro-to-glados-101-a-professors-decision-to-teach-portal/3206/ |title=Intro to GLaDOS 101: A Professor's Decision to Teach Portal |first=Patrick |last=Klepek |date=May 18, 2011 |access-date=May 18, 2011 |publisher=[[Giant Bomb]] |archive-date=May 21, 2011 |archive-url=https://web.archive.org/web/20110521075740/http://www.giantbomb.com/news/intro-to-glados-101-a-professors-decision-to-teach-portal/3206/ |url-status=live}}</ref> ''Portal'' has also been cited as a strong example of [[instructional scaffolding]] that can be adapted for more academic learning situations, as the player, through careful design of levels by Valve, is first hand-held in solving simple puzzles with many hints at the correct solution, but this support is slowly removed as the player progresses in the game, and completely removed when the player reaches the second half of the game.<ref>{{Cite journal |title=A Portal to Student Learning: What Instruction Librarians can Learn from Video Game Design |first=Nicholas |last=Schiller |year=2008 |url=http://www.mendeley.com/research/portal-student-learning-instruction-librarians-learn-video-game-design/ |access-date=June 25, 2009 |journal=[[Reference Services Review]] |volume=36 |issue=4 |pages=351–365 |doi=10.1108/00907320810920333 |citeseerx=10.1.1.623.999 |archive-date=September 21, 2013 |archive-url=https://web.archive.org/web/20130921061501/http://www.mendeley.com/research/portal-student-learning-instruction-librarians-learn-video-game-design/ |url-status=live |issn=0090-7324 }}</ref> [[Rock, Paper, Shotgun]]'s Hamish Todd considered ''Portal'' as an exemplary means of game design by demonstrating a series of chambers after the player has obtained the portal gun that gently introduce the concept of flinging without any explicit instructions.<ref>{{cite web |url=http://www.rockpapershotgun.com/2013/09/20/untold-riches-an-analysis-of-portals-expressive-level-design/ |title=Untold Riches: An Analysis Of Portal's Level Design |first=Hamish |last=Todd |date=September 20, 2013 |access-date=September 20, 2013 |website=[[Rock Paper Shotgun]] |archive-date=September 21, 2013 |archive-url=https://web.archive.org/web/20130921060737/http://www.rockpapershotgun.com/2013/09/20/untold-riches-an-analysis-of-portals-expressive-level-design/ |url-status=live}}</ref> ''Portal'' was exhibited at the Smithsonian Art Exhibition in America from February 14 through September 30, 2012. ''Portal'' won the "Action" section for the platform "Modern Windows".<ref name="Portal at the Smithsonian Art Exhibition in America">{{cite web |title=The Art of Video Games Exhibition Checklist |url=http://www.americanart.si.edu/exhibitions/archive/2012/games/winninggames.pdf |website=[[Smithsonian American Art Museum]] |publisher=[[Smithsonian Institution]] |access-date=May 19, 2015 |archive-url=https://web.archive.org/web/20120512001052/http://www.americanart.si.edu/exhibitions/archive/2012/games/winninggames.pdf |archive-date=May 12, 2012 |page=12 |date=April 5, 2012 |url-status=dead |df=mdy-all}}</ref>

Since its release ''Portal'' is still considered one of the [[List of video games considered the best|best video games of all time]], having been included on several cumulative "Top Games of All Time" lists through 2018.<ref name=Polygon2018>{{cite web |last=Polygon Staff |title=The 500 Best Video Games of All Time |url=https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401 |website=[[Polygon (website)|Polygon.com]] |access-date=December 1, 2017 |date=November 27, 2017 |archive-url=https://web.archive.org/web/20180303210843/https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401 |archive-date=March 3, 2018 |url-status=live}}</ref><ref name=GI2018>{{cite magazine |magazine=[[Game Informer]] |title=The Top 300 Games of All Time |date=April 2018 |issue=300}}</ref><ref name=IGN2018>{{cite web |title=Top 100 Video Games of All Time |url=http://ign.com/lists/top-100-games |website=IGN |access-date=June 15, 2018 |date=2018 |archive-url=https://web.archive.org/web/20180614021412/http://www.ign.com/lists/top-100-games |archive-date=June 14, 2018 |url-status=live}}</ref>

