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Besides dialogue from GLaDOS, Chell's situation is illuminated by passing through certain broken test chamber walls into the back areas of the facility. There, the player finds graffiti messages from some unknown benefactor(s). These "backstage" areas, which are in extreme disrepair, stand in stark contrast to the pristine test chambers. The graffiti includes statements such as "the cake is a lie" and a [[pastiche]] of [[Emily Dickinson]]'s poem "The Chariot" mourning the death of the companion cube.<ref name="commentary">''Portal'': Director's commentary</ref>
Besides dialogue from GLaDOS, Chell's situation is illuminated by passing through certain broken test chamber walls into the back areas of the facility. There, the player finds graffiti messages from some unknown benefactor(s). These "backstage" areas, which are in extreme disrepair, stand in stark contrast to the pristine test chambers. The graffiti includes statements such as "the cake is a lie" and a [[pastiche]] of [[Emily Dickinson]]'s poem "The Chariot" mourning the death of the companion cube.<ref name="commentary">''Portal'': Director's commentary</ref>


After Chell completes the final test chamber, GLaDOS congratulates her as the platform she is riding begins to slide into a large furnace. As GLaDOS assures her that "all Aperture technologies remain safely operational up to 4000 degrees Kelvin", Chell escapes and makes her way through the maintenance areas and empty office spaces behind the chambers. Now, instead of guidance from GLaDOS, graffiti messages point her in the right direction. As Chell proceeds through the facility, GLaDOS attempts to dissuade her with threats of physical harm and misleading statements claiming that Chell is going the wrong way. Eventually, Chell reaches a large chamber where GLaDOS's hardware hangs overhead. GLaDOS continues to attempt to plead with Chell, but during the exchange one of her core chips falls off. Chell drops it in an incinerator, and GLaDOS reveals that Chell has just destroyed her "morality core", which the Aperture Science employees allegedly installed after GLaDOS "flooded the enrichment center with a deadly neurotoxin", and goes on to state that now there is nothing to prevent her from doing so once again. As gas begins to fill the chamber, Chell dislodges and incinerates more pieces of GLaDOS that control other aspects of her personality, causing her behavior to become increasingly erratic. After destroying GLaDOS, the resulting portal malfunction causes Chell and the debris to fly out of the chamber. Chell lands outside the gates of the facility amid the rubble of GLaDOS, "injured enough to pass out" but alive.<ref>{{cite web|last = Polokov| first = Kadayi|title = Untitled email from Portal developer|date= 2006-10-16| url = http://www.halflife2.net/forums/showpost.php?p=2408925&postcount=881|accessdate = 2006-11-27 }}</ref>
After Chell completes the final test chamber, GLaDOS congratulates her as the platform she is riding begins to slide into a large furnace. As GLaDOS assures her that "all Aperture technologies remain safely operational up to 4000 degrees Kelvin" (3726.85 C or 6740.33 F), Chell escapes and makes her way through the maintenance areas and empty office spaces behind the chambers. Now, instead of guidance from GLaDOS, graffiti messages point her in the right direction. As Chell proceeds through the facility, GLaDOS attempts to dissuade her with threats of physical harm and misleading statements claiming that Chell is going the wrong way. Eventually, Chell reaches a large chamber where GLaDOS's hardware hangs overhead. GLaDOS continues to attempt to plead with Chell, but during the exchange one of her core chips falls off. Chell drops it in an incinerator, and GLaDOS reveals that Chell has just destroyed her "morality core", which the Aperture Science employees allegedly installed after GLaDOS "flooded the enrichment center with a deadly neurotoxin", and goes on to state that now there is nothing to prevent her from doing so once again. As gas begins to fill the chamber, Chell dislodges and incinerates more pieces of GLaDOS that control other aspects of her personality, causing her behavior to become increasingly erratic. After destroying GLaDOS, the resulting portal malfunction causes Chell and the debris to fly out of the chamber. Chell lands outside the gates of the facility amid the rubble of GLaDOS, "injured enough to pass out" but alive.<ref>{{cite web|last = Polokov| first = Kadayi|title = Untitled email from Portal developer|date= 2006-10-16| url = http://www.halflife2.net/forums/showpost.php?p=2408925&postcount=881|accessdate = 2006-11-27 }}</ref>


