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Found 13 results

  1. I put this on the Iconic characters section because I consider the Companion Cube an Iconic Character. Anyway this is a mind blowing theory that actually makes sense. Companion Cubes might just be people. If you have the 11 minutes I would highly recommend giving this video a watch. I always thought it was amusing how attached we got to the companion cube. As a fan of human behavior it also held a lot of analytical value for me. But this just takes the cake. (sorry no portal talk can go with out cake talk) What do you guys think? Does it make sense? Think it's dumb? Have ways to prove the theory right or disprove it?
  2. TKtheknight

    Portal: Survive! Fan Film

    I thought I'd share this really awesome nice live action short fan film. It is well done especially with only budgeted under $500. Good acting, use of CG, and even GLaDOS too. Check it out!
  3. So Microsoft has had a pretty rocky start with their next generation console, the Xbox One. This isn't entirely the fault of the console though. While they're pushing away their core market by adding in all of these other features that nobody really wants, the main problem they're dealing with is customer trust. In the months leading up to this announcement they've had a tough time with DRM rumors. And now that the console is out in the open, these rumors have only gotten worse thanks to a series of he said she said articles being posted on the web. While we still don't have a clear and honest answer from Microsoft, I can safely say it is looking incredibly bad for the electronics giant. But it doesn't have to be that way. Here is how Microsoft can win this generation in three simple steps. Step One: Give The Xbox One A Voice The moment people could talk to their 360's is the same moment people's 360's should have been able to talk back to them. People want to experience (a word Microsoft loves) the future of technology, and a seemingly sentient console would have been the perfect way to pull this off last generation. Of course the problem here was that the Kinect appeared late in the console's life and developer's understanding of the peripheral was still just starting to flourish. But that shouldn't be a problem for a console that has made the newer and more powerful Kinect 2 mandatory for every single one of their consoles to function. Not only will everyone have to make use of the peripheral on day one, but they'll also have past experience from the last few years of tinkering with the original version of the device on the Xbox 360. Now, what do I mean by a console that can talk back to you? I nominate Ellen McLain for the female Xbox One voice. Well I'll get into that in a bit, but first let's talk about how it needs to be set up. Microsoft can't just throw Microsoft Sam onto every Xbox One and call it a day. They'll need to hire at least one actor and actress to fill the roles of your Xbox One guide. And then they need to lock those two people down into contracts forever, because their voices will be the Xbox One's Kevin Butler. Every advertisement and every big reveal would have to include those voices. If done right, potential buyers will become familiar with them before they ever even considered buying a console. Microsoft needs an advertising gimmick, and a talking Xbox would fill that role perfectly. But now we're going to get into the crazy stuff. Give The Voice Personality Now, just what do I mean by giving the Xbox One the ability to talk to you? A simple yes and no system wouldn't suffice at this point in history. That would just be embarrassing. If Microsoft wanted this to work, they would have to give the voices personality. The best example I can think of that would accurately show off what I mean would be the game Seaman for the Dreamcast. I hate how much this game title appears in my search history. In it you take care of little fish people who occasionally ask you questions about yourself while also appearing extremely lifeless and cold. It was clunky and slow going, but to be fair, this is from a game released over a decade ago. And it was also absolutely phenomenal stuff back then. What Microsoft needs to do is make that the Kinect 2's whole gimmick. Not only should they put in a voice that responds to your commands, they should put in a voice that asks you questions and remembers what you tell it. It would essentially be a disembodied Project Milo, a game I was so hyped up for that I ignored all of the Kinect's other flaws. Of course Project Milo never surfaced, but perhaps his tech demo could be used to make my dream come true with the Kinect 2. Make It Personal To The User So now the Xbox has a voice and an interesting personality. What else does it need? Well, we're going to go back to the game Seaman for a bit. In the game you usually had between three and five little fishmen. Instead of forcing you to grow a bond with each and every one individually, the game gave you the ability to name them. Of course they couldn't say their own name, but they reacted whenever you said it. And that was pretty impressive for decade old technology. While I'd still be just as impressed today if another company pulled it off successfully, there is actually another reason I'm bringing this up, and its griefing related. During the Xbox One reveal, people watching the show on their Xbox's were subject to frequent pauses and complete closure of their streams due to the commands being said to the new Kinect. This image will make sense in a minute. Just keep reading. Since everyone will have a Kinect 2 hooked up to their Xbox One, then it isn't too much of a stretch to imagine people being able to hijack their opponents Kinects simply by yelling commands into their own and having everyone else's Kinects pick up on it. While this would be hilarious, giving the Kinect a name would help cut down on issues like this. Instead of saying "Xbox, turn on." you could say "[iNSERT NAME HERE], turn on." But we're going to take it one step further. We're going to go the companion route. Look at games like Bioshock: Infinite. While the game has been out for about a month, people are still actively talking about it and posting things on the web. Why are they doing this? Its all because of the character Elizabeth, and people's tendency to grow attached to her. If Microsoft can give their Kinect's male and female voice a pleasant enough personality, then people will become attached to them the same exact way. No longer will you be reading about people calling Elizabeth their waifu, instead you'll be seeing people calling the Xbox One itself their waifu. Its a hilarious thought, but you all know it would work in Microsoft's favor. A never ending stream of constant discussion on the internet about each person's own console and how their personality has developed over this next generation paired up with the ravenous fanbase of people declaring their actual love to their consoles? Its a win win for Microsoft, and they know they can do it if they only tried. As always, thank you for reading.