===Awards===
''Portal'' won several awards:
* During the [[11th Annual Interactive Achievement Awards]], the [[Academy of Interactive Arts & Sciences]] awarded ''Portal'' with [[D.I.C.E. Award for Outstanding Technical Achievement|Outstanding Achievement in Gameplay Engineering]], [[D.I.C.E. Award for Outstanding Achievement in Game Design|Outstanding Achievement in Game Design]], and [[D.I.C.E. Award for Outstanding Achievement in Character|Outstanding Character Performance]] for [[Ellen McLain]]'s vocal portrayal of [[GLaDOS]];<ref>{{cite web |url=https://www.interactive.org/games/video_game_details.asp?idAward=2008&idGame=932 |title=D.I.C.E. Awards By Video Game Details The Orange Box: Portal |publisher=[[Academy of Interactive Arts & Sciences]] |website=interactive.org |access-date=13 November 2023 |archive-date=November 13, 2023 |archive-url=https://web.archive.org/web/20231113171241/https://www.interactive.org/games/video_game_details.asp?idAward=2008&idGame=932 |url-status=live }}</ref> as part of ''[[The Orange Box]]'' compilation, it also won Computer Game of the Year (shared with ''[[Half-Life 2: Episode Two]]'' and ''[[Team Fortress 2]]'').<ref>{{cite web |url=https://www.interactive.org/games/video_game_details.asp?idAward=2008&idGame=964 |title=D.I.C.E. Awards By Video Game Details The Orange Box |publisher=[[Academy of Interactive Arts & Sciences]] |website=interactive.org |access-date=13 November 2023 |archive-date=November 13, 2023 |archive-url=https://web.archive.org/web/20231113171252/https://www.interactive.org/games/video_game_details.asp?idAward=2008&idGame=964 |url-status=live }}</ref>
* At the 2008 [[Game Developers Choice Awards]], ''Portal'' won [[Game Developers Choice Award for Game of the Year|Game of the Year]] award, along with the Innovation Award and Best Game Design award.<ref>{{cite web |url=http://uk.gamespot.com/news/6186460.html?action=convert&om_clk=latestnews&tag=latestnews;title;3 |title=Portal BioShocks GDC Awards |publisher=[[GameSpot]] |access-date=February 21, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20120104224043/http://uk.gamespot.com/news/6186460.html?action=convert&om_clk=latestnews&tag=latestnews%3Btitle%3B3 |archive-date=January 4, 2012 |df=mdy}}</ref>
* [[IGN]] honored ''Portal'' with several awards, for Best Puzzle Game for PC<ref>{{cite web |title=IGN Best of 2007: PC&nbsp;Best Puzzle Game |url=http://bestof.ign.com/2007/pc/7.html |url-status=dead |archive-url=https://web.archive.org/web/20131016143456/http://bestof.ign.com/2007/pc/7.html |archive-date=October 16, 2013 |access-date=April 27, 2014 |publisher=IGN}}</ref> and Xbox 360,<ref>{{cite web |url=http://bestof.ign.com/2007/xbox360/5.html |title=IGN Best of 2007: Xbox 360 – Best Puzzle Game |publisher=IGN |access-date=April 27, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20120614154238/http://bestof.ign.com/2007/xbox360/5.html |archive-date=June 14, 2012}}</ref> Most Innovative Design for PC,<ref>{{cite web |url=http://bestof.ign.com/2007/pc/18.html |title=IGN Best of 2007: PC&nbsp;— Most Innovative Design |publisher=IGN |access-date=April 27, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20131016143458/http://bestof.ign.com/2007/pc/18.html |archive-date=October 16, 2013}}</ref> and Best End Credit Song (for "Still Alive") for Xbox 360,<ref>{{cite web |url=http://bestof.ign.com/2007/xbox360/13.html |title=IGN Best of 2007: Xbox 360 – Best End Credit Song |publisher=IGN |access-date=April 27, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20120226012417/http://bestof.ign.com/2007/xbox360/13.html |archive-date=February 26, 2012}}</ref> along with overall honors for Best Puzzle Game<ref>{{cite web |url=http://bestof.ign.com/2007/overall/7.html |title=IGN Best of 2007: Overall&nbsp;— Best Puzzle Game |publisher=IGN |access-date=April 27, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20131112010308/http://bestof.ign.com/2007/overall/7.html |archive-date=November 12, 2013}}</ref> and Most Innovative Design.<ref>{{cite web |url=http://bestof.ign.com/2007/overall/21.html |title=IGN Best of 2007: Overall&nbsp;— Most Innovative Design |publisher=IGN |access-date=April 27, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20131112010508/http://bestof.ign.com/2007/overall/21.html |archive-date=November 12, 2013}}</ref>
* In its Best of 2007, GameSpot honored ''The Orange Box'' with 4 awards in recognition of ''Portal'', giving out honors for Best Puzzle Game,<ref>{{cite web |url=https://www.gamespot.com/videos/best-of-2007-game-of-the-year/2300-6184124/ |title=GameSpot's Best of 2007: Best Puzzle Game Genre Awards |publisher=[[GameSpot]] |access-date=February 18, 2008 |archive-url=https://web.archive.org/web/20180624150326/https://www.gamespot.com/videos/best-of-2007-game-of-the-year/2300-6184124/ |archive-date=June 24, 2018 |url-status=dead |df=mdy-all}}</ref> Best New Character(s) (for GLaDOS),<ref>{{cite web |url=http://www.gamespot.com/best-of/specialachievement/index.html?page=11 |archive-url=https://web.archive.org/web/20120128094328/http://www.gamespot.com/best-of/specialachievement/index.html?page=11 |archive-date=January 28, 2012 |title=GameSpot's Best of 2007: Best New Character(s) Special Achievement |publisher=[[GameSpot]] |access-date=February 18, 2008 |url-status=dead}}</ref> Funniest Game,<ref>{{cite web |url=http://purenintendo.com/gamesp0ts-best-of-2007/ |title=GameSpot's Best of 2007 |publisher=Pure Nintendo |year=2007 |access-date=December 29, 2015 |archive-date=June 12, 2018 |archive-url=https://web.archive.org/web/20180612163111/https://purenintendo.com/gamesp0ts-best-of-2007/ |url-status=live}}</ref> and Best Original Game Mechanic (for the portal gun).<ref>{{cite web |url=http://www.gamespot.com/best-of/specialachievement/index.html?page=16 |archive-url=https://archive.today/20081205011525/http://www.gamespot.com/best-of/specialachievement/index.html?page=16 |url-status=dead |archive-date=December 5, 2008 |title=GameSpot's Best of 2007: Best Original Game Mechanic Special Achievement |publisher=[[GameSpot]] |access-date=February 18, 2008}}</ref>
* ''Portal'' was awarded Game of the Year (PC), Best Narrative (PC), and Best Innovation (PC and console) honors by 1UP.com in its 2007 editorial awards.<ref>{{cite web |url=http://www.1up.com/do/feature?cId=3165432 |archive-url=https://web.archive.org/web/20090226032334/http://www.1up.com/do/feature?cId=3165432 |url-status=dead |archive-date=February 26, 2009 |title=2007 1UP Network Editorial Awards from 1UP.com |publisher=[[1UP.com]] |access-date=February 18, 2008}}</ref>
* [[GamePro]] honored the game for Most Memorable Villain (for GLaDOS) in its Editors' Choice 2007 Awards.<ref>{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/154428.shtml |title=GamePro Editors' Choice *2007* (Pg. 2/5) |publisher=[[GamePro]] |author=The GamePros |date=December 27, 2007 |access-date=February 18, 2008 |archive-url=https://web.archive.org/web/20071231114612/http://www.gamepro.com/gamepro/domestic/games/features/154428.shtml |archive-date=December 31, 2007}}</ref>
* ''Portal'' was awarded the Game of the Year award in 2007 by ''[[Joystiq]]'',<ref>{{cite web |url=http://www.joystiq.com/2008/01/01/game-of-the-year-portal/ |title=Joystiq's Top 10 of 2007: Portal |publisher=Joystiq |first=Ludwig |last=Kietzmann |date=January 1, 2008 |access-date=February 18, 2008 |archive-url=https://web.archive.org/web/20121027174904/http://www.joystiq.com/2008/01/01/game-of-the-year-portal/ |archive-date=October 27, 2012 |url-status=dead}}</ref> ''[[Good Game (TV program)|Good Game]]'',<ref>{{cite web |url=http://www.abc.net.au/tv/goodgame/stories/s2115530.htm |title=Game of the Year |publisher=Good Game Stories |date=December 12, 2007 |access-date=January 31, 2008 |archive-date=January 7, 2012 |archive-url=https://web.archive.org/web/20120107150122/http://www.abc.net.au/tv/goodgame/stories/s2115530.htm |url-status=live}}</ref> and ''[[Shacknews]]''.<ref>{{cite web |url=http://www.shacknews.com/featuredarticle.x?id=725 |title=Game of the Year Awards 2007 |publisher=Shacknews |author=Shack Staff |date=January 4, 2008 |access-date=January 31, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090204201143/http://www.shacknews.com/featuredarticle.x?id=725 |archive-date=February 4, 2009}}</ref>
* The Most Original Game award by ''[[X-Play]]''.<ref>{{cite web |url=http://www.g4tv.com/xplay/videos/19476/Best_of_2007_Most_Original_Game.html?videoCategory_key=8 |title=X-Play Best of 2007: Most Original Game |publisher=G4 |date=December 18, 2007 |access-date=February 25, 2008 |archive-date=May 9, 2018 |archive-url=https://web.archive.org/web/20180509012532/http://www.g4tv.com/xplay/videos/19476/Best_of_2007_Most_Original_Game.html?videoCategory_key=8 |url-status=dead}}</ref>
* In ''[[Official Xbox Magazine]]''{{'s}} 2007 Game of the Year Awards, ''Portal'' won Best New Character (for GLaDOS), Best Original Song (for "Still Alive"), and Innovation of the Year.<ref>{{cite web |url=http://www.oxmonline.com/oxms-2007-game-year-awards |title=OXM's 2007 Game of the Year Awards |publisher=[[Official Xbox Magazine]] |date=March 17, 2008 |access-date=March 21, 2008 |archive-date=October 10, 2014 |archive-url=https://web.archive.org/web/20141010085559/http://www.oxmonline.com/oxms-2007-game-year-awards |url-status=live }}</ref>
* In GameSpy's 2007 Game of the Year awards, ''Portal'' was recognized as Best Puzzle Game,<ref name="gamespy-special">{{cite web |url=http://goty.gamespy.com/2007/special/29.html |title=GameSpy's Game of the Year 2007: Special Awards |publisher=[[GameSpy]] |access-date=April 27, 2014 |archive-url=https://web.archive.org/web/20131029200206/http://goty.gamespy.com/2007/special/29.html |archive-date=October 29, 2013}}</ref> Best Character (for GLaDOS), and Best Sidekick (for the Weighted Companion Cube).<ref name="gamespy-special" />
* [[The A.V. Club]] called it the Best Game of 2007.<ref>{{cite web |last=Dahlen |first=Chris |author2=Mastrapa, Gus |url=http://www.avclub.com/content/feature/best_games_of_2007 |title=A. V. Club Best Games of 2007 |date=December 24, 2007 |access-date=April 27, 2014 |publisher=A. V. Club |archive-url=https://web.archive.org/web/20081229172821/http://www.avclub.com/content/feature/best_games_of_2007 |archive-date=December 29, 2008}}</ref>
* The [[webcomic]] ''[[Penny Arcade (webcomic)|Penny Arcade]]'' awarded ''Portal'' Best Soundtrack, Best Writing, and Best New Game Mechanic in its satirical 2007 We're Right Awards.<ref>{{cite web |url=http://www.penny-arcade.com/comic/2007/12/28 |title=Penny Arcade! We're Right Returns |publisher=Penny Arcade |date=December 28, 2007 |access-date=December 28, 2007 |archive-date=July 17, 2011 |archive-url=https://web.archive.org/web/20110717183625/http://www.penny-arcade.com/comic/2007/12/28/ |url-status=live}}</ref>
* [[Eurogamer]] gave ''Portal'' first place in its Top 50 Games of 2007 rankings.<ref>{{cite web |url=http://www.eurogamer.net/article.php?article_id=89793&page=3 |title=Eurogamer's Top 50 Games of 2007 |date=December 28, 2007 |publisher=Eurogamer |access-date=January 1, 2008 |archive-date=August 29, 2011 |archive-url=https://web.archive.org/web/20110829034909/http://www.eurogamer.net/articles/eurogamers-top-50-games-of-2007-10-1-article?page=3 |url-status=live}}</ref>
* [[IGN]] also placed GLaDOS, (from ''Portal'') as the {{Numero|1}} Video Game Villain on its Top-100 Villains List.<ref>{{cite web |url=http://video.ign.com/dor/articles/1089926/igns-1-videogame-villain/videos/top10villain_spc_051410.html |title=IGN's top 100 villains |date=May 14, 2010 |publisher=IGN |access-date=May 18, 2010 |archive-date=May 18, 2010 |archive-url=https://web.archive.org/web/20100518102921/http://video.ign.com/dor/articles/1089926/igns-1-videogame-villain/videos/top10villain_spc_051410.html |url-status=live}}</ref>
* [[GamesRadar]] named it the best game of all time.<ref>{{cite web |url=https://www.gamesradar.com/best-games-ever/ |title=The 100 best games ever |work=[[GamesRadar]] |page=12 |date=February 25, 2015 |access-date=October 4, 2018 |author=GamesRadar Staff |archive-date=January 15, 2013 |archive-url=https://web.archive.org/web/20130115043401/http://www.gamesradar.com/best-games-ever/ |url-status=live}}</ref>
* In November 2012, ''[[Time (magazine)|Time]]'' named it one of the 100 greatest video games of all time.<ref name="AccoTimeAllTime">{{cite magazine |title=All-TIME 100 Video Games |url=https://techland.time.com/2012/11/15/all-time-100-video-games/slide/all/ |magazine=Time |publisher=Time Inc. |date=November 15, 2012 |access-date=November 15, 2012 |archive-url=https://web.archive.org/web/20121116214206/http://techland.time.com/2012/11/15/all-time-100-video-games/slide/all/ |archive-date=November 16, 2012 |url-status=live |df=mdy}}</ref>
* ''[[Wired (magazine)|Wired]]'' considered ''Portal'' to be one of the most influential [[2000s in video gaming|games of the first decade of the 21st century]], believing it to be a prime example of quality over quantity for video games.<ref>{{cite magazine |url=https://www.wired.com/gamelife/2009/12/the-15-most-influential-games-of-the-decade/ |title=The 15 Most Influential Games of the Decade |magazine=[[Wired (magazine)|Wired]] |date=December 24, 2009 |access-date=December 24, 2009 |first=Chris |last=Kohler |archive-date=March 15, 2014 |archive-url=https://web.archive.org/web/20140315094629/http://www.wired.com/gamelife/2009/12/the-15-most-influential-games-of-the-decade |url-status=live}}</ref>

