Cam Lee Inquisition
Dragon Age: Inquisition producer Cameron Lee has become a fixture here at AusGamers. The Aussie ex-pat took tie out of his Gamescom duties to chat with us again. Check it out!
Wrestling Time
We take a look at 2K Games' latest WWE contender and find out just what the game has in store for fans of the wrestling series. Click here for our full preview!
Resident Evil Within
The Evil Within is creeping up just around the release corner, so we decided to take a look back at Shinji Mikami's incredible Resident Evil 4. Click here for more!
handsome devil
We took the five winged, five week challenge with Hearthstone's first campaign and walked away less deathrattled than you might think. Read on for more!
AusGamers Games
Portal 2
Portal 2

PC | PlayStation 3 | Xbox 360
Genre: Puzzle Players: 1 to 2 (2 Online)
Developer: Valve Software Official Site: http://www.thinkwithportals....
Publisher: Electronic Arts Classification: PG
Release Date:
21st April 2011
Portal 2

Genre: Puzzle
Players: 1 to 2 (2 Online)
Developer: Valve Software
Official Site: http://www.thinkwithp...
Publisher: Electronic Arts
Classification: PG
Release Date:
21st April 2011
Hide Video Player
Click To View the Portal 2 Video
Portal 2 Review
Review By @ 08:05pm 22/04/11
XBOX360
There’s a scene in the somewhat terrible film, Event Horizon, where quantum scientist Sam Neil asks a seemingly non-scientist character what the shortest distance between two points is. As a sort of simple scientific test, and an equally cocky display of intelligence on Sam’s part, the non-scientist character naturally responds with the answer that the shortest distance would be a straight line between each point. Now, most gamers aren’t quantum scientists, let alone know what that profession entails, but if presented with the same question, would probably respond with, “Relax buddy, I’ve played Portal, so the shortest distance is zero. No go back to Jurassic Park, I think the Velociraptors are about to attack that blonde chick you used to date” - or something similar along those lines.

As part of the Orange Box release, and also as a stand-alone budget download title, Portal was in many ways a perfect proof of concept. Many games can be commended on their puzzle design, but in the case of Portal, the fact that players were seemingly creating and controlling what looked like rifts in the space-time continuum (via portals generated by a simple projectile device that allowed the placing of an entrance and an exit), meant that it was also an amazingly memorable experience. Relying on lateral thinking, the solution to each puzzle that was presented never felt cheap, always natural, and in most cases gave a sense of a figurative light-bulb lighting up in a thought cloud every time a solution became apparent. It made you feel smart, for a moment anyway.




Apart from providing the player with exceptional level design, wonderfully complex and intuitive puzzles to solve, Portal also featured a narrative that although quite simple, was genuinely funny and surprising. As players traversed the semi-futuristic scientific installation of Aperture Science armed with the aforementioned portal gun, they took part in various tests run by a somewhat insane AI called GlaDOS. As the protagonist was the test subject taking part in experiments, this allowed the puzzle and level-based nature of the game to make perfect sense, as players moved from test chamber to test chamber, solving each increasingly difficult problem in increasingly creative ways. The experience was short and sweet in the purest sense, with a great climax and the introduction of the now-classic gaming character, GlaDOS - whose hilarious dialogue and monotone voice managed to give the overall experience some considerable weight.

As a sequel, Portal 2 was always going to be hotly anticipated, as even though the original surprised many gamers with its wonderful gameplay, it also felt like it was a component of Valve’s Half Life franchise rather than standing as its own entity. Creating a stand-alone sequel meant that people’s expectations although quite high, were also a little vague. As more prominent ‘triple-a’ sequels are released with larger narrative scopes and production values that can stand right next to all the latest blockbuster movies being released, how would Portal 2 fit into this mould? Here’s a game where there aren’t conventional threats in the guise of you know, bad people or aliens to shoot, or recognisable things to do like driving fast vehicles around or blowing up smug looking buildings. Even after playing the Portal 2 the answer of how is still mostly unknown, mainly because the end result is very much a masterpiece of design and execution.

With an expanded campaign, and the inclusion of a separate co-op campaign, Portal 2 is surprisingly the blockbuster that the first game never even tried to be. It’s also completely unconventional, as all aspects of the game serve to complement the gameplay, from the narrative, dialogue, art direction, visuals, sound effects, and music. This is a remarkable feat because no individual element feels like it was included to mimic a cinematic experience that one might find in film, television, or even comic books, but instead simply serves to make Portal 2 a wonderful interactive experience, and one that is a pure videogame. Meaning, this is an experience that would be impossible to convey in any other medium.




The narrative begins many years in the future as players are woken up from a lengthy cryogenic sleep by a small robot by the name of Wheatley. Brought to life through wonderful animation and voiced to perfection by the hilarious Stephen Merchant, Wheatley lets you in on the small little fact that the whole Aperture science facility is about to collapse and that together you’ll need to sneak past GlaDOS to escape. Apart from the great and truly funny script that puts those found in most other games to shame first impressions of the game will also come from the remarkable animation and the sense of character found in each environment that brings the world of Portal to life. And although at this point Valve’s Source engine may not produce the most cutting edge visuals seen in gaming today, it still manages to impress though an almost seamless integration of its physics engine with that of the stellar lighting and animation it can produce - in the right hands of course.

