Oh look, another reason not to watch those guys. It's nice to remind myself of why I stopped caring about them years ago, but I figure if I ever need "No shit, Sherlock"-caliber commentary they're worth a peek.
B) Portal is only an FPS in the semantic, literal sense. Once you start to compare it to other shooters the comparison breaks down into meaninglessness. The general pacing and approach to problem-solving in Doom, FEAR, and Call o' Dooty hardly resembles that of Portal, aside from surface elements. I play FPS' because I want dynamic challenges that require quick tactical thinking and improvisation. Portal can't provide that.
nomotog said:I notice someone else (youtube comments) mentioning that portal wasn't a FPS and I am thinking why isn't it? I mean it's based around solving puzzles, but a good FPS is a puzzle too. (Often a bloody puzzle filled with death, but then again so is portal.)
A) Only on a technical level. At higher levels it more closely resembles how shooting works in Tribes or the TF2 Soldier[/nitpick]Lilani said:The whole point of the episode was to look at typical genres at different angles and not get caught up in assumptions of what they should be, in order to get out of that stereotyping mindset. Portal was designed with the Source engine--an engine which up until then had primarily been made to create shooters. At times you use portals to redirect projectiles or destroy enemies. You literally shoot the portal in the same way you'd shoot a gun in Half-Life.
B) Portal is only an FPS in the semantic, literal sense. Once you start to compare it to other shooters the comparison breaks down into meaninglessness. The general pacing and approach to problem-solving in Doom, FEAR, and Call o' Dooty hardly resembles that of Portal, aside from surface elements. I play FPS' because I want dynamic challenges that require quick tactical thinking and improvisation. Portal can't provide that.