===Legacy===
{{see also|Portal 2|Portal (video game series)}}

[[File:Companioncubesfuzzydice.jpg|thumb|The popularity of the Weighted Companion Cube led Valve to create merchandise based on it, including [[fuzzy dice]].]]

The popularity of the game and its characters led Valve to develop merchandise for ''Portal'' made available through its online [[Valve Corporation|Valve]] physical merchandise store. Some of the more popular items were the Weighted Companion Cube plush toys and [[fuzzy dice]].<ref>{{cite web |url=http://www.steampowered.com/Steam/Marketing/message/1301/ |title=Steam Updates: Friday, November 9, 2007 |date=November 9, 2007 |access-date=November 9, 2007 |publisher=Valve |archive-date=November 11, 2007 |archive-url=https://web.archive.org/web/20071111201436/http://www.steampowered.com/Steam/Marketing/message/1301/ |url-status=live}}</ref> When first released, both were sold out in under 24 hours.<ref>{{cite web |url=http://kotaku.com/gaming/sold-out/official-plush-weighted-companion-cube-sells-out-334413.php |title=Official Plush Weighted Companion Cube Sells Out |date=December 15, 2007 |access-date=February 21, 2008 |publisher=Kotaku |first=Flynn |last=De Marco |archive-url=https://web.archive.org/web/20080304073947/http://kotaku.com/gaming/sold-out/official-plush-weighted-companion-cube-sells-out-334413.php |archive-date=March 4, 2008 |url-status=dead |df=mdy-all}}</ref> Other products available through the Valve store include T-shirts and Aperture Science coffee mugs and parking stickers, and merchandise relating to the phrase "the cake is a lie", which has become an [[internet meme]]. Wolpaw noted they did not expect certain elements of the game to be as popular as they were, while other elements they had expected to become fads were ignored, such as a giant hoop that rolls on-screen during the final scene of the game that the team had named Hoopy.<ref name="gi portal hl" /><ref>{{cite web |url=http://www.pcgamer.com/the-cake-is-a-liethe-life-and-death-of-portals-best-baked-meme/ |title='The cake is a lie'—the life and death of Portal's best baked meme |first=James |last=Davenport |date=October 10, 2017 |access-date=October 10, 2017 |work=[[PC Gamer]] |archive-date=October 10, 2017 |archive-url=https://web.archive.org/web/20171010211440/http://www.pcgamer.com/the-cake-is-a-liethe-life-and-death-of-portals-best-baked-meme/ |url-status=live}}</ref>

