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	Comments on: Team Fortress 2, Episode Two And Portal	</title>
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	<link>https://www.pentadact.com/2006-07-16-team-fortress-2-episode-two-and-portal/</link>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2006-07-16-team-fortress-2-episode-two-and-portal/#comment-6104</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Thu, 17 Aug 2006 14:16:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/?p=101#comment-6104</guid>

					<description><![CDATA[Some time later, and just for the sake of pedantry (careful with the tags now...) &lt;i&gt;Portals&lt;/i&gt; &#062;&#062; &lt;i&gt;Prey&lt;/i&gt;, very different games, blah blah blah, but in fact &lt;i&gt;Prey&lt;/i&gt; did come up with shoot-through/move-through portals first. Ohhhh, so very first; remember, &lt;i&gt;Prey&lt;/i&gt; was originally supposed to compete with &lt;i&gt;Half-Life&lt;/i&gt;. I still have the big PC Gamer (US) feature on it, back when it was using a heavily modified...&lt;i&gt;Quake&lt;/i&gt;?...engine. In addition to portals, it was altered to do things like rooms over rooms that were connected, allowing stuff like traversable (horizontal) girders, catwalks and balconies!!! The portals are explicitly mentioned in the feature and may have been user-creatable as well, although probably just user controllable like they turned out; it&#039;s not especially clear.&lt;p&gt;

It also had the rather neat idea of the protagonist being abducted for gladiatorial duty, and a &quot;hexagon&quot; of bosses embodying different warrior virtues and requiring different approaches to defeat. The explicit examples given were a big, fat Might guy who could squash you like a bug head-on and required lots of stealth, cover and careful shooting, and an opposing...Stealth, I think...boss who moved fast and was difficult to see and hit, so required profligate firepower and speed. It&#039;s a shame some of the good ideas dropped out along the way. And of course that they &lt;i&gt;simultaneously&lt;/i&gt; named their protagonist, who had always been Native American, &lt;a href=&quot;http://www.metafuture.com/2006/06/22/your-guide-to-the-cherokee-people/&quot; rel=&quot;nofollow&quot;&gt;Tommy Hawk&lt;/a&gt; and tried to make the game have a story.]]></description>
			<content:encoded><![CDATA[<p>Some time later, and just for the sake of pedantry (careful with the tags now&#8230;) <i>Portals</i> &gt;&gt; <i>Prey</i>, very different games, blah blah blah, but in fact <i>Prey</i> did come up with shoot-through/move-through portals first. Ohhhh, so very first; remember, <i>Prey</i> was originally supposed to compete with <i>Half-Life</i>. I still have the big PC Gamer (US) feature on it, back when it was using a heavily modified&#8230;<i>Quake</i>?&#8230;engine. In addition to portals, it was altered to do things like rooms over rooms that were connected, allowing stuff like traversable (horizontal) girders, catwalks and balconies!!! The portals are explicitly mentioned in the feature and may have been user-creatable as well, although probably just user controllable like they turned out; it&#8217;s not especially clear.</p>
<p>It also had the rather neat idea of the protagonist being abducted for gladiatorial duty, and a &#8220;hexagon&#8221; of bosses embodying different warrior virtues and requiring different approaches to defeat. The explicit examples given were a big, fat Might guy who could squash you like a bug head-on and required lots of stealth, cover and careful shooting, and an opposing&#8230;Stealth, I think&#8230;boss who moved fast and was difficult to see and hit, so required profligate firepower and speed. It&#8217;s a shame some of the good ideas dropped out along the way. And of course that they <i>simultaneously</i> named their protagonist, who had always been Native American, <a href="http://www.metafuture.com/2006/06/22/your-guide-to-the-cherokee-people/" rel="nofollow">Tommy Hawk</a> and tried to make the game have a story.</p>
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		<title>
		By: The_B		</title>
		<link>https://www.pentadact.com/2006-07-16-team-fortress-2-episode-two-and-portal/#comment-4437</link>