Very early on in the campaign players get re-united with GlaDOS, who hasn’t forgotten the small fact that you were the cause of her destruction. This little brush with total annihilation has managed to turn GlaDOS a little sour, although still full of witticism and sarcastic charm. But being the scientific result driven AI that she is, GlaDOS doesn’t exact revenge and instead decides to re-commence ‘testing’. It’s a great way to re-introduce players to the puzzle and level-based gameplay of the original whilst also service as the platform to introduce a greater sense of exploration and story into the game. Valve has always presented story in their games, whether it is conversation between characters or scripted action set-pieces, though the gameplay. Portal 2 is no stranger to this, and through the introduction of additional characters like Wheatley and the equally funny Cave Johnson, it also serves as one the best examples of a seamless narrative that Valve has ever produced. Even though this is a much larger game than the original, there is no dull moment in the story or even the gameplay for that matter, as the setting, narrative, and gameplay all change and turn at regular intervals, helping keep the game feel, well, ‘still alive’, all the way through.

As a sequel players would naturally expect the introduction of new gameplay elements, and the team at Valve seem to have taken this expectation quite seriously via exceeding even the most wildest expectation through the introduction of intuitive new gameplay elements that not only are brilliant on their own but masterful in their integration to the standard (well, for Portal anyway) portal placement gameplay. From light bridges that players can direct through their portals, through to blue goo that can bounce players up into the air and orange goo that give players super speed, Portal 2 has no problem giving players new, inventive, and exciting gameplay elements to play around with at regular intervals. As each new element is introduced the puzzles themselves get increasingly complex, and with the introduction of new gameplay elements in virtually all cases solving each puzzle not only requires a new train of thought or set of cognitive skills to solve, but also the ability to combine this with skills learnt in previous puzzles. Although this may sound daunting, much like in the original the solution to each puzzle never feels cheap or even ridiculous, and once again players can expect the figurative light bulb above their head to go off at regular intervals.




There’s a saying that goes something along the lines “two heads are better than one, because two is one more than one, and an extra brain is never a bad thing”. A bit convoluted to be sure but in the case of the co-op gameplay in Portal 2, this definitely rings true. With each player given a portal gun, this means that immediately the complexity is potentially doubled, which to most would sound more than a little daunting. In execution this is true, the complexity of the puzzles found in the co-op campaign are more intricately designed than those found in the single-player campaign, but the gameplay is as much fun as it is challenging - perhaps, even more so. This combination of fun and intelligence, especially in a co-op game, is truly remarkable.

It’s hard to put a finger on one thing that makes the co-op campaign in Portal 2 one of the best, if not the best, co-op gaming experiences ever made, but one of the brilliant aspects of its design is in the ways that each new puzzle and challenge requires the co-ordination of not only two separate players but also two separate trains of thought. The key difference here to the single player gameplay, is that co-op opens the door to discussion, as each player talks through each challenge and through intuitive controls allows each player to take turns directing each move as new ideas are explored and experienced as a team. Each player through the press of a button can get a view of what their team-mate can see, and through a press of another button can place a marker on a wall and say “can you put a portal there?” And as the sense of elation rises as a particular puzzle, challenge, or stumbling block is overcome, through the press of another button player can also direct their characters to high-five and even hug their teammate- much to the chagrin of GlaDOS of course, whose singular goal in the co-op campaign seems to be to break the bond between each player through hilarious taunts, snide remarks, and misdirection.

Portal 2 is a game of two unexpected halves, a brilliant single player campaign that proves that the proof of concept nature of the original game can be fleshed out into a much larger, varied, and consequently more memorable experience. And a second half that proves that the Portal gameplay can also provide a great multiplayer experience through the introduction of a co-op campaign as lengthy as the single player campaign, and one that somehow though the introduction of a another player manages to elevate the gameplay as opposed to hamper it. Portal 2 is a triumph in every sense of the word, a wonderful experience from start to finish and one that you won’t soon forget.
WHAT WE LIKED
Brilliant co-op campaign and single-player campaign
Wonderfully polished game on all fronts
Hilarious and engaging script
WHAT WE DIDN'T LIKE
Exposition-heavy stretches of gameplay can get a bit mundane
But that’s just nitpicking
MORE...
WE GAVE IT:
9.8
OUT OF 10
AusGamers
Latest Comments
groganus
Posted 08:30pm 22/4/11
Finished it in 6.5 hours today.

Thought it would be a little bit longer.

Admittedly i could of explored a bit more, i noticed a few bits and pieces hidden aware.. i imagine there was more
Fixah
Posted 08:31pm 22/4/11
Daymn son, that's a near perfect score.
Cheez
Posted 08:42pm 22/4/11
Yeah I finished it last night in about 10.5 hrs total, but some of that was left on pause for meals etc. Also finished with 50% of the achieves, found some of the hidden areas, but I'm sure there are more there.
Eorl
Posted 08:44pm 22/4/11
Got 13 hours so far, probably 8 on Singleplayer and rest on co-op. Currently at 3rd chamber, last test on co-op. Man some of them are hard.