Swift stated that future ''Portal'' developments would depend on the community's reactions, saying, "We're still playing it by ear at this point, figuring out if we want to do multiplayer next, or ''Portal 2'', or release map packs."<ref name="eurogamerfi" /> Some rumors regarding a sequel arose due to casting calls for voice actors.<ref>{{cite web |last=Plunkett |first=Luke |date=June 10, 2008 |title=Casting call reveals Portal 2 details |url=http://kotaku.com/5014851/rumor-casting-call-reveals-portal-2-details |url-status=live |archive-url=https://web.archive.org/web/20080624084216/http://kotaku.com/5014851/rumor-casting-call-reveals-portal-2-details |archive-date=June 24, 2008 |access-date=July 18, 2008 |publisher=Kotaku}}</ref><ref>{{cite web |last=Plunkett |first=Luke |date=June 10, 2008 |title=More details on Portal 2's bad guy |url=http://kotaku.com/5015122/more-details-on-portal-2s-bad-guy |url-status=live |archive-url=https://web.archive.org/web/20080624084305/http://kotaku.com/5015122/more-details-on-portal-2s-bad-guy |archive-date=June 24, 2008 |access-date=July 18, 2008 |publisher=Kotaku}}</ref> On March 10, 2010, ''Portal 2'' was officially announced for a release late in that year;<ref>{{cite web |last=Webster |first=Andrew |date=March 5, 2010 |title=Portal 2 is official, first image inside |url=https://arstechnica.com/gaming/news/2010/03/portal-2-is-official-first-image-inside.ars |url-status=live |archive-url=https://web.archive.org/web/20100307124459/http://arstechnica.com/gaming/news/2010/03/portal-2-is-official-first-image-inside.ars |archive-date=March 7, 2010 |access-date=March 5, 2010 |publisher=Ars Technica}}</ref> the announcement was preceded by an [[alternate reality game]] based on unexpected patches made to ''Portal'' that contained cryptic messages in relation to ''Portal 2''{{'}}s announcement, including an update to the game, creating a different ending for the fate of Chell. The original game left her in a deserted parking lot after destroying GLaDOS, but the update involved Chell being dragged back into the facility by a "Party Escort Bot". Though ''Portal 2'' was originally announced for a Q4 2010 release, the game was released on April 19, 2011.<ref name="shacknews update 2">{{cite web |last=Faylor |first=Chris |date=March 3, 2010 |title=Portal Mystery Deepens with Second Update |url=http://www.shacknews.com/onearticle.x/62622 |url-status=live |archive-url=https://web.archive.org/web/20100305082428/http://www.shacknews.com/onearticle.x/62622 |archive-date=March 5, 2010 |access-date=March 3, 2010 |publisher=[[Shacknews]]}}</ref><ref>{{cite web |last=Leahy |first=Brian |date=March 1, 2010 |title=Portal Patch Adds Morse Code, Achievement – Portal 2 Speculation Begins |url=http://www.shacknews.com/onearticle.x/62575 |url-status=live |archive-url=https://web.archive.org/web/20100303094524/http://www.shacknews.com/onearticle.x/62575 |archive-date=March 3, 2010 |access-date=March 2, 2010 |publisher=[[Shacknews]]}}</ref><ref>{{cite magazine |last=Mastrapa |first=Gus |date=March 2, 2010 |title=Geeky Clues Suggest Portal Sequel Is Coming |url=https://www.wired.com/gamelife/2010/03/portal-viral/ |url-status=live |archive-url=https://web.archive.org/web/20100303235223/http://www.wired.com/gamelife/2010/03/portal-viral/ |archive-date=March 3, 2010 |access-date=March 2, 2010 |magazine=[[Wired (magazine)|Wired]]}}</ref><ref>{{cite web |last=Gaskill |first=Jake |date=March 3, 2010 |title=Rumor: Valve To Make Portal 2 Announcement During GDC 2010 |url=http://g4tv.com/thefeed/blog/post/702963/Rumor-Valve-To-Make-Portal-2-Announcement-During-GDC-2010.html |url-status=dead |archive-url=https://web.archive.org/web/20180108120414/http://g4tv.com/thefeed/blog/post/702963/Rumor-Valve-To-Make-Portal-2-Announcement-During-GDC-2010.html |archive-date=January 8, 2018 |access-date=March 3, 2010 |work=[[X-Play]]}}</ref>

A [[mod (computer gaming)|modding]] community has developed around ''Portal'', with users creating their own test chambers and other in-game modifications.<ref>{{cite web |url=http://www.computerandvideogames.com/article.php?id=178414 |title=Portal Maps Investigated |publisher=CVG |date=January 5, 2008 |access-date=January 5, 2008 |first=Ed |last=Zitron |archive-date=January 7, 2008 |archive-url=https://web.archive.org/web/20080107094419/http://www.computerandvideogames.com/article.php?id=178414 |url-status=live}}</ref><ref>{{cite web |url=http://www.thinkingwithportals.com/ |title=Thinking With Portals |publisher=ThinkingWithPortals.com |access-date=June 21, 2008 |archive-url=https://web.archive.org/web/20150830161148/http://www.thinkingwithportals.com/ |archive-date=August 30, 2015 |url-status=dead}}</ref> The group "We Create Stuff" created an [[Adobe Flash]] version of ''Portal'', titled ''Portal: The Flash Version'', just before release of ''The Orange Box''. This flash version was well received by the community<ref>{{cite web |url=http://blogs.pcworld.com/gameon/archives/005669.html |archive-url=https://web.archive.org/web/20110424050628/http://blogs.pcworld.com/gameon/archives/005669.html |archive-date=April 24, 2011 |title=Portal: The Flash Version |publisher=[[PC World (magazine)|PC World]] |first=Matt |last=Peckham |date=October 11, 2007 |access-date=May 5, 2008 |url-status=dead |df=mdy}}</ref> and the group has since converted it to a map pack for the published game.<ref>{{cite web |title=Flash Version of Portal Converted to Actual Map Pack |url=http://www.shacknews.com/onearticle.x/52522 |first=Nick |last=Breckon |date=May 5, 2008 |access-date=May 5, 2008 |publisher=[[Shacknews]] |archive-date=October 29, 2010 |archive-url=https://web.archive.org/web/20101029113341/http://www.shacknews.com/onearticle.x/52522 |url-status=live}}</ref> Another mod, ''{{visible anchor|Portal: Prelude}}'', is an unofficial prequel developed by an independent team of three that focuses on the pre-GLaDOS era of Aperture Science, and contains nineteen additional "crafty and challenging" test chambers.<ref>{{cite magazine |url=http://blog.wired.com/games/2008/10/portal-prelude.html |title=Portal: Prelude Now Available |magazine=[[Wired (magazine)|Wired]] |date=October 8, 2008 |access-date=October 9, 2008 |first=Earnest |last=Cavalli |archive-date=October 9, 2008 |archive-url=https://web.archive.org/web/20081009205141/http://blog.wired.com/games/2008/10/portal-prelude.html |url-status=live}}</ref><ref>{{cite web |url=http://planethalflife.gamespy.com/View.php?view=Reviews.Detail&id=65 |title=Portal: Prelude |publisher=[[GameSpy]] |first=John |last=Phillips |date=September 22, 2009 |access-date=December 18, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20081223134805/http://planethalflife.gamespy.com/View.php?view=Reviews.Detail&id=65 |archive-date=December 23, 2008}}</ref> An [[ASCII]] version of ''Portal'' was created by Joe Larson.<ref>{{cite web |url=http://kotaku.com/5309667/its-portal-running-in-ascii |title=It's Portal, Running In ASCII |publisher=Kotaku |first=Luke |last=Plunkett |date=July 8, 2009 |access-date=July 16, 2009 |archive-date=July 12, 2009 |archive-url=https://web.archive.org/web/20090712131340/http://kotaku.com/5309667/its-portal-running-in-ascii |url-status=live}}</ref><ref>{{cite web |url=http://cymonsgames.com/asciiportal |title=ASCIIportal &#124; Cymonsgames |publisher=Joseph Larson |first=Joseph |last=Larson |date=January 12, 2011 |access-date=January 12, 2011 |archive-url=https://web.archive.org/web/20101229194149/http://cymonsgames.com/asciiportal/ |archive-date=December 29, 2010 |url-status=dead}}</ref> An unofficial port of ''Portal'' to the [[iPhone]] using the [[Unity (game engine)|Unity]] game engine was created but only consisted of a single room from the game.<ref>{{cite web |url=http://www.pocketgamer.co.uk/r/iPhone/Portal/news.asp?c=14397 |title=Valve's Portal opened on the iPhone |publisher=Pocket Gamer |date=July 15, 2009 |access-date=July 16, 2009 |first=Spanner |last=Spenser |archive-date=July 18, 2009 |archive-url=https://web.archive.org/web/20090718120351/http://www.pocketgamer.co.uk/r/iPhone/Portal/news.asp?c=14397 |url-status=live}}</ref><ref>{{cite web |url=http://offworld.boingboing.net/2009/07/16/chells-bells-portal-on-the-iph.html |title=Chell's bells: Portal on the iPhone |publisher=[[Boing Boing]] Offworld |date=July 16, 2009 |access-date=July 17, 2009 |first=Brandon |last=Boyer |url-status=dead |archive-url=https://web.archive.org/web/20131029192410/http://offworld.boingboing.net/2009/07/16/chells-bells-portal-on-the-iph.html |archive-date=October 29, 2013 |df=mdy-all}}</ref> ''[[Mari0]]'' is a fan-made four-player coop mashup of the original ''[[Super Mario Bros.]]'' and ''Portal''.<ref>{{cite web |url=https://kotaku.com/5835600/mari0-puts-a-portal-gun-in-super-mario-bros |title=Mari0 Is What Happens When Mario Gets a Portal Gun |first=Michael |last=McWhertor |date=August 29, 2011 |access-date=February 10, 2017 |work=[[Kotaku]] |archive-date=February 11, 2017 |archive-url=https://web.archive.org/web/20170211160236/https://kotaku.com/5835600/mari0-puts-a-portal-gun-in-super-mario-bros |url-status=live}}</ref>