		<dc:creator><![CDATA[The_B]]></dc:creator>
		<pubDate>Wed, 19 Jul 2006 15:31:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/?p=101#comment-4437</guid>

					<description><![CDATA[Don&#039;t worry Dabs, look at how many people think 24 invented the split screen...]]></description>
			<content:encoded><![CDATA[<p>Don&#8217;t worry Dabs, look at how many people think 24 invented the split screen&#8230;</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2006-07-16-team-fortress-2-episode-two-and-portal/#comment-4405</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Tue, 18 Jul 2006 21:59:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/?p=101#comment-4405</guid>

					<description><![CDATA[I think it can, but since it&#039;s made internally by Valve, they can also use it as part of their business strategy. That strategy seems to involve overshooting wildly on value for money, and packaging things together that would sell better on their own. I&#039;ve already gone into my lame best-guesses as to why that might seem like a good idea.
&lt;br&gt;&lt;br&gt;
As a not entirely relevant aside, if I were an indie developer with an experimental game like that, I would much rather have it distributed free with Episode Two than sold on its own. Since they&#039;re not, anymore, but are instead part of Valve, I&#039;m hoping it means that they want to promote the Portal name more than they want to make a bit of money off it. Because that would suggest future Portal stuff, and having now seen the Portal trailer, that&#039;s an extremely exciting prospect. I cannot forgive you for having played it, by the way Dabs.
&lt;br&gt;&lt;br&gt;
It doesn&#039;t worry me too much that people might think Prey thought up portals first, as though that&#039;s some kind of new invention to sci-fi, but I do hope people realise how different Portal is. Prey&#039;s spatial trickery is arbitrary, rigid and didn&#039;t make the experience any more interesting than Quake 4, for me. Portal and Narbacular Drop take a single strong concept and craft it into a completely original type of game, and I love Valve for noticing that, taking them on board, and rolling it out to the absolute largest number of people they could possibly reach.]]></description>
			<content:encoded><![CDATA[<p>I think it can, but since it&#8217;s made internally by Valve, they can also use it as part of their business strategy. That strategy seems to involve overshooting wildly on value for money, and packaging things together that would sell better on their own. I&#8217;ve already gone into my lame best-guesses as to why that might seem like a good idea.</p>
<p>As a not entirely relevant aside, if I were an indie developer with an experimental game like that, I would much rather have it distributed free with Episode Two than sold on its own. Since they&#8217;re not, anymore, but are instead part of Valve, I&#8217;m hoping it means that they want to promote the Portal name more than they want to make a bit of money off it. Because that would suggest future Portal stuff, and having now seen the Portal trailer, that&#8217;s an extremely exciting prospect. I cannot forgive you for having played it, by the way Dabs.</p>
<p>It doesn&#8217;t worry me too much that people might think Prey thought up portals first, as though that&#8217;s some kind of new invention to sci-fi, but I do hope people realise how different Portal is. Prey&#8217;s spatial trickery is arbitrary, rigid and didn&#8217;t make the experience any more interesting than Quake 4, for me. Portal and Narbacular Drop take a single strong concept and craft it into a completely original type of game, and I love Valve for noticing that, taking them on board, and rolling it out to the absolute largest number of people they could possibly reach.</p>
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		<title>
		By: Dabs		</title>
		<link>https://www.pentadact.com/2006-07-16-team-fortress-2-episode-two-and-portal/#comment-4403</link>

		<dc:creator><![CDATA[Dabs]]></dc:creator>
		<pubDate>Tue, 18 Jul 2006 21:20:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/?p=101#comment-4403</guid>