Also, I noticed the graphics have gotten a nicer touch to them, bit TF2 stylish.
Khel
Posted 08:45pm 22/4/11
Took me probably about 8 hours maybe a bit more to finish it, but it was absolutely brilliant for every minute of that and I'll definitely be playing through it again.
Robbo
Posted 08:51pm 22/4/11
Couple of "though" instead of "through"s in this article.
bepatient
Posted 08:59pm 22/4/11
Yeah I've racked up 22 hours already hahahahah. Clocked it twice in sp and once in co op, plus a bit of messing about. Best game of the year.
thermite
Posted 09:05pm 22/4/11
Took me 9 hours over 3 days, but I thought it was a lot easier than portal 1. Portal 1 became very frustrating towards the end.

What's the deal with that 'boots' video - this is never brought up in the game? Was expecting more surprises and exposition towards the end, but it was still pretty good.

Also I thought I would stumble on some easter eggs, but I found bugger all. Anyone else find anything?

last edited by thermite at 21:05:11 22/Apr/11
Khel
Posted 09:34pm 22/4/11
What's the deal with that 'boots' video - this is never brought up in the game?


What do you mean? The character you play is wearing those boots for the entire game, thats how you can fall really far and not die. Wheatley even mentions that in one part, that you have braces on your legs that absorb the impact.
Bah
Posted 10:06pm 22/4/11
Spoiler:
caroline = glados, where was that mentioned before the end speech? i mean it was obvious the way she reacted to caves voice, but other than that?
Were there snippets of speech hidden in secret areas that explained that more, because glados's end speech just seemed a bit out of place in relation to that.
Yerolo
Posted 10:10pm 22/4/11
What do you mean? The character you play is wearing those boots for the entire game, thats how you can fall really far and not die. Wheatley even mentions that in one part, that you have braces on your legs that absorb the impact.


..and also when you are falling down that pit with Glados, she asks you to lend her one of yours to break her fall (and to land on one foot if you do)

Not sure how he missed that dialog.....
thermite
Posted 10:21pm 22/4/11
oh yeah I suppose she did say that. I just assumed she was wearing the heal springs from the first one and would get the boots later.

Yeah I agree with Bah, I never caught that reveal, just the earlier hints and then the end bit.

I got told something interesting when I was part of the way through the game, I was hoping more would come of it but nothing did: Spoiler:
In the bit where you see the 'bring your daughter to work day' science projects, the project with the massive overgrown potato is signed 'chell'.


last edited by thermite at 22:21:32 22/Apr/11
thermite
Posted 10:44pm 22/4/11
ooh went look at apparently there's a lot of evidence that Spoiler:
glados is chell's mother http://forums.steampowered.com/forums/showthread.php?t=1850363
Bah
Posted 12:15am 23/4/11
Also while the game was good, you can really see the influence of controllers on the design, absolutely no "dexterity" puzzles. Once you worked out the solution that was it, the execution really didn't factor into it at all.

Unless this was a conscious design decision to remove any gaming "skill" from portal and just make it a purely puzzle/story game?
Khel
Posted 12:16am 23/4/11
Were there snippets of speech hidden in secret areas that explained that more


Theres a bit where Cave Johnson is dying, and he says when he dies he wants Caroline to run the place, and he wants her put inside the computer.
Khel
Posted 12:22am 23/4/11
All the "evidence" in that thread about Chell being Cave Johnson's daughter is assumptions and circumstantial at best, I wouldn't call any of it proof, and it was confusing trying to even understand what the guy was trying to get at in some points.

Also, why is everyone assuming Caroline was Cave Johnson's wife? Shes only ever referred to as his assistant in the game.
Bah
Posted 12:26am 23/4/11
Yes i got all the hints but there is no point where Spoiler:
glados goes "oh i am caroline", which makes the final speech kinda odd, just felt like a missed something
, i mean a lot of times in movies or whatever you know something before the characters do, but apparently the characters knew, but we didnt know they knew.

Also cave was at least banging her, Spoiler:
the way glados reacted to him talking was a bit of a giveaway
eXemplar
Posted 12:32am 23/4/11
Cave also says she is "married to science"
Khel
Posted 12:45am 23/4/11
the way glados reacted to him talking was a bit of a giveaway


It seemed to me like she reacted more as someone who used to work for him, cos when she heard his voice telling you to do something she replied "Yes Mr Johnson"
DM
Posted 12:51am 23/4/11
I kind of thought that...