An unofficial port for the [[Nintendo 64]] console titled ''Portal 64'' was under development.{{efn|Attributed to multiple sources:<ref>{{cite web | url=https://www.nintendolife.com/news/2022/05/random-portal-64-demake-shows-portal-running-on-real-n64-hardware | title=Random: Portal 64 Demake Shows Portal Running on "Real N64 Hardware" | date=May 15, 2022 | access-date=September 7, 2022 | archive-date=May 15, 2022 | archive-url=https://web.archive.org/web/20220515173528/https://www.nintendolife.com/news/2022/05/random-portal-64-demake-shows-portal-running-on-real-n64-hardware | url-status=live }}</ref><ref>{{cite web | url=https://gizmodo.com/portal-nintendo-64-demake-valve-steam-gun-puzzle-game-n-1848930482 | title=Portal Ported: Fan Remakes Valve's Classic Puzzle Game for Nintendo 64 | date=May 16, 2022 | access-date=September 7, 2022 | archive-date=May 16, 2022 | archive-url=https://web.archive.org/web/20220516164826/https://gizmodo.com/portal-nintendo-64-demake-valve-steam-gun-puzzle-game-n-1848930482 | url-status=live }}</ref><ref>{{cite web | url=https://www.techspot.com/news/94604-portal-demake-runs-actual-nintendo-64-hardware.html | title=This Portal demake runs on actual Nintendo 64 hardware | date=May 16, 2022 | access-date=September 7, 2022 | archive-date=May 16, 2022 | archive-url=https://web.archive.org/web/20220516153015/https://www.techspot.com/news/94604-portal-demake-runs-actual-nintendo-64-hardware.html | url-status=live }}</ref><ref>{{cite web | url=https://kotaku.com/portal-valve-n64-nintendo-demake-homebrew-indie-develop-1848929418 | title=Somehow, the N64 Can do Portal | date=May 16, 2022 | access-date=September 7, 2022 | archive-date=May 16, 2022 | archive-url=https://web.archive.org/web/20220516033607/https://kotaku.com/portal-valve-n64-nintendo-demake-homebrew-indie-develop-1848929418 | url-status=live }}</ref><ref>{{cite web | url=https://cogconnected.com/2022/05/portal-demake-will-find-a-home-on-the-nintendo-64/ | title=Portal 'Demake' Will Find a Home on the Nintendo 64 | date=May 16, 2022 | access-date=September 7, 2022 | archive-date=May 16, 2022 | archive-url=https://web.archive.org/web/20220516013353/https://cogconnected.com/2022/05/portal-demake-will-find-a-home-on-the-nintendo-64/ | url-status=live }}</ref><ref>{{cite web | url=https://wccftech.com/n64-portal-demake-real-hardware/ | title=This N64 Portal Demake Running on Real Hardware is Looking Promising | date=May 17, 2022 | access-date=September 7, 2022 | archive-date=May 17, 2022 | archive-url=https://web.archive.org/web/20220517143042/https://wccftech.com/n64-portal-demake-real-hardware/ | url-status=live }}</ref><ref>{{cite web | url=https://www.inputmag.com/gaming/this-n64-demake-of-portal-shouldnt-work-but-it-does | title=This N64 demake of Portal shouldn't work, but it does | date=May 18, 2022 | access-date=September 7, 2022 | archive-date=May 18, 2022 | archive-url=https://web.archive.org/web/20220518153944/https://www.inputmag.com/gaming/this-n64-demake-of-portal-shouldnt-work-but-it-does | url-status=live }}</ref>}} By September 2023, the programmer had a working copy but still had ways to go to be completely finished.<ref>{{cite web |last=Stanton |first=Rich |date=September 5, 2023 |title=Legend has spent years making Portal for the N64 and by Gaben he's done it |url=https://www.pcgamer.com/legend-has-spent-years-making-portal-for-the-n64-and-by-gaben-hes-done-it/ |url-status=live |archive-url=https://web.archive.org/web/20231120212835/https://www.pcgamer.com/legend-has-spent-years-making-portal-for-the-n64-and-by-gaben-hes-done-it/ |archive-date=November 20, 2023 |access-date=November 20, 2023 |website=PC Gamer |quote=}}</ref> The project was taken down in January 2024 due to a request by Valve; according to the main developer, the port's reliance on "Nintendo's proprietary libraries" was the reason.<ref>{{Cite web |last=Bailey |first=Dustin |date=January 10, 2024 |title=After years of supporting mods and fan games, Valve takes action against Team Fortress and Portal fan projects |url=https://www.gamesradar.com/after-years-of-supporting-mods-and-fan-games-valve-takes-action-against-team-fortress-and-portal-fan-projects/ |url-status=live |archive-url=https://web.archive.org/web/20240111032646/https://www.gamesradar.com/after-years-of-supporting-mods-and-fan-games-valve-takes-action-against-team-fortress-and-portal-fan-projects/ |archive-date=January 11, 2024 |access-date=January 11, 2024 |website=[[GamesRadar]] |language=en}}</ref><ref>{{Cite web |last=Bailey |first=Kat |date=January 10, 2024 |title=Team Fortress: Source 2 and Portal 64 Fan Projects Shut Down by Valve Takedowns |url=https://www.ign.com/articles/team-fortress-source-2-fan-project-officially-dead-after-valve-dmca-takedown |url-status=live |archive-url=https://web.archive.org/web/20240111005942/https://www.ign.com/articles/team-fortress-source-2-fan-project-officially-dead-after-valve-dmca-takedown |archive-date=January 11, 2024 |access-date=January 11, 2024 |website=[[IGN]] |language=en}}</ref>

==Film adaptation==
A film adaptation has been in [[development hell]] since 2013, and it was reported in May 25, 2021 that the project is still in development by [[J.J. Abrams]] and [[Bad Robot]] and the script has been written.<ref>{{Cite web |last=Jorgensen |first=Tom |date=2021-05-24 |title=Portal Movie Still Alive, in Development at Warner Bros., Says Producer JJ Abrams |url=https://www.ign.com/articles/portal-half-life-jj-abrams-news |access-date=2022-03-15 |website=IGN |language=en |archive-date=May 24, 2021 |archive-url=https://web.archive.org/web/20210524233908/https://www.ign.com/articles/portal-half-life-jj-abrams-news |url-status=live }}</ref> As of 2022, J.J. Abrams continued to express interest in bringing ''Portal'' to the big screen.<ref>{{Cite web |date=2022-05-23 |title=8 Exciting Upcoming Projects J.J. Abrams Is Producing |website=[[Screen Rant]] |url=https://screenrant.com/jj-abrams-exciting-future-movies-tv-shows/ |access-date=2023-07-08 |archive-date=July 8, 2023 |archive-url=https://web.archive.org/web/20230708235606/https://screenrant.com/jj-abrams-exciting-future-movies-tv-shows/ |url-status=live }}</ref>