The final scene shows a camera zooming through the bowels of the facility before arriving at a mix of shelves surrounding a chocolate cake and the Weighted Companion Cube. The shelves contain various metallic "eye" components similar to GLaDOS' core chips, some of which begin to light up before a robotic arm descends and extinguishes the candle. The credits roll, and GLaDOS delivers a concluding report about Chell: the song "Still Alive", which suggests that GLaDOS wasn't destroyed.
The final scene shows a camera zooming through the bowels of the facility before arriving at a mix of shelves surrounding a chocolate cake and the Weighted Companion Cube. The shelves contain various metallic "eye" components similar to GLaDOS' core chips, some of which begin to light up before a robotic arm descends and extinguishes the candle. The credits roll, and GLaDOS delivers a concluding report about Chell: the song "Still Alive", which suggests that GLaDOS wasn't destroyed.

Revision as of 18:56, 18 January 2008

Portal
File:Portal Logo.jpg
Portal is sold individually and bundled as part of The Orange Box.
Developer(s)Valve Corporation
Publisher(s)Valve Corporation
EngineSource engine
Platform(s)Windows, Xbox 360, PS3
ReleaseMicrosoft Windows (Retail):
[1]


Microsoft Windows (Steam):


Xbox 360:



PS3:


Genre(s)First-person puzzle game
Mode(s)Single-player

Portal is a single-player first-person action/puzzle video game developed by Valve. The game was released in a bundle package known as The Orange Box for PC and Xbox 360 on October 10 2007, and for the PlayStation 3 on December 11, 2007. The Windows version of the game is also available for download separately through Steam.[2]

The game consists primarily of a series of puzzles that must be solved by teleporting the player's character and other simple objects using the Aperture Science Handheld Portal Device ("portal gun" for short), a unit that can create an inter-spatial portal between flat planes. The goal of each puzzle is to reach an exit point. The portal gun and the unusual physics it creates are the emphasis of this game.

Gameplay

A typical Portal level with both of the player's colored portals opened. The Weighted Companion Cube can also be seen.

In Portal, the player character is challenged to navigate through a series of rooms using the "portal gun"; however, not all surfaces are able to accommodate a portal. The portal gun can create two distinct portal ends, orange and blue. Neither is specifically an entrance or exit. If subsequent portal ends are created, the previously created portal of the same color is closed. The portal gun is also used to pick up objects, though it can only throw objects a short distance (affected by the player's momentum). These objects ("Aperture Science Weighted Storage Cubes" or a "Weighted Companion Cube") can be used to depress large buttons to open doors or activate platforms, but barriers (known as "Material Emancipation Grids" or 'fizzlers', as described by the audio commentary) at the end of each test chamber or within certain test chambers prevent the player character from carrying such objects beyond them. Passage through these fields also closes any open portals, and portals cannot be fired through these fields.

The portals create a visual and physical connection between two different locations in 3D space. Portal ends are restricted to planar surfaces, but if the portal ends are on nonparallel planes, bizarre twists in geometry and gravity can occur as the player character is immediately reoriented to be upright with respect to gravity after leaving a portal end.

File:Portal momentum demo.png
An ideogram diagram representing how momentum through portals work ("flinging"), taken from the trailer for Portal. By jumping into the lower portal below, the character would be launched out of the upper portal and onto the higher platform.

An important aspect of the game's physics is "momentum redirection".[3] Objects retain their speed as they pass through the portals but their direction will be altered depending on the orientation of the exit portal. This allows the player character to launch objects, or even herself, over great distances, both vertically and horizontally, a maneuver referred to as "flinging" by Valve.[3] As GLaDOS puts it in layman's terms, "Speedy thing goes in, speedy thing comes out."

Although the player character is equipped with mechanized heel springs to prevent damage from falling,[3] she can be killed by various other hazards in the test chambers, such as turret guns and toxic liquid. She can also be damaged by objects falling through portals, and by series of "crushers" that appear in maintenance levels. Unlike most first person shooters, there is no set amount of health; suffering enough damage in a short time frame will kill the player, but the player cannot die from repeated exposure to small amounts of damage.

The portal gun allows several possible approaches to completing the various test chambers. In their initial preview of Portal, GameSpot provided an example of a gameplay scenario:

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.[4]

Two additional modes are unlocked during the completion of the game. Challenge maps are unlocked near the halfway point and Advanced Chambers are unlocked when the game is completed.[5] In Challenge mode, levels are revisited, with the added goal of completing the test chamber either with as little time, with the smallest number of portals, or with the fewest footsteps possible. In Advanced mode, certain levels are made more complex with the addition of more obstacles and hazards.[6][7] The game also features a number of Achievements the player can earn by completing various tasks. Achievements range from normal gameplay requirements, such as destroying the Companion Cube, to various tricks, such as using portals to jump a spectacular distance.