Spoiler:
GladOs was Chell's mother as there are a few jokes about parents abandoning her. Once would of been funny but they did it at least 3 or 4 times which stuck out to me as odd. Then you got the Cave Johnson deal with him and Caroline perhaps having a relationship. I dunno. To me he doesn't seem like the type of guy who would trust a woman to run his company. I mean this is the guy who fired someone for being in a wheelchair so he isn't a... nice person to a lot of people. And he called her the backbone of the company when she is just called his assistant. How good of an assistant could she of been to be the backbone and inherit the entire thing? As Bah said there were also queues to a possible relationship they way GladOs would reply to the recorded messages


That's just what I think though. Of course we could all be reading waaaaaay to much into this but who knows, valve could have something set up for Portal 3 if it happens and wanting to tie it all up nicely so there are no loose ends.
Bah
Posted 12:54am 23/4/11
Khel i was thinking more of the point where cave is saying burn them (or kill them or something like that) and glados gets right into it along with him.
Khel
Posted 01:43am 23/4/11
On a different subject, but talking of easter eggs, one of the achievements for finding a secret thing is called "Ship Overboard" and its about finding the missing experiment. Anyone find that? Is it related to the aperture science ship at the end of Episode 2?
Eorl
Posted 01:40am 23/4/11
Khel, when you rescue GLaDOS from the nest, above you can jump into a office, and it leads to a docking area. You'll get the achievement once your close enough.
groganus
Posted 05:42am 23/4/11
Re - who glados is,

Spoiler:
Its clearly revealed in the game as cave is dying he is trying to work out how to download someones consciousness to a computer, he fears that he wont be alive long enough to see it through, and if he dies he wants Caroline to run the place.

Gladso reacted to caves voice the same way Caroline does.

Really i thought it was pretty obvious

Its revealed that there are know human staff because apeture were running out of money, so he started using his staff as test subjects.

It was also revealed that the portal guns were made from moon rock, and that they are fatal (what killed cave).

groganus
Posted 05:54am 23/4/11
also
Spoiler:
now knowing the translation to the opera song sung at the end, it makes sense the character you play is Carolines daughter, thus making the "bring your daughter to work day" even more relevant.


Id like to know more about Wheatly though, i know he was intentionally made as a moron, but i missed or didn't notice more of i his back story

Khel
Posted 06:03am 23/4/11
Spoiler:
I didn't get the impression that portal guns were made out of moon rock, just the conversion gel is made out of moon rock (hence why you could open a portal on the moon at the end, lunar rock has some property that makes it a good portal surface)
Enska
Posted 07:50am 23/4/11
Yeah I found the lost experiment achievement (the ship Khel mentions) because I didn't realize the nest was on the middle floor and used portals to get to the top floor instead.
you walk into an office and then in a little alcove with a bookcase fallen over there's a door that will open and take you straight to it.
Cheez
Posted 08:23am 23/4/11
^ and if u press all the intercoms there is another one.
Nakor
Posted 10:28am 23/4/11
Spoiler:
theres some discussion starting on steam that caroline/glados isn't actually chell's mother, but rather chell is a clone of caroline after they uploaded her into the computer. Also that caroline is cave's child, rather than his wife, with the nickname chell. Makes just as much sense as Caroline being chell's mother...
Dan
Posted 10:40am 23/4/11
Also while the game was good, you can really see the influence of controllers on the design, absolutely no "dexterity" puzzles. Once you worked out the solution that was it, the execution really didn't factor into it at all.

Unless this was a conscious design decision to remove any gaming "skill" from portal and just make it a purely puzzle/story game?
Yeah, I'd put more merit in the second theory there. From a design stand point it stands to reason that they'd want to keep the game accessible like that, and not require people to have twitch-shooter skills.

I think it's also important to remember that as a Source Engine game on PC, it has full mod support, so the community will be able to (and no-doubt will) create maps that require more effort in the execution phase to conquer.
deadlyf
Posted 11:24am 23/4/11
I'm kinda glad they dumbed down the gaming skill required. I enjoy that kind of thing myself but this game is so much more than that and I kept recommending the original Portal to a lot of non-gamers as an excellent puzzle game but they didn't have the gaming skills to be able to stick with it. With Portal 2 I feel like they have a better chance and it's a game that I'd prefer can be experienced by a larger audience rather than was slightly more challenging to me personally.

As Dan points out, I'm hoping the more traditional, game skill based parts can be provided by community maps.
KostaAndreadis
Posted 12:55pm 23/4/11
I don't think that overall the skill required has been dumbed down, as twitch-based skills are simply one aspect that the game design doesn't really call for, and instead calls on skills most games could never even dream of beyond a "move crate out of the way to clear path to door" kind of way. The co-op stuff especially does require a lot of skill in timing and co-ordination, and again this is part of the core design where skills earned through years of repetition aren't the order of the day.
dranged
Posted 01:50pm 23/4/11
Game's a bit short. Heaps of fun but!

No doubt expansion pack #x on the way, would be awesome if there was a level editor.
Bah
Posted 01:55pm 23/4/11
I was also checking out the trailers in the extras section, and it has chell shooting portals in the air and stuff like that...
Also that section 8 trailer, what was the point of that, thought it was a game, then remembered at the end it was an upcoming movie.