  4. A little while back, there was a massive event that took place mostly via Twitter. Many women took to using the hashtag #1reasonwhy to speak about why they felt unwelcome, hated, abused, and many other negative things by simply being women in the games industry. After many shared their pain, a new hastag, #1reasontobe came up and offered hope for those wishing to enter the industry or stick to it. For the new year, Kim Swift has written a blog post about her personal "1reasons". You would think that the person who designed the likes of Portal as well as leading development on the Left 4 Dead series would make you an icon, but she expresses this isn't true. She recounts a simple event where people routinely mistake her for a company secretary instead of anyone actually involved in game design. She has experienced worse, but is unwilling to share. From there, Swift talks about her love of gaming and wanting to make it a much more welcoming atmosphere. How will this take place? She addresses this point: "So, I have a secret wish. Whenever I“m in the public eye, whether it“s doing PR or giving a talk – and this is going to sound amazingly corny — I hope that there“s a little girl out there that sees me and thinks to herself, “Oh look! Girls make games too.” I say this because this problem isn“t going to change on a dime. A grown adult isn“t going to change their mind about their inherent beliefs or their personality because someone gave them the stink eye (or an Internet reaming)." Children learn biases as they grow. However, if they see things opposed to them they will simply recognize that there really aren't the boundaries that others feel exist. Many women in the industry are already very vocal about the industry they reside in and hopefully by being visible others will follow.
  5. So, Gabe Newell on Gametrailers TV came and went back in August. There was no surprise announcement. Gabe Newell didn't kick off a massive alternate reality game that would ultimately end in the first ever world wide trailer for Ricochet 2, and we didn't get any information about Half Life 3. All of that was pretty much expected to not happen. But what really bummed me out was the distinct lack of insane theories linking every single second of Gabe Newell's screen time to some sort of clue about Half Life 3's imminent reveal. I mean seriously, come on guys. People will jump on a random 404 screen on the Steam website and make up a million reasons as to why it means Half Life 3 is coming, but you've got nothing for the sharks? Well guess what. I don't need you! Hold on to your tin foil hats because things are about to get crazy. ------------------------ As I said above, nothing related to Half Life 3 was revealed during Gametrailers trip to the Valve headquarters. And no matter how many times Geoff Keighley asked Gabe Newell about the long awaited sequel, the only answer he would receive would be about how much Gabe Newell hates sharks. I love that I didn't have to make this myself And also he would be swimming with them! Boom, there's your first hint (because why not) Gabe Newell is swimming with sharks. But not just any sharks, Gabe is swimming with great white sharks. And of course Gabe won't just be exposed out in the elements surrounded by giant boneless monsters, he'll probably be put into a cage... or a box. You have to see where I'm going with this. Gabe Newell is making a game based around sharks Gabe Newell is going to announce the sequel to The Orange Box, titled simply The White Box. Get it? Great Whites, cages are a type of box? No? Well screw you! Somebody has to think up these crazy theories and make connections where there aren't any! Haha, this is never going to get updated on consoles Going on with the shark theme, a Great White doesn't reach full maturity until they're fifteen years of age. That is half their life! And half of their adolescent life is seven and a half years, the amount of time that has passed since Half Life 2 released! Gasp, its all starting to make sense! Still no? Well how about this next piece of shark based trivia?! A great white shark has a never ending supply of teeth! No matter how long you wait, you will never ever get a shark's final tooth to come out! Wait... that isn't all. When you go diving with sharks it is more common to see the guide using fake bait to get the shark's attention. They advise against releasing the real stuff to the sharks for a multitude of reasons... So... uh... the sharks teeth will never really come out because they're always being developed and sharks are constantly being baited along with no chance of ever getting anything substantial... Well then. Sorry folks, but the shark theory apparently goes both ways. So according to great white sharks and Gabe Newell, you will either never get Half Life 3 or you'll get it when its done. I didn't learn anything! ------------------------ I'm not quite sure how to end this one, so I guess I'll leave a message for all of you people out there coming up with crazy theories about Half Life 3. Next time you see Gabe Newell make an announcement, you write up why it must mean Half Life 3 is coming because my insane theories seem to point towards it never coming out. Don't drop the ball next time! As always, thanks for reading.
  6. You've probably already downloaded the full Portal 2 soundtrack for free, but wouldn't you prefer a physical collector's edition of the soundtrack? What if it also included the original Portal's music (which was previously unavailable)? Well you're in luck, because Ipecac Recordings and Valve Corporation are releasing a four-disc set of Portal and Portal 2 tracks titled Portal 2: Songs to Test By (Collector's Edition). Not only are there 77 Portal and Portal 2 tracks in this collector's edition set (you can view the whole track listing by disc under the press release here), but also the mini-comic called "Turret Lullaby" (which is also viewable online). You can get your hands on a copy of Portal 2: Songs to Test By (Collector's Edition) on October 30th. There is no price listed yet. Do you enjoy Portal 2's soundtrack? Will you be purchasing this collector's edition that includes music from both Portal and Portal 2?
  7. Jason Clement