					<description><![CDATA[Can I also just say, because I&#039;m seeing lots of comments about Portal ripping-off PREY on various gaming forums and it&#039;s starting to annoy me.&lt;p&gt;
It&#039;s not ripping off Prey &lt;i&gt;at all&lt;/i&gt;. I had this conversation with the people who made it (the same Narbacular Drop team). At the time, they felt it was pretty unfortunate for them that PREY was going to make it out onto the market before them. Fact is, they came up with this concept long before PREY had been re-announced and certainly before anything was known of portals playing a role in PREY. Furthermore, where portals are part of the game in PREY, portals ARE the game in this. This is totally unlike PREY as a gameplay experience, and this is coming from someone who&#039;s played both. Portal is more challenging, much more of a unique experience and arguably just much more fun. I still can&#039;t believe they&#039;re just handing it over with Episode Two though. If stuff like The Ship and Dawrinia can ask for $20, there&#039;s no sane reason why an arguably better product (certainly an equal) shouldn&#039;t be able to as well.]]></description>
			<content:encoded><![CDATA[<p>Can I also just say, because I&#8217;m seeing lots of comments about Portal ripping-off PREY on various gaming forums and it&#8217;s starting to annoy me.</p>
<p>
It&#8217;s not ripping off Prey <i>at all</i>. I had this conversation with the people who made it (the same Narbacular Drop team). At the time, they felt it was pretty unfortunate for them that PREY was going to make it out onto the market before them. Fact is, they came up with this concept long before PREY had been re-announced and certainly before anything was known of portals playing a role in PREY. Furthermore, where portals are part of the game in PREY, portals ARE the game in this. This is totally unlike PREY as a gameplay experience, and this is coming from someone who&#8217;s played both. Portal is more challenging, much more of a unique experience and arguably just much more fun. I still can&#8217;t believe they&#8217;re just handing it over with Episode Two though. If stuff like The Ship and Dawrinia can ask for $20, there&#8217;s no sane reason why an arguably better product (certainly an equal) shouldn&#8217;t be able to as well.</p>
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		<title>
		By: bob_arctor		</title>
		<link>https://www.pentadact.com/2006-07-16-team-fortress-2-episode-two-and-portal/#comment-4370</link>

		<dc:creator><![CDATA[bob_arctor]]></dc:creator>
		<pubDate>Tue, 18 Jul 2006 11:42:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/?p=101#comment-4370</guid>

					<description><![CDATA[Looking good.
Evil genius had that kind of graphical vibe though.
Steam seems to be winning. I like the fact if I format the PC I log onto Steam and it gives me all my games back through the power of the interet. How good is Steam eh?]]></description>
			<content:encoded><![CDATA[<p>Looking good.<br />
Evil genius had that kind of graphical vibe though.<br />
Steam seems to be winning. I like the fact if I format the PC I log onto Steam and it gives me all my games back through the power of the interet. How good is Steam eh?</p>
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		<title>
		By: Dabs		</title>
		<link>https://www.pentadact.com/2006-07-16-team-fortress-2-episode-two-and-portal/#comment-4347</link>

		<dc:creator><![CDATA[Dabs]]></dc:creator>
		<pubDate>Mon, 17 Jul 2006 23:05:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/?p=101#comment-4347</guid>

					<description><![CDATA[TF2 will be awesome, make no mistake.  And Portal was awesome - I played a couple of hours of it and it&#039;s extremely moreish, not to mention satisfyingly different to other first-person titles.  You keep thinking you&#039;ll put it down after you&#039;ve reached the next puzzle section, then you reach it, then you just want to finish that one off and leave it at the next one, etc. etc.]]></description>
			<content:encoded><![CDATA[<p>TF2 will be awesome, make no mistake.  And Portal was awesome &#8211; I played a couple of hours of it and it&#8217;s extremely moreish, not to mention satisfyingly different to other first-person titles.  You keep thinking you&#8217;ll put it down after you&#8217;ve reached the next puzzle section, then you reach it, then you just want to finish that one off and leave it at the next one, etc. etc.</p>
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		<title>
		By: Grill		</title>
		<link>https://www.pentadact.com/2006-07-16-team-fortress-2-episode-two-and-portal/#comment-4331</link>