Really i thought it was pretty obvious
Yes it was, but what wasn't obvious was glados being aware of the fact, until the end speech, and she talks to chell as if she also knows.
Raven
Posted 02:27pm 23/4/11
Also while the game was good, you can really see the influence of controllers on the design, absolutely no "dexterity" puzzles. Once you worked out the solution that was it, the execution really didn't factor into it at all.

I definitely noticed this too. There were no puzzles where you had to be able to pin a portal to a particular point as you were airborne, etc... what delayed me the most wasn't so much figuring out how to get object A to point B, it was visually locating the surfaces on which to place the portals, which were often hidden right up in corridors behind vents etc.

But it's all cool, because I'm in space.

last edited by Raven at 14:27:20 23/Apr/11
Khel
Posted 02:34pm 23/4/11
What I want to know is where did aperture get all its money from to build the HUGE upstairs part of the facility and to continue on for another 20 years after they were bankrupt?

Like, when you get into that third Cave Johnson area, the one where hes dying, from the stuff laying around and posters and stuff it looks like it was the 1980 era (the first one being 1960, then 1970). Now at that point, they're bankrupt, he says as much. And something happens after that, that made them completely seal off that entire underground complex Cave Johnson had built and had been testing in, and then build an entirely new complex above it, a staggeringly huge one. Why? And with what money?
thermite
Posted 02:50pm 23/4/11
I tried playing through with developer commentaries and there weren't enough of them to make it worth it at this point. I'm gonna play it properly again and try to find all the easter eggs and do the achievements I didn't get.
Will need to research some of this stuff, I already found this list of ratman's dens and a list of useful links down the bottom http://www.gamefront.com/portal-2-rat-man-dens/
koopz
Posted 11:36pm 23/4/11
the game was a tonne of fun, though I took much more time to figure out everything than I had available.


agreed the comedy value was there - though I would have happily just sat back and watched a video of it or watched a mate play it through quicker than I could have.


If P3 comes out I'll just watch it on YouTube.

last edited by koopz at 23:36:08 23/Apr/11
Sc00bs
Posted 11:39pm 23/4/11
played up to chapter 3 (how many chapters are there?) and was pretty fun.
Midda
Posted 12:46am 24/4/11
theres some discussion starting on steam that caroline/glados isn't actually chell's mother, but rather chell is a clone of caroline after they uploaded her into the computer.

How can she be a clone of Caroline when they look nothing alike?
Eorl
Posted 01:22am 24/4/11
There is 8 chapters scoobs. If people found the singleplayer "easy" try co-op with a mate. Some of those puzzles will have you stumped for half hour or so. Seriously, scratching heads is common.
spoon
Posted 02:10am 24/4/11
I thought co-op was easier than the single player.
Nathan
Posted 05:47pm 24/4/11
I thought co-op was easier than the single player.
So did I actually.

I think its worth pointing out for those who think its too short that co-op is a side story with completely different levels. To me you have to think of the game length in terms of the time to play through both; SP and coop together I feel like I got my money's worth.
Fish
Posted 06:23pm 24/4/11
depends on who you play with
I had a session with someone who's already done the levels and it was easy. Just looking at what they do, it's obvious what you have to do next. Then there's course 5 where neither of us seen before. That was a little more challenging.
Then there are sessions where your partner is both clueless and refuses to listen to instructions. And you're trying to do stuff the hard way because your partner isn't helping (or being malicious).
Ryan
Posted 09:57pm 24/4/11
Excellent review. Excellent game.
Definitely the best this year, and don't see that being topped (even though I want to say Diablo 3, but... ya know).
However I do agree with a user's comment above on the fact that it's more controller friendly than the first. I noticed that almost immediately, and I was disappointed. However the game as a whole outshone that. Can't help it though. Consoles monopolizing the game development scene...
imitation
Posted 10:06pm 24/4/11
They advertise this in nearly every programme I watch via the PS3. The ads don't explain the game at all it's just some robots shooting portals in walls.
Khel
Posted 10:28pm 24/4/11
don't see that being topped


Thats a pretty big call! Heaps of huge games still to come this year. Arkham City, Mass Effect 3, Uncharted 3, Skyrim, Battlefield 3. But its definitely going to be up there as one of the best of the year i'm sure.
deadlyf
Posted 10:41pm 24/4/11
LA Noir, Dues Ex, Saints the 3rd, The Duke, etc. It's getting to a point where there are way more blockbuster games coming out in a year than there are films.
trillion
Posted 11:55am 25/4/11
epic trolling is epic

Midda
Posted 12:16pm 25/4/11
What?
Raven
Posted 12:24pm 25/4/11
I thought I would post a some help here even though it hasn't been asked with - this caused me hours of banging my head trying to find a solution.

When you attempt to load a Portal 2 Cooperative game, you may experience a situation where every game fails to connect. Enabling the console will show it attempting to connect to a LAN IP - which happens to be the IP of the other person, but on their network. So you might find yourself connecting to 192.168.0.4, instead of, say, 203.12.77.194, or whatever their global IP is.

This is caused by having multiple IPs on a single interface. The solution to this is to remove all IP addresses other than the single primary IP you wish to use. Can be a pain I know, but that's what I had to do to fix the problem. After fixing this, I was able to join Coop games no problem.