    Lego Portal

  8. (Picture credit from Penny-Arcade.com: http://art.penny-arc...098_C3d43-L.jpg) I recently became an "adult" to the extent that it's a detriment. Let me clarify that before my wife kills me - my son and wife are the best things that have ever happened to me as a person. But as a gamer, they've been pretty tough. The baby may only sleep for an hour or so you had better hope that your mission is more of a sortie. But that's not something I can blame the industry for. But I can say that some games don't understand the idea of instant gratification, the idea that every time you're playing a game you're enjoying your time. If you're a game developer, ask yourself this: If the time between savepoints wasn't fun, why was it there? If you were watching the events unfold for the first time would they be interesting? If you had to describe what you did in an hour's span to someone else, could you make that sound interesting? The game that I've been referencing here, to be honest, is Zelda: Skyward Sword. I don't mean to rant against it, and I certainly don't hate it - it's just in dire need of an editor. Seriously, no game should follow a style guide, but this game garner some massive improvements by following those rules I put forth above. Let me tell you (with some spoilers) what I've done in the last five hours or so: * Fought the reincarnation of an evil god for the second time (Awesome! Well, not as awesome as the first time, but still...) * Finally got to hear some storyline information after hours of doing random quests for the sword... * Learned a new skill that did exactly what a previous skill did... * Fought a flying whale with eyes growing out of it (Alright, yeah!)... * ...that required precise controls and wasn't any fun... * Fought, uh, the reincarnation of an evil god again (it's only been an hour or so since the last time...) * Fought the swimming controls to talk to a dragon... * ...that turned an entire area into an underwater dungeon with annoying swimming controls... * ...that required precise controls and wasn't any fun... * ...to catch... musical notes... And so on, and so on. The game is split into three parts with three sections in each - three initial visits to the surface, three visits to those areas to get musical flames, and three more visits to get parts of a song... and the second and third acts feel entirely useless to the plot and to the structure. Every mission feels like it's tacked on after the first section, every bit of storyline effectiveness reduced by adding long pauses before you hear a peep from Zelda or any of the Skyloft denziens. The big problem here is not player agency - the player is always involved, and there are barely any cutscenes. The problem is not the inanity of the quests (like tadpole hunting), since those can certainly be done well (like in Mass Effect 2). The problem is that the game is structured like a game that doesn't care that someone has to play it. It wants to get its message across in its own particular way and thinks that games these days need to be long to be worth buying. But that isn't why people buy Zelda - they buy Zelda for dungeon designs (such as the first Dark World dungeon in LttP), the quirky sense of humor (the hookshot goes BOOO-OOOO-OOOOING), and its characters (Malon and Midna have so many fans you'd think that they were the titular characters in their respective games). Skyward Sword focuses on all of the wrong things. But its combat is nice! (And, no - a game that can be "chunked" out like this isn't going to lose its sense of immersion. Just look at Skyrim for a game that did it right - the universe is all there, and you can play as little or as much as you'd like.) Here's some more exampls of games that could've been better with an editor: - Metal Gear Solid 4 (intentionally?) favored quantity over quality with 1.5-hour-long cutscenes, a very literal example of Telling instead of Showing. When previous games in the series put the most interesting content behind codec calls this isn't super surprising but the final game in the Snake series didn't take any of the criticisms on previous games into consideration. I theorize that this game is really the End of Evangelion of the Metal Gear Solid series. - Tales of Vesperia, that lost sight of its message thanks to its reliance on the Spirits (summons) plot. Yuri was a "renegade" with a heart, but a total departure from this plot by the game's second half made it feel like a dangling thread. And, just to be positive, games that did length well: - Portal 2 had three "acts," but none could really be cut. Trimmed a bit, maybe, but almost every puzzle was interesting enough to be kept in - Skyrim and Saints Row are both "long" games, but with simple components for the most part. Walk around, find a thing, kill the thing, find a treasure. Every day can feel like an accomplishment. Zelda is the worst offender I can think of recently. But it's not a terrible game. It doesn't tarnish the Zelda legacy. But, hopefully, it's a game which signals the end of an era instead of a proving point. Because this isn't how games can go on, with gamers getting older. If the industry only focuses on the 12-to-20-year-old crowd then it's going to lose out on a share of the market that actually has money to spend, a market share willing to pay for quality. Arkham Asylum, Skyrim, Portal - they knew how to do it. Let's hope that other games try to copy their success. (Oh boy, I just realized that all of my positive examples are American and all of the negative ones are Japanese. That wasn't intentional. There are great Japanese games out there! Bayonetta for one. And, uh...)
  9. Leah

    Portal Gun 3

    From the album: Portal Gun Replica

  10. Leah

    Portal Gun 2

    From the album: Portal Gun Replica

  11. Leah

    Replica Portal Gun 1

    From the album: Portal Gun Replica