Plot synopsis

Characters

File:Portal Chell.jpg
Chell, the player-controlled protagonist, views herself holding the Portal Gun through the portals she has created. She is equipped with heel springs on her feet to prevent injury from falls.

The game features only two characters: the player-controlled silent protagonist, named Chell (as revealed by the credits), and GLaDOS (Genetic Lifeform and Disk Operating System, voiced by Ellen McLain), a computer artificial intelligence that monitors and directs the player. The only background information presented about Chell is given by GLaDOS; the credibility of these facts (such as Chell being adopted and having no friends) is dubious as GLaDOS is, by its own admission, a liar.

Story

Portal's plot, set in the Half-Life universe,[4] is revealed to the player via audio messages from GLaDOS and side rooms found in the later levels. The Aperture Science website, a piece of viral marketing from Valve, further reveals plot elements. The game begins with Chell waking up from a stasis bed and hearing instructions and warnings from GLaDOS about her upcoming test experience. This part of the game involves distinct "test chambers" that, in sequence, introduce players to the game's mechanics. GLaDOS's announcements serve not only to instruct Chell and help her progress through the game, but also to create atmosphere and develop the AI as a character.

Although each test chamber contains cameras and frosted observation windows, Chell never sees another person in the facility, and the only interactions Chell has are with GLaDOS. Over the course of the game, GLaDOS' motives are hinted to be more sinister than her helpful demeanor suggests. Although she is designed to appear helpful and encouraging, much of GLaDOS's speech suggests insincerity and callous disregard for the test subjects, such as leading Chell through "a live fire course designed for military androids" because the usual test chamber is being repaired. In another chamber, GLaDOS boasts about the fidelity and importance of the "Weighted Companion Cube", a waist-high crate with pink hearts on each face, for helping Chell to complete the chamber, but then declares that it "unfortunately must be euthanized" in an incinerator before Chell can continue.

Besides dialogue from GLaDOS, Chell's situation is illuminated by passing through certain broken test chamber walls into the back areas of the facility. There, the player finds graffiti messages from some unknown benefactor(s). These "backstage" areas, which are in extreme disrepair, stand in stark contrast to the pristine test chambers. The graffiti includes statements such as "the cake is a lie" and a pastiche of Emily Dickinson's poem "The Chariot" mourning the death of the companion cube.[3]

After Chell completes the final test chamber, GLaDOS congratulates her as the platform she is riding begins to slide into a large furnace. As GLaDOS assures her that "all Aperture technologies remain safely operational up to 4000 degrees Kelvin" (3726.85 C or 6740.33 F), Chell escapes and makes her way through the maintenance areas and empty office spaces behind the chambers. Now, instead of guidance from GLaDOS, graffiti messages point her in the right direction. As Chell proceeds through the facility, GLaDOS attempts to dissuade her with threats of physical harm and misleading statements claiming that Chell is going the wrong way. Eventually, Chell reaches a large chamber where GLaDOS's hardware hangs overhead. GLaDOS continues to attempt to plead with Chell, but during the exchange one of her core chips falls off. Chell drops it in an incinerator, and GLaDOS reveals that Chell has just destroyed her "morality core", which the Aperture Science employees allegedly installed after GLaDOS "flooded the enrichment center with a deadly neurotoxin", and goes on to state that now there is nothing to prevent her from doing so once again. As gas begins to fill the chamber, Chell dislodges and incinerates more pieces of GLaDOS that control other aspects of her personality, causing her behavior to become increasingly erratic. After destroying GLaDOS, the resulting portal malfunction causes Chell and the debris to fly out of the chamber. Chell lands outside the gates of the facility amid the rubble of GLaDOS, "injured enough to pass out" but alive.[8]

The final scene shows a camera zooming through the bowels of the facility before arriving at a mix of shelves surrounding a chocolate cake and the Weighted Companion Cube. The shelves contain various metallic "eye" components similar to GLaDOS' core chips, some of which begin to light up before a robotic arm descends and extinguishes the candle. The credits roll, and GLaDOS delivers a concluding report about Chell: the song "Still Alive", which suggests that GLaDOS wasn't destroyed.