Hope this helps someone.
Khel
Posted 02:26pm 25/4/11
What?


+1
ravn0s
Posted 07:37pm 26/4/11
just finished the game and loved it. steam says only 5 hrs played but i know it was more like 8+ hrs. now i have to find someone to play co op with.
Sc00bs
Posted 08:24pm 26/4/11
single player wasnt too bad, duno about 9.8/10 tho.

got over those rooms at the begining, that you finished in 2-5min and had to wait through another loading screen to get to the next small room :/

granted it wasnt a long load, but still. they could have switched it up a bit instead of going into a lift 20million times
Nerfington
Posted 09:34pm 26/4/11
Yeah the constant lifts and loading screens at the start was something which I thought was a bit of an oddity, considering how close they were. Portal 1 didn't have a loading screen but just paused inside a closed off lift and said loading, which was imo much better.
ravn0s
Posted 09:47pm 26/4/11
yer the loading screens were a bit of an annoyance. was funny when Spoiler:
wheatley
took over and the loading screen changed to Spoiler:
wheatley
laboratories
Khel
Posted 07:19am 27/4/11
Yeah, it was written on the side of the companion cubes after that too, was a nice touch
CHUB
Posted 08:49am 27/4/11
What an amazing game! Just finished it then, did 6 hours last night, 1.5 hours this morning and enjoyed every second of it.

The first few hours of Portal 2 I felt let down with the skill level, burning through puzzles with ZERO thinking and felt like the game was going to end very soon but to my surprise I had just scratched the surface. The later chapters, especially with the gels at least provided me with a few minutes scratching my head, the worst one would have taken me 10 minutes.

I completed a fair few puzzles with makeshift airborne twitch skills, not realizing the simple solution (eg a gel) I was performing ridiculous portal hopping/mid air portals to achieve the height to get to a place.

Only con I have is sometimes things seemed a bit repetitive, especially with the tiny puzzles + lifts.
Hemerage
Posted 08:52am 27/4/11
Also while the game was good, you can really see the influence of controllers on the design, absolutely no "dexterity" puzzles. Once you worked out the solution that was it, the execution really didn't factor into it at all.

Definitely agree.
Spot the walls, see the angle, drop 2 portals... ta-da, end.

Want more flying through the air twitch shots multi-portal combos.
Comeon editor!
CHUB
Posted 08:56am 27/4/11
Definitely agree.
Spot the walls, see the angle, drop 2 portals... ta-da, end.
This type of puzzle was definitely overused, if there were no special objects in the area you could bet the house there's an obviously placed white panel.
teq
Posted 10:06am 27/4/11
my fedex package from play-asia just turned up at home so wifey tells me
ima crack that b**** open tonight and shoot me some portals y0
Khel
Posted 10:19am 27/4/11
Its going to be hilarious if you can't use the PS3 copy because PSN is down, and can't redeem your PC version
Midda
Posted 10:55am 27/4/11
I doubt the PS3 copy requires a network connection to run single player. That'd just be stupid on Valve's part.

But, it's happening to Teq, so yeah, that'd make it pretty funny.
teq
Posted 10:55am 27/4/11
hilarious? or s***?

I'm going to go with s***.
I highly doubt it though, at very least I should be able to login with the steam code
Pinky
Posted 11:03am 27/4/11
Plasma
Posted 11:24am 27/4/11
I finished it yesterday, was good but wasn't blown away.

Only tried MP for 20 minutes and got a bit bored, may check it out again sometime later though.
CHUB
Posted 11:36am 27/4/11
This story is still confusing me.

Does anyone know how Chell got to the start of Portal 1? Considering she's a full grown adult and on the testing list (according to "Rat Man"), does that mean she used to live in the normal world THEN applied?

Why was Chell placed in stasis at the end of Portal 1 via the robot/Rat Man? Is there any real explanation to this? Is the Rat Man just preserving her as a means of keeping a hero to fight again one day, or to preserve information about Aperture... it's very vague.

What is the go with Wheatley at the start? It's confusing since he's meant to be moronic. Did Wheatley come to Chell since she's the only living human in the facility to help him escape?

So what's the deal with Aperture anyway, is there anymore to it then a technology company that has no care for it's test subjects? Is the killing at the end just a means of privacy?
Plasma
Posted 11:39am 27/4/11
ravn0s
Posted 11:59am 27/4/11
i read a little while ago that portal 2 was going to require a new update to play that sony was going to release on the same day as the game. guess that didnt happen since psn is down.
Khel
Posted 12:17pm 27/4/11
Does anyone know how Chell got to the start of Portal 1? Considering she's a full grown adult and on the testing list (according to "Rat Man"), does that mean she used to live in the normal world THEN applied?


I always assumed she was one of the kids who had come to "bring your daughter to work day" on the day when Glados went crazy and gassed all the scientists. I dunno, I guess she captured and put into stasis, like all the people who surrendered were put into stasis and used for testing, and all the ones who resistered were gassed?