		<dc:creator><![CDATA[Grill]]></dc:creator>
		<pubDate>Mon, 17 Jul 2006 14:29:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/?p=101#comment-4331</guid>

					<description><![CDATA[I&#039;m up for this - I loved Team Fortress Classic and played as a Spy for all the time I was uni. As a colour-blind person (yes, I always bang on about it), it took me that extra half-second to work out which team anyone was on, so being disguised as one of their corpses slumped in a corner gave me that chance. Now I&#039;ll be able to tell by their outrageously garish costumes! Thank you team fortress!]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m up for this &#8211; I loved Team Fortress Classic and played as a Spy for all the time I was uni. As a colour-blind person (yes, I always bang on about it), it took me that extra half-second to work out which team anyone was on, so being disguised as one of their corpses slumped in a corner gave me that chance. Now I&#8217;ll be able to tell by their outrageously garish costumes! Thank you team fortress!</p>
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		<title>
		By: The_B		</title>
		<link>https://www.pentadact.com/2006-07-16-team-fortress-2-episode-two-and-portal/#comment-4294</link>

		<dc:creator><![CDATA[The_B]]></dc:creator>
		<pubDate>Sun, 16 Jul 2006 15:55:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/?p=101#comment-4294</guid>

					<description><![CDATA[There is a small niggling part of me that is saying &quot;Episodic Gaming isn&#039;t doing too well, so they have to throw in two extra games to beef up the sales&quot; -However, I&#039;d rather they do this than charge three times as much for everything.
&lt;br&gt;
&lt;/br&gt;
I myself love a bit of TF, and the new style seems to suit it really well. As you said, TF never really took itself seriously, and this &quot;Incredibles&quot; style could be something rather nice. I&#039;m hoping though the style doesn&#039;t put too many people off. Look at The Ship - some people won&#039;t even try that because they don&#039;t like it&#039;s Art Deco stylistic approach, and would prefer it to look &quot;realistic&quot; - without even trying the gameplay.]]></description>
			<content:encoded><![CDATA[<p>There is a small niggling part of me that is saying &#8220;Episodic Gaming isn&#8217;t doing too well, so they have to throw in two extra games to beef up the sales&#8221; -However, I&#8217;d rather they do this than charge three times as much for everything.<br />
</p>
<p>I myself love a bit of TF, and the new style seems to suit it really well. As you said, TF never really took itself seriously, and this &#8220;Incredibles&#8221; style could be something rather nice. I&#8217;m hoping though the style doesn&#8217;t put too many people off. Look at The Ship &#8211; some people won&#8217;t even try that because they don&#8217;t like it&#8217;s Art Deco stylistic approach, and would prefer it to look &#8220;realistic&#8221; &#8211; without even trying the gameplay.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2006-07-16-team-fortress-2-episode-two-and-portal/#comment-4289</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sun, 16 Jul 2006 13:50:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/?p=101#comment-4289</guid>

					<description><![CDATA[Also, I can&#039;t wait to see what Chris Livingston does with this for Concerned. Making a comic out of a game designed to look like an animated film that&#039;s designed to look like a comic is surely too tempting a loop to leave unclosed. And that man is getting freaky good with the face poser - I can&#039;t look at the last panel of &lt;a href=&quot;http://www.hlcomic.com/index.php?date=2006-07-12&quot; rel=&quot;nofollow&quot;&gt;&lt;font color=&quot;white&quot;&gt;this&lt;/font&gt;&lt;/a&gt; strip without laughing.]]></description>
			<content:encoded><![CDATA[<p>Also, I can&#8217;t wait to see what Chris Livingston does with this for Concerned. Making a comic out of a game designed to look like an animated film that&#8217;s designed to look like a comic is surely too tempting a loop to leave unclosed. And that man is getting freaky good with the face poser &#8211; I can&#8217;t look at the last panel of <a href="http://www.hlcomic.com/index.php?date=2006-07-12" rel="nofollow"><font color="white">this</font></a> strip without laughing.</p>
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