{{clear}}

==Notes==
{{notelist}}


==References==
==References==
{{reflist}}
{{reflist}}

==Further reading==
{{refbegin}}
* {{cite web |url=http://www.gamasutra.com/view/feature/3839/thinking_with_portals_creating_.php |title=Thinking With Portals: Creating Valve's New IP |author=Jeep Barnett, Kim Swift & [[Erik Wolpaw]] |date=November 4, 2008 |work=[[Gamasutra]] |publisher=CMP Media |access-date=November 21, 2008 |archive-date=November 7, 2008 |archive-url=https://web.archive.org/web/20081107193324/http://www.gamasutra.com/view/feature/3839/thinking_with_portals_creating_.php |url-status=live}}
{{refend}}


==External links==
==External links==
{{Spoken Wikipedia|date=2022-02-06|En- Portal (video game) -article.ogg}}
{{wikiquote|Portal}}
* [http://orange.half-life2.com/portal.html Official website&nbsp;– ''The Orange Box'']
;Official
* {{IMDb title|1127708|Portal}}
* [http://orange.half-life2.com/portal.html Official homepage - The Orange Box]
* [https://www.nvidia.com/en-us/geforce/campaigns/play-portal-with-rtx/ Official website of ''Portal With RTX'']
* [http://www.aperturescience.com ApertureScience.com] ([[Viral advertising]], [[Alternate reality game]])
;Press
* [http://www.1up.com/do/gameOverview?cId=3152171 ''Portal''] at [[1UP.com]]
* [http://www.eurogamer.net/game.php?game_id=8461 ''Portal''] at [[Eurogamer]]
* {{GameSpot|id=934386|name=''Portal''}}
* {{IGN|type=pc|id=842/842671|name=Portal}}
* [http://www.wired.com/gaming/gamingreviews/commentary/games/2007/10/gamesfrontiers_1008 ''Portal''] at [[Wired (magazine)|Wired]]


{{Half-Life games}}
{{Portal series}}
{{Valve}}
{{GDCA GOTY}}
{{Subject bar|Science fiction|Video games|d=yes|auto=yes}}
{{Authority control}}


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[[cs:Portal]]
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[[fr:Portal (jeu vidéo)]]
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Latest revision as of 23:14, 10 December 2024

Portal
A white stick figure (in the style of a crosswalk signal) is in a falling pose. The figure is falling towards a horizontal portal with an arrow pointing down into it. The word "Portal", with the "o" replaced with a stylized blue portal, is displayed underneath this.
Developer(s)Valve[a]
Publisher(s)Valve
Designer(s)Kim Swift
Writer(s)
Composer(s)
SeriesPortal
EngineSource
Platform(s)
Release
October 10, 2007
  • Windows, Xbox 360
    • NA: October 10, 2007
    • EU: October 18, 2007
    • AU: October 25, 2007
  • PlayStation 3
    • AU: November 22, 2007
    • EU: November 23, 2007
    • NA: December 11, 2007
  • Mac OS X[1]
    • WW: May 12, 2010
  • Linux[1]
    • WW: May 2, 2013
  • Android[2][3]
    • WW: May 12, 2014
  • Nintendo Switch
    • WW: June 28, 2022
Genre(s)Puzzle, platformer
Mode(s)Single-player

Portal is a 2007 puzzle platformer video game developed and published by Valve. It was released in a bundle, The Orange Box, for Windows, Xbox 360 and PlayStation 3, and has been since ported to other systems, including Mac OS X, Linux, Android (via Nvidia Shield), and Nintendo Switch.

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.

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. A port for the Nintendo Switch was released as part of the Portal: Companion Collection in June 2022.

Gameplay

[edit]
A representation of how the (magnitude of) linear momentum is conserved through portals. By jumping into the blue portal, the character is launched out of the orange portal and onto the platform on the right.
A more advanced portal technique. The character builds up speed using two blue portals, to reach an otherwise unreachable area. The second blue portal is carefully created in mid-air, after exiting the orange portal for the first time, destroying the first blue portal in the process.

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]

Synopsis

[edit]

Characters

[edit]

The game features two characters: the player-controlled silent protagonist named Chell, and GLaDOS (Genetic Lifeform and Disk Operating System), a computer artificial intelligence that monitors and directs the player. In the English-language version, GLaDOS is voiced by Ellen McLain, though her voice has been altered to sound more artificial. The only background information presented about Chell is given by GLaDOS; the credibility of these facts, such as Chell being adopted, an orphan, and having no friends, is questionable at best, as GLaDOS is a liar by her own admission. In the "Lab Rat" comic created by Valve to bridge the gap between Portal and Portal 2, Chell's records reveal she was ultimately rejected as a test subject for having "too much tenacity"—the main reason Doug Rattman, a former employee of Aperture Science, moved Chell to the top of the test queue.[11][12]

Setting

[edit]

The logo for Aperture Science Laboratories

Portal takes place in the Half-Life universe and inside of Aperture Science Laboratories Computer-Aided Enrichment Center, a research facility responsible for the creation of the portal gun. Information about Aperture Science, developed by Valve for creating the setting of the game, is revealed during the game and via the real-world promotional website.[13] According to the Aperture Science website, Cave Johnson founded the company in 1943 for the sole purpose of making shower curtains for the U.S. military. However, after becoming mentally unstable from "moon rock poisoning" in 1978, Johnson created a three-tier research and development plan to make his organization successful. The first two tiers, the Counter-Heimlich Maneuver (a maneuver designed to ensure choking) and the Take-A-Wish Foundation (a program to give the wishes of terminally ill children to adults in need of dreams), were commercial failures and led to an investigation of the company by the U.S. Senate. However, when the investigative committee heard of the success of the third tier—a person-sized, ad hoc quantum tunnel through physical space, with a possible application as a shower curtain—it recessed permanently and gave Aperture Science an open-ended contract to continue its research. The development of GLaDOS, an artificially intelligent research assistant and disk-operating system, began in 1986 in response to Black Mesa's work on similar portal technology.[14]

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]

Plot

[edit]

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 maneuvers 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 Brontë.[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]

Development

[edit]

Narbacular Drop

[edit]

Portal began with the 2005 freeware game Narbacular Drop, developed by students of the DigiPen Institute of Technology.[26][27] Robin Walker, one of Valve's developers, saw the game at the DigiPen's career fair. Impressed, he contacted the team with advice and offered to show their game at Valve's offices. After their presentation, Valve's president Gabe Newell offered the team jobs at Valve to develop the game further.[28] Newell said he was impressed with the team as "they had actually carried the concept through", already having included the interaction between portals and physics, completing most of the work that Valve would have had to commit on their own.[28]

To test the effectiveness of the portal mechanic, the team made a prototype in an in-house 2D game engine that is used in DigiPen.[29] Certain elements were retained from Narbacular Drop, such as the system of identifying the two unique portal endpoints with the colors orange and blue. A key difference is that Portal's portal gun cannot create a portal through an existing portal, unlike in Narbacular Drop. The original setting, of a princess trying to escape a dungeon, was dropped in favor of the Aperture Science approach.[28] Portal took approximately two years and four months to complete after the DigiPen team was brought into Valve,[30] and no more than ten people were involved with its development.[31]

Story

[edit]

For the first year of development, the team focused mostly on the gameplay without narrative structure. Playtesters found the game fun but asked about what these test chambers were leading towards. This prompted the team to come up with a narrative for Portal.[32]

The team worked with Marc Laidlaw, the writer of the Valve's Half-Life series, to fit Portal into the Half-Life universe.[33] This was done in part because of the project's limited art resources; instead of creating new art assets for Portal, the team reused the Half-Life 2 assets.[15] Laidlaw opposed the crossover, feeling it "made both universes smaller", and said later: "I just had to react as gracefully as I could to the fact that it was going there without me. It didn't make any sense except from a resource-restricted point of view."[34]