What is the go with Wheatley at the start? It's confusing since he's meant to be moronic. Did Wheatley come to Chell since she's the only living human in the facility to help him escape?


He was supposed to be the one monitoring the people who were in stasis, but he didn't realise power had been switched off to the stasis modules and everyone was dead. He'd been going through all the different rooms looking for survivors to help them when he found Chell. I think its still pretty obvious hes a moron since he hadn't realised for 99999999 days (or however long it was) that the power had been cutoff and nobody was being woken up and looked after and had just let everyone die.

Why was Chell placed in stasis at the end of Portal 1 via the robot/Rat Man? Is there any real explanation to this? Is the Rat Man just preserving her as a means of keeping a hero to fight again one day, or to preserve information about Aperture... it's very vague.


Isn't it one of Glados' cores/robots that brings Chell back? I assume she was just recaptured for revenge/more testing.
parabol
Posted 12:25pm 27/4/11
Fark this game makes me so dizzy I can only play half an hour at a time. I'm fine with the regular puzzle maps, it's just the escape levels that get me.

*goes to look for a FOV option*
CHUB
Posted 12:33pm 27/4/11
Isn't it one of Glados' cores/robots that brings Chell back? I assume she was just recaptured for revenge/more testing.
That would make sense, I was just confused with this part from the wiki:

Rat Man, though able to escape after GLaDOS's destruction, returns to the facility following the robot that drags the unconscious Chell back inside. As a final act, he ensures that Chell is kept in indefinite cryostorage, before he himself enters a cryogenic unit after being severely wounded by turrets
Khel
Posted 12:59pm 27/4/11
Oh, thats a bit odd, I dunno then
thermite
Posted 01:15pm 27/4/11
What's so hard to understand? There is a robot that drags her back into stasis, its the robots job I guess. Rat Man realises the stasis things don't work, so Chell will die in her sleep, so he rigs the power up to keep her unit going.
Reverend Evil
Posted 02:58pm 28/4/11
Loving this atm

So far Steam has me at 7 hours played and I don't think I'm anywhere near finished it. I must suck at solving things because some rooms I spend ages trying to work out a way thru.

Also loving the lvl design. Looks like an ass-load of work has gone into it.

Anyway, I'm maybe four or so rooms past where I get GLADOS in potato form. How far from the end am I?
ravn0s
Posted 03:13pm 28/4/11
probably another 5+ hours for you. probably 2-3hrs for people with half a brain.

:P
Reverend Evil
Posted 03:14pm 28/4/11
LOL

Not all of us use walkthru's rav-baby!!

8-)
Rumps
Posted 12:10am 29/4/11
Overall a very decent game - I don't know if I'd give it 9.8 honestly. I would have given the original portal a 9.9 easily... But this, I just wasn't 'wowed' by that much... It may have helped their cause if they'd actually done anything to the graphics since the first one. Seriously Valve, time for an engine update maybe? Or at the very least some higher-res textures?
scuzzy
Posted 12:15am 29/4/11
I must suck at solving things because some rooms I spend ages trying to work out a way thru.
As long as you're having fun and not rage quitting, then just enjoy the game no matter how long it takes. I've had nothing better to do with my time so I've played through it twice and unlocked all the single player achivements, and it is a pretty fantastic game overall, even if lacking complex aerial portal assaults.
ravn0s
Posted 08:24am 29/4/11
It may have helped their cause if they'd actually done anything to the graphics since the first one. Seriously Valve, time for an engine update maybe? Or at the very least some higher-res textures?


were we playing the same game? the graphics were gorgeous. huge improvement over the first game.
Midda
Posted 08:53am 29/4/11
But this, I just wasn't 'wowed' by that much... It may have helped their cause if they'd actually done anything to the graphics since the first one. Seriously Valve, time for an engine update maybe? Or at the very least some higher-res textures?

I was running the game maxed, and it looked fantastic. The Source Engine has had heaps of updates, and the texture resolution was fine. Maybe it's you who needs to upgrade, not Valve?
Khel
Posted 08:54am 29/4/11
Yeah, I thought it looked awesome
Reverend Evil
Posted 02:03pm 30/4/11
Woot!

Just finished it. F*** that was fun. Prolly the best thing I've played in ages.
Sc00bs
Posted 02:07pm 30/4/11
i was also running it at max and was pretty impressed. Hope they make a new tf and cs using an updated engine like that, or even a completely new even more awesome engine
ravn0s
Posted 02:08pm 30/4/11
i think they're probably working on a new engine for the next hl game and that's why its taking so f*****g long to release it.
Sc00bs
Posted 02:10pm 30/4/11
wish they would hurry up and finish it, so they can start printing money again.
deadlyf
Posted 03:08pm 30/4/11
Yeah I fired up the old Portal game and it's a pile of s*** compared to the new one, you'd need some seriously powerful rose tinted glasses to think it was even close to the same in graphics quality. Heaps more challenging though, yet somehow I don't think it's more fun, just harder.
Midda
Posted 04:34pm 30/4/11
I found the first portal to require a bit more twitch skill. It had some good puzzles, but once you figured it out, you usually had to take a few attempts just to quickly get your portals in the right place while you were flying though the air.