Aperture Science Laboratories

Aperture Science logo

Aperture Science Laboratories is a fictional research corporation featured in the Half-Life series and is the setting for Portal. Information about the company is revealed through Portal and the website aperturescience.com created by Valve for the game. The website contains a link to a removed YouTube video which apparently showed David Copperfield's "Portal" Trick.

According to the fictional company's website, accessible using login information that appears within Portal, the business was founded in 1953 by Cave Johnson, to make shower curtains for the U.S. military. However, after becoming mentally unstable from mercury poisoning in 1978, Johnson created a "three tier" research and development plan to make his organization successful. The first two tiers, the "Heimlich Counter-Maneuver" and the "Take-A-Wish Foundation", 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 "man-sized ad-hoc quantum tunnel through physical space with possible applications as a shower curtain", they immediately gave Aperture Science "an open-ended contract to secretly continue research on the Portal" and the committee was recessed permanently. GLaDOS is said to have been developed in 1986 in response to Black Mesa's work on similar projects and first tested thirteen years later, at which point the record ends.

The portions of the Aperture Science Enrichment Center that Chell explores within Portal suggest that it is part of a massive research installation. At the time of events depicted in Portal, the Aperture Science Enrichment Center facility seems to be long deserted, although most of its equipment remains operational without human control. It is not clear when these events take place in the overall Half-Life time-line. At one point, GLaDOS states that "the world has changed since [the player] last left the building", claiming to be the only thing standing between "us" and "them", yet does not elaborate on the details.

The apparent abandonment of the facility may not have been entirely intentional on the part of the Aperture Science staff. In the final area of the game, a red phone with a severed wire sits on a desk near GLaDOS, which the in-game commentary reveals was meant to be used by Aperture employees as a way to make an emergency call in case GLaDOS began taking over the facility. The commentator then notes that, clearly, this fail-safe did not work as planned. As noted, GLaDOS claims to have flooded the facility with a deadly neurotoxin before the Aperture employees installed her morality core.

Aperture Science, Inc. is also mentioned during Half-Life 2: Episode Two, in which a ship belonging to the corporation, the Borealis, is said to have disappeared under mysterious circumstances, along with part of its drydock. During its development, Half-Life 2 featured a chapter set on the Borealis, but this was abandoned and removed prior to release. Half Life 2: Missing Information, an unofficial modification of the leaked beta, includes a playable version of this level and several others.[9]

Development

File:Portal Game.svg
Similar logos as seen in-game describing the content of a level.

Portal is Valve's professionally-developed spiritual successor to the freeware game Narbacular Drop, the 2005 independent game released by students of the DigiPen Institute of Technology; the original Narbacular Drop team are now all employed at Valve.[10][11] Certain elements have been retained from Narbacular Drop, such as the system of identifying the two unique portal endpoints with the colors orange and blue. A key difference in the signature portal mechanic between the two games however is that Portal's "portal gun" cannot create a portal through an existing portal unlike in Narbacular Drop.

The Portal team worked with Half-Life series writer Marc Laidlaw on fitting the game into the series' plot.[12] 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.[11] GLaDOS was central to the plot, as Wolpaw notes "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."[13] Wolpaw further describes 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 fifteen minutes of silence and then someone mentioned that a lot of people like cake."[13]

Chell's face and body is modeled after Alesia Glidewell, an American freelance actor and voice over artist.[14] Ellen McLain provided the voice of the antagonist GLaDOS. Erik Wolpaw noted that "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."[13] Mike Patton's voice also appears in the game performing the growling and snarling of the final core-chip of GLaDOS. The Weighted Companion Cube inspiration was from project lead Kim Swift.[13]

The closing credits song, "Still Alive", was written by Jonathan Coulton and sung by Ellen McLain as the GLaDOS character. Wolpaw notes that Coulton was invited to Valve a year prior to the release of Portal as the team knew they wanted to involve Coulton in some fashion; "Once Kim [Swift] and I met with him, it quickly became apparent that he had the perfect sensibility to write a song for GLaDOS."[13][15]

Project lead Kim Swift stated that future Portal developments 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 multi-player next, or Portal 2, or release map packs."[6]

Valve released a special demo version, entitled Portal: First Slice, free for any Steam user using NVidia graphics hardware as part of a collaboration between the two companies.[16] It also comes packaged with Half-Life 2: Deathmatch, Peggle Extreme, and Half-Life 2: Lost Coast. The demo includes the first four chapters, in which the portal gun is only capable of firing blue portals.