Valve hired Erik Wolpaw and Chet Faliszek to write Portal. Wolpaw felt that the constraints improved the game.[35] The concept of a computer AI guiding the player through experimental facilities to test the portal gun was arrived at early in the writing process.[15] They drafted early lines for the yet-named "polite" AI with humorous situations, such as requesting the player's character to "assume the party escort submission position", and found this style of approach to be well-suited to the game they wanted to create, leading to the creation of the GLaDOS character.[15] GLaDOS was central to the plot. Wolpaw said: "We designed the game to have a very clear beginning, middle, and end, and we wanted GLaDOS to go through a personality shift at each of these points."[36]

Wolpaw described the idea of using cake as the reward came about as "at the beginning of the Portal development process, we sat down as a group to decide what philosopher or school of philosophy our game would be based on. That was followed by about 15 minutes of silence and then someone mentioned that a lot of people like cake."[15][36] The cake element, along with additional messages given to the player in the behind-the-scenes areas, were written and drawn by Kim Swift.[37]

Design

[edit]
A typical Portal test chamber, with both of the player's colored portals opened, and the Weighted Companion Cube present. The clean, spartan look of the chambers was influenced by the film The Island.

The austere settings in the game came about because testers spent too much time trying to complete the puzzles using decorative but non-functional elements. As a result, the setting was minimized to make the usable aspects of the puzzle easier to spot, using the clinical feel of the setting in the film The Island as reference.[38] While there were plans for a third area, an office space, to be included after the test chambers and the maintenance areas, the team ran out of time to include it.[38] They also dropped the introduction of the Rat Man, a character who left the messages in the maintenance areas, to avoid creating too much narrative for the game,[39] though the character was developed further in a tie-in comic "Lab Rat", that ties Portal and Portal 2's story together.[11][12] According to project lead Kim Swift, the final battle with GLaDOS went through many iterations, including having the player chased by James Bond lasers, which was partially applied to the turrets, Portal Kombat where the player would have needed to redirect rockets while avoiding turret fire, and a chase sequence following a fleeing GLaDOS. Eventually, they found that playtesters enjoyed a rather simple puzzle with a countdown timer near the end; Swift noted, "Time pressure makes people think something is a lot more complicated than it really is", and Wolpaw admitted, "It was really cheap to make [the neurotoxin gas]" in order to simplify the dialogue during the battle.[31]

Chell's face and body are modeled after Alésia Glidewell, an American freelance actress and voice-over artist, selected by Valve from a local modeling agency for her face and body structure.[30][40] Ellen McLain provided the voice of the antagonist GLaDOS. Erik Wolpaw noted, "When we were still fishing around for the turret voice, Ellen did a sultry version. It didn't work for the turrets, but we liked it a lot, and so a slightly modified version of that became the model for GLaDOS's final incarnation."[36]

The Weighted Companion Cube inspiration was from project lead Kim Swift with additional input from Wolpaw from reading some "declassified government interrogation thing" whereby "isolation leads subjects to begin to attach to inanimate objects";[31][36] Swift commented, "We had a long level called Box Marathon; we wanted players to bring this box with them from the beginning to the end. But people would forget about the box, so we added dialogue, applied the heart to the cube, and continued to up the ante until people became attached to the box. Later on, we added the incineration idea. The artistic expression grew from the gameplay."[38] Wolpaw further noted that the need to incinerate the Weighted Companion Cube came as a result of the final boss battle design; they recognized they had not introduced the idea of incineration necessary to complete the boss battle, and by training the player to do it with the Weighted Companion Cube, found the narrative "way stronger" with its "death".[41] Swift noted that any similarities to psychological situations in the Milgram experiment or 2001: A Space Odyssey are entirely coincidental.[38]

The portal gun's full name, Aperture Science Handheld Portal Device, can be abbreviated as ASHPD, which resembles a shortening of the name Adrian Shephard, the protagonist of Half-Life: Opposing Force. Fans noticed this similarity before the game's release; as a result, the team placed a red herring in the game by having the letters of Adrian Shephard highlighted on keyboards found within the game.[38] According to Kim Swift, the cake is a Black Forest cake that she thought looked the best at the nearby Regent Bakery and Cafe in Redmond, Washington, and, as an Easter egg within the game, its recipe is scattered among various screens showing lines of binary code.[23][42] The Regent Bakery has stated that since the release of the game, its Black Forest cake has been one of its more popular items.[42]

Soundtrack

[edit]

Most of the soundtrack is non-lyrical ambient music composed by Kelly Bailey and Mike Morasky, somewhat dark and mysterious to match the mood of the environments. The closing credits song, "Still Alive", was written by Jonathan Coulton and sung by Ellen McLain (a classically-trained operatic soprano) as the GLaDOS character. A brief instrumental version of "Still Alive" is played in an uptempo Latin style over radios in-game. Wolpaw notes that Coulton was invited to Valve a year before the release of Portal, though it was not yet clear where Coulton would contribute. "Once Kim [Swift] and I met with him, it quickly became apparent that he had the perfect sensibility to write a song for GLaDOS."[25][36] The use of the song over the closing credits was based on a similar concept from the game God Hand, one of Wolpaw's favorite titles.[43] The song was released as a free downloadable song for the music video game Rock Band on April 1, 2008.[44][45][46] The soundtrack for Portal was released as a part of The Orange Box Original Soundtrack.[47]

The soundtrack was released in a four-disc retail bundle, Portal 2: Songs To Test By (Collector's Edition), on October 30, 2012, featuring music from both games.[48] The soundtrack was released via Steam Music on September 24, 2014.[49]

Release

[edit]

Portal was first released as part of The Orange Box for Windows and Xbox 360 on October 10, 2007,[50][51] and for the PlayStation 3 on December 11, 2007.[52] The Windows version of the game is also available for download separately through Valve's content delivery system, Steam,[1] and was released as a standalone retail product on April 9, 2008.[53] In addition to Portal, the Box also included Half-Life 2 and its two add-on episodes, as well as Team Fortress 2. Portal's inclusion within the Box was considered an experiment by Valve; having no idea of the success of Portal, the Box provided it a "safety net" via means of these other games. Portal was kept to a modest length in case the game did not go over well with players.[24]

In January 2008, Valve released a special demo version titled Portal: The First Slice, free for any Steam user using Nvidia graphics hardware as part of a collaboration between the two companies.[54] It also comes packaged with Half-Life 2: Deathmatch, Peggle Extreme, and Half-Life 2: Lost Coast. The demo includes test chambers 00 to 10 (eleven in total). Valve has since made the demo available to all Steam users.[55]

Portal is the first Valve-developed game to be added to the OS X-compatible list of games available on the launch of the Steam client for Mac on May 12, 2010,[56] supporting Steam Play, in which buying the game on Macintosh or Windows computer makes it playable on both. As part of the promotion, Portal was offered as a free game for any Steam user during the two weeks following the Mac client's launch.[57] Within the first week of this offer, over 1.5 million copies of the game were downloaded through Steam.[58] A similar promotion was held in September 2011, near the start of a traditional school year, encouraging the use of the game as an educational tool for science and mathematics.[59][60] Valve wrote that they felt that Portal "makes physics, math, logic, spatial reasoning, probability, and problem-solving interesting, cool, and fun", a necessary feature to draw children into learning.[61] This was tied to Digital Promise, a United States Department of Education initiative to help develop new digital tools for education, and which Valve is part of.[62]

Portal: Still Alive was announced as an exclusive Xbox Live Arcade game at the 2008 E3 convention, and was released on October 22, 2008.[63] It features the original game, 14 new challenges, and new achievements.[64] The additional content was based on levels from the map pack Portal: The Flash Version created by We Create Stuff and contains no additional story-related levels.[65] According to Valve spokesman Doug Lombardi, Microsoft had previously rejected Portal on the platform due to its large size.[66] Portal: Still Alive was well received by reviewers.[67] 1UP.com's Andrew Hayward stated that, with the easier access and lower cost than paying for The Orange Box, Portal is now "stronger than ever".[68] IGN editor Cam Shea ranked it fifth on his top 10 list of Xbox Live Arcade games. He stated that it was debatable whether an owner of The Orange Box should purchase this, as its added levels do not add to the plot. However, he praised the quality of the new maps included in the game.[69] The game ranked 7th in a later list of top Xbox Live Arcade titles compiled by IGN's staff in September 2010.[70] Additionally, Portal: Still Alive got ported to the Nintendo Switch as a part of The Companion Collection.