Portal 2 seemed to have more complex puzzles, but once you figured them out, it was just a matter of putting your portals and gels where you needed them, and that was that. I actually prefer this setup, not because I had trouble with the twitchy stuff on the first one, but because that wasn't what made the first game fun. It was making yourself think about the spaces in a completely different way compared to any other game. Give me more complex puzzles rather than keyboard+mouse gymnastics any day. I guess it also makes it more playable on a console.
scuzzy
Posted 05:08pm 30/4/11
you'd need some seriously powerful rose tinted glasses to think it was even close to the same in graphics quality
Wait, a game from 2011 has better graphics than something released three and a half years ago? get out of town!
Khel
Posted 05:46pm 30/4/11
Yeah, I like more complex puzzles and less twitch stuff too. Not cos I had any trouble with the first game (in fact some areas of the second game took me longer to do than anything in the first game did), but its just more interesting having complex puzzles and they've added so many cool new things to the mix like the funnels and the gels and the hard light bridges that I'm sure they could make some truly deviously hard puzzles that really turn your brain inside out. I'd prefer that than twitch based puzzles, Portal was never really about FPS style twitch based reaction gameplay to me, plenty of other games out there you can get that thrill from, Portal is at its best when its at its most cerebral imo.
Bah
Posted 05:59pm 30/4/11
Are they mutually exclusive though?
Khel
Posted 06:07pm 30/4/11
I guess the thing is for me, the fun is in solving the puzzle. So in the ones where theres twitch reflexes needed, I figure it out, and thats the satisfying bit, then actually doing it is just feels like the time wasting filler until I get to the next puzzle to solve.

I also like in portal 2 how once you've set up your solution on some of the more complex puzzles, then actually play it out, it feels like some kind of cool portal based rube goldberg machine as you bounce around and react with the different elements you've put in play.
deadlyf
Posted 06:15pm 30/4/11
Wait, a game from 2011 has better graphics than something released three and a half years ago? get out of town!
I was responding to this.
It may have helped their cause if they'd actually done anything to the graphics since the first one.
Thought that was clear as a lot of the previous posts were in relation to it.
Midda
Posted 09:34pm 30/4/11
Are they mutually exclusive though?

They're not, but the twitch stuff just doesn't feel necessary. I'm comfortably capable with a keyboard and mouse in FPS games, but it just isn't important in Portal, imo. It's the puzzles that make this game fun. The skill comes from your ability to think things out without regard to physical space in the normal sense. Having to fling yourself around the room a bunch of times after you've already sorted out what to do while you quickly flick the mouse from here to there just to get to the end feels unnecessary. I've solved the puzzle, get me on to a new one.

Of course if you do like that kind of thing, you could apply it to speed runs, I suppose.
Raider
Posted 05:53pm 01/5/11
awesome, some challenging puzzles and was fkn hilarious in places.
ravn0s
Posted 06:04pm 01/5/11
Of course if you do like that kind of thing, you could apply it to speed runs, I suppose.


yep there's plenty of speed runs ongoing that use twitch skills to good affect.
CHUB
Posted 06:39pm 01/5/11
For anyone interested in clearing up the story, this page contains basically all the info available and explains it well.

http://half-life.wikia.com/wiki/Main_Page

I completely missed this image during Portal 2.

ravn0s
Posted 06:45pm 01/5/11
i found it during my play through.
Reverend Evil
Posted 02:38am 02/5/11
i found it during my play through

Why must you lie.

Anyway. Just finished the co-op run of this. Prolly made it thru in around 5 - 6 hours. Had more fun doing that than playing the single player mode.

Easlily the best game I've played this year. Gonna be hard to beat the fun factor I reckon.
fpot
Posted 02:47am 02/5/11
Yeah I found that during my playthrough as well :)
Nerfington
Posted 02:59am 02/5/11
Easlily the best game I've played this year. Gonna be hard to beat the fun factor I reckon.

Yeah it's amazing the impression that a 6ish hour single player campaign has left on me. Loving endless amounts of community humour, remembered jokes, and all around satisfaction with the game and material released as part of the buzz surrounding it. It's rare for something to work out so well, and this is coming from somebody who was pretty unmoved by half life 2 so is definitely no valve fanboy.

But there's still batman this year, and skyrim, they have potential to be great fun. :D (not sure when I got excited about skyrim, swore never again after oblivion..)
ctd
Posted 03:21am 02/5/11
uncharted 3
skyrim
bf3
pretty sure these 3 games come out in the same month (november) lols.
Khel
Posted 10:41am 02/5/11
And Mass Effect 3 comes out that month too I think
Commenting has been locked for this item.
103 Comments
Show
 
Log In
User:  
Pass:  

Advertise with Us | Download Media Kit | Privacy Policy | Contact Us
© Copyright 2001-2014 AusGamers™ Pty Ltd. ACN 093 772 242.
A Mammoth Media web development / Australian VPS Hosting by Mammoth Networks