Critical reception

Portal was a surprise favorite of The Orange Box, often earning more praise than either Half-Life 2: Episode 2 or Team Fortress 2, and has been praised for its unique gameplay and dark, deadpan humor.[17] The game has been criticized for sparse environments, and both criticized and praised for its short length.[18] Aggregate reviews for the stand-alone PC version of Portal gave the game an average rating of 90% based on 20 reviews through Game Rankings,[19] and 90/100 through 21 reviews on MetaCritic.[20] Portal was awarded the "Game of the Year Award" in 2007 by Good Game[21] and Shacknews,[22] as well as given the title of "Best Game of 2007" by the A. V. Club.[23] It also received the "Most Original Game" award.[24] It also won "Best End Credit Song" on IGN for "Still Alive"[25] and "Best Soundtrack", "Best Writing", and "Best New Game Mechanic" from Penny Arcade's 2007 We're Right Awards.[26] Eurogamer gave Portal the first place in its Top 50 Games of 2007 ranking.[27] Ben "Yahtzee" Croshaw, a reviewer known for harsh criticisms, stated in his "Zero Punctuation" series that he had "No criticisms whatsoever for Portal," also noting that this had never happened and will never happen again.

File:Weighted Companion Cube (Portal).png
The Weighted Companion Cube

The game also generated a fan-following for the Weighted Companion Cube[28] — while the cube itself doesn't talk or act in the game, fans have created plush[29], papercraft[30] and cake[31] versions of the "character". Because of its popularity in the game, Valve has released plush toys of the Weighted Companion cube in the Steam Store. Weighted Companion Cube fuzzy dice are also available through the Steam store.[32] 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."[33] GLaDOS was also awarded "Best New Character" in GameSpot's Best and Worst of 2007 awards. [34]

A "modding" community has developed around Portal with users creating their own "test chambers" and other in-game modifications.[35][36] Furthermore, users have found that the Portal game mechanics can be used with other Source engine-based games such as Half-Life 2.[37]

Soundtrack

The soundtrack for this game was released as a part of The Orange Box Original Soundtrack[38] and includes Coulton's vocal mix of Still Alive. "Still Alive (J.C. Mix)" is only available in this soundtrack, and the tracks 9-13 are only available in-game.[citation needed]

  1. "Still Alive" - 2:56
  2. "Subject Name Here" - 1:44
  3. "Self Esteem Fund" - 3:25
  4. "4000 Degrees Kelvin" - 1:01
  5. "Stop What You Are Doing" - 3:57
  6. "You're Not a Good Person" - 1:22
  7. "You Can't Escape, You Know" - 6:14
  8. "Still Alive (J.C. Mix)" - 2:56
  9. "Taste of Blood" - 3:06
  10. "Android Hell" - 3:45
  11. "Procedural Jiggle Bone" - 4:34
  12. "Party Escort" - 4:21
  13. "No Cake For You" - 4:05