During 2014 GPU Technology Conference on March 25, 2014, Nvidia announced a port of Portal to the Nvidia Shield, their Android handheld;[71] the port was released on May 12, 2014.[72] Alongside Portal 2, Portal was released on the Nintendo Switch on June 28, 2022, as part of Portal: Companion Collection, developed by Valve and Nvidia Lightspeed Studios.[73][74] Nvidia announced Portal With RTX, a remaster intended to show off the functionality of the company's GeForce 40 series graphics cards with real-time path tracing,[75] for release as a free DLC, initially planned for November 2022. It was released on December 8, 2022.[76]

Reception

[edit]

Critical reception

[edit]

Portal received critical acclaim, often earning more praise than either Half-Life 2: Episode Two or Team Fortress 2, two titles also included in The Orange Box. It was praised for its unique gameplay and dark, deadpan humor.[80] Eurogamer cited that "the way the game progresses from being a simple set of perfunctory tasks to a full-on part of the Half-Life story is absolute genius",[81] while GameSpy noted, "What Portal lacks in length, it more than makes up for in exhilaration."[82] The game was criticized for sparse environments, and both criticized and praised for its short length.[83] Aggregate reviews for the standalone PC version of Portal gave the game a 90/100 through 28 reviews on Metacritic.[77] In 2011, Valve stated that Portal had sold more than four million copies through the retail versions, including the standalone game and The Orange Box, and from the Xbox Live Arcade version.[84]

The game generated a fan following for the Weighted Companion Cube[85]—even though the cube itself does not talk or act in the game. Fans have created plush[86] and papercraft versions of the cube and the various turrets,[87] as well as PC case mods[88] and models of the Portal cake and portal gun.[89][90][91] Jeep Barnett, a programmer for Portal, noted that players have told Valve that they had found it more emotional to incinerate the Weighted Companion Cube than to harm one of the "Little Sisters" from BioShock.[38] Both GLaDOS and the Weighted Companion Cube were nominated for the Best New Character Award on G4, with GLaDOS winning the award for "having lines that will be quoted by gamers for years to come."[92][93][94] Ben Croshaw of Zero Punctuation praised the game as "absolutely sublime from start to finish ... I went in expecting a slew of interesting portal-based puzzles and that's exactly what I got, but what I wasn't expecting was some of the funniest pitch black humor I've ever heard in a game". He felt the short length was ideal as it did not outstay its welcome.[95]

Writing for GameSetWatch in 2009, columnist Daniel Johnson pointed out similarities between Portal and Erving Goffman's essay on dramaturgy, The Presentation of Self in Everyday Life, which equates one's persona to the front and backstage areas of a theater.[96] The game was also made part of the required course material among other classical and contemporary works, including Goffman's work, for a freshman course "devoted to engaging students with fundamental questions of humanity from multiple perspectives and fostering a sense of community" for Wabash College in 2010.[97][98] Portal has also been cited as a strong example of instructional scaffolding that can be adapted for more academic learning situations, as the player, through careful design of levels by Valve, is first hand-held in solving simple puzzles with many hints at the correct solution, but this support is slowly removed as the player progresses in the game, and completely removed when the player reaches the second half of the game.[99] Rock, Paper, Shotgun's Hamish Todd considered Portal as an exemplary means of game design by demonstrating a series of chambers after the player has obtained the portal gun that gently introduce the concept of flinging without any explicit instructions.[100] Portal was exhibited at the Smithsonian Art Exhibition in America from February 14 through September 30, 2012. Portal won the "Action" section for the platform "Modern Windows".[101]

Since its release Portal is still considered one of the best video games of all time, having been included on several cumulative "Top Games of All Time" lists through 2018.[102][103][104]

Awards

[edit]

Portal won several awards:

Legacy

[edit]
The popularity of the Weighted Companion Cube led Valve to create merchandise based on it, including fuzzy dice.

The popularity of the game and its characters led Valve to develop merchandise for Portal made available through its online Valve physical merchandise store. Some of the more popular items were the Weighted Companion Cube plush toys and fuzzy dice.[133] When first released, both were sold out in under 24 hours.[134] Other products available through the Valve store include T-shirts and Aperture Science coffee mugs and parking stickers, and merchandise relating to the phrase "the cake is a lie", which has become an internet meme. Wolpaw noted they did not expect certain elements of the game to be as popular as they were, while other elements they had expected to become fads were ignored, such as a giant hoop that rolls on-screen during the final scene of the game that the team had named Hoopy.[15][135]

Swift stated that future Portal developments would depend on the community's reactions, saying, "We're still playing it by ear at this point, figuring out if we want to do multiplayer next, or Portal 2, or release map packs."[9] Some rumors regarding a sequel arose due to casting calls for voice actors.[136][137] On March 10, 2010, Portal 2 was officially announced for a release late in that year;[138] the announcement was preceded by an alternate reality game based on unexpected patches made to Portal that contained cryptic messages in relation to Portal 2's announcement, including an update to the game, creating a different ending for the fate of Chell. The original game left her in a deserted parking lot after destroying GLaDOS, but the update involved Chell being dragged back into the facility by a "Party Escort Bot". Though Portal 2 was originally announced for a Q4 2010 release, the game was released on April 19, 2011.[22][139][140][141]

A modding community has developed around Portal, with users creating their own test chambers and other in-game modifications.[142][143] The group "We Create Stuff" created an Adobe Flash version of Portal, titled Portal: The Flash Version, just before release of The Orange Box. This flash version was well received by the community[144] and the group has since converted it to a map pack for the published game.[145] Another mod, Portal: Prelude, is an unofficial prequel developed by an independent team of three that focuses on the pre-GLaDOS era of Aperture Science, and contains nineteen additional "crafty and challenging" test chambers.[146][147] An ASCII version of Portal was created by Joe Larson.[148][149] An unofficial port of Portal to the iPhone using the Unity game engine was created but only consisted of a single room from the game.[150][151] Mari0 is a fan-made four-player coop mashup of the original Super Mario Bros. and Portal.[152]

An unofficial port for the Nintendo 64 console titled Portal 64 was under development.[c] By September 2023, the programmer had a working copy but still had ways to go to be completely finished.[160] The project was taken down in January 2024 due to a request by Valve; according to the main developer, the port's reliance on "Nintendo's proprietary libraries" was the reason.[161][162]

Film adaptation

[edit]

A film adaptation has been in development hell since 2013, and it was reported in May 25, 2021 that the project is still in development by J.J. Abrams and Bad Robot and the script has been written.[163] As of 2022, J.J. Abrams continued to express interest in bringing Portal to the big screen.[164]

Notes

[edit]
  1. ^ Nvidia Lightspeed Studios developed the Nvidia Shield, Nintendo Switch versions and the RTX mod version for Windows.
  2. ^ The game's original ending does not include the entity taking Chell, and was retroactively included following the announcement of Portal 2.[15][22]
  3. ^ Attributed to multiple sources:[153][154][155][156][157][158][159]

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