See also

References

  1. ^ Remo, Chris (2007-06-15). "Valve confirms Episode Two, Team Fortress 2 launch date". Shacknews. Retrieved 2007-06-15. {{cite web}}: Check date values in: |date= (help)
  2. ^ a b "Steam - Portal". Steam. Retrieved 2007-10-10.
  3. ^ a b c d Portal: Director's commentary
  4. ^ a b Ocampo, Jason (2006-07-13). "Half-Life 2: Episode Two - The Return of Team Fortress 2 and Other Surprises". GameSpot. Retrieved 2006-07-21. {{cite web}}: Check date values in: |date= (help)
  5. ^ Craddock, David (2007-10-03). "Portal: Final Hands-on". IGN. Retrieved 2007-10-05. {{cite web}}: Check date values in: |date= (help)
  6. ^ a b Bramwell, Tom (2007-05-15). "Portal: First Impressions". Eurogamer. Retrieved 2007-10-05. {{cite web}}: Check date values in: |date= (help)
  7. ^ Francis, Tom (2007-05-09). "PC Preview: Portal - PC Gamer Magazine". ComputerAndVideoGames.com. Retrieved 2007-10-05. {{cite web}}: Check date values in: |date= (help)
  8. ^ Polokov, Kadayi (2006-10-16). "Untitled email from Portal developer". Retrieved 2006-11-27.
  9. ^ Valve Corp. (2004). Raising the Bar. Roseville: Prima Games. p. 117. ISBN 0-7615-4364-3.
  10. ^ "Things are heating up!". Narbacular Drop official site. 2006-07-17. Retrieved 2006-07-21. {{cite web}}: Check date values in: |date= (help)
  11. ^ a b Berghammer, Billy (2006-08-25). "GC 06:Valve's Doug Lombardi Talks Half-Life 2 Happenings". Game Informer. Retrieved 2007-09-27. {{cite web}}: Check date values in: |date= (help)
  12. ^ Leone, Matt (2006-09-08). "Portal Preview". 1UP.com. Retrieved 2006-09-11. {{cite web}}: Check date values in: |date= (help)
  13. ^ a b c d e Walker, John (2007-10-31). "RPS Interview: Valve's Erik Wolpaw". Rock, Paper, Shotgun. Retrieved 2007-10-31. {{cite web}}: Check date values in: |date= (help)
  14. ^ "AlesiaGlidewell.com: Voice Over & Motion Capture for Games". Retrieved 2007-10-13.
  15. ^ Coulton, Jonathan (2007-10-15). "Portal: The Skinny". Jonathan Coulton's blog. Retrieved 2007-11-01. {{cite web}}: Check date values in: |date= (help)
  16. ^ Twelker, Eric (2008-01-08). "Valve and NVIDIA Offer Portal: First Slice Free to GeForce Users". Valve. Retrieved 2008-01-10. {{cite web}}: Check date values in: |date= (help)
  17. ^ "G4 Review - The Orange Box". G4TV. Retrieved 2007-10-19.
  18. ^ "IGN: Portal Review". IGN. Retrieved 2007-10-19.
  19. ^ "Portal Reviews (PC)". Game Rankings. Retrieved 2007-10-22.
  20. ^ "Portal (pc: 2007): Reviews". Metacritic. Retrieved 2007-10-22.
  21. ^ http://www.abc.net.au/tv/goodgame/stories/s2115530.htm
  22. ^ http://www.shacknews.com/featuredarticle.x?id=725
  23. ^ "A. V. Club Best Games of 2007". A. V. Club. 2007-12-24. Retrieved 2007-12-24. {{cite web}}: Check date values in: |date= (help)
  24. ^ "X-Play Best of 2007: Most Original Game". G4. 2007-12-18. Retrieved 2007-12-19. {{cite web}}: Check date values in: |date= (help)
  25. ^ "IGN Best of 2007". IGN. 2007-12-26. Retrieved 2007-12-26. {{cite web}}: Check date values in: |date= (help)
  26. ^ "Penny Arcade! We're Right Returns". Penny Arcade. 2007-12-28. Retrieved 2007-12-28.
  27. ^ "Eurogamer's Top 50 Games of 2007". Eurogamer. Retrieved 2008-01-01.
  28. ^ Alexander, Leigh (2007-12-19). "Gamasutra's Best Of 2007: Top 5 Poignant Game Moments". Retrieved 2007-12-19. {{cite web}}: Check date values in: |date= (help); Unknown parameter |publishser= ignored (|publisher= suggested) (help)
  29. ^ http://jetlogs.org/2007/10/29/companion-cube-plushie-sewing-pattern
  30. ^ http://jetlogs.org/2007/10/14/weighted-companion-cube-papercraft/
  31. ^ http://carina.org.uk/WeightedCompanionCubeCake.shtml
  32. ^ "Steam Updates: Friday, November 9 2007". Valve. 2007-11-09. Retrieved 2007-11-09. {{cite web}}: Check date values in: |date= (help)
  33. ^ http://www.g4tv.com/xplay/features/54802/XPlay_Best_of_2007_Best_New_Character.html
  34. ^ "GameSpot's Best of 2007: Best New Character(s)". CNet Networks. 2007-12-24. Retrieved 2007-12-26.
  35. ^ Zitron, Ed (2008-01-05). "Portal Maps Investigated". CVG. Retrieved 2008-01-05. {{cite web}}: Check date values in: |date= (help)
  36. ^ Portal Maps
  37. ^ Half-Life 2: Portal at Primo Technology]
  38. ^ http://store.valvesoftware.com/productshowcase/productshowcase_TOBSoundtrack.html