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We've seen some impressive fan-made Portal guns in the past, but they've been rare, costly one-off projects. Valve are giving us the chance to get hold of our own Aperture Science Handheld Portal Devices without having to burn ourselves horribly putting together an injection mould. Joystiq mention that, at Valve's request, toy manufacturers, NECA have put together a life-sized Portal gun. It'll hit the shops this summer with a $130 price tag attached.
There will be lights and those lights will change colour, but will it make the "pwung" noise? There's only one way to find out, and that's to buy at least five. Perhaps ten. Maybe more. More. MORE.
NECA will also be releasing a line of Left 4 Dead, Team Fortress 2 and Half-Life action figures, a few of which were shown off at the NYC Toy Fair. The Team Fortress 2 wiki has a snap of the new figures, you'll find that below along with a few shots of that Portal gun. Baggsy the Heavy.
While NECA rolled out a bunch of impressive Valve-licensed stuff, I was still charmed by the Portal 2 offerings shown by ThinkGeek. Along a Companion Cube cookie jar and talking turrets, they also had Aperture Science cores that blurted out phrases from the Portal games. But the highlight had to be the Science Fair kit that you could plug into a potato, calling back to one of the best moments in Valve's teleportational sequel. (Potato not included but the poster backdrop is)
ThinkGeek also had Minecraft wares on display, too. Those wall-hangings should keep the Creepers away, no?
Feb 9, 2012
Shacknews - Steve Watts
The Academy of Interactive Arts & Sciences held its Interactive Achievement Awards at DICE last night, and The Elder Scrolls V: Skyrim took home the Game of the Year prize, among four other awards. The game also won RPG of the year, and outstanding achievements for story, gameplay engineering, and gameplay direction.
Uncharted 3 and Portal 2 each walked away with three awards. Uncharted won a set of technical awards (visual engineering, art direction, animation), while Portal 2 won varied awards for music composition, character performance, and connectivity.
"Each year the Interactive Achievement Awards sees the top minds and personas of our industry coming together to not only celebrate, but recognize one another for the achievements of the year," said academy president Martin Rae in the announcement. "2011 produced an outstanding number of fantastic games in all areas of the industry - console, PC, social and mobile - we are truly witnessing a new golden age of gaming."
Check out the full breakdown of winners below.
- Outstanding Achievement in Original Music Composition - Portal 2
- Outstanding Achievement in Sound Design - Battlefield 3
- Outstanding Achievement in Story - Elder Scrolls V: Skyrim
- Outstanding Character Performance - Portal 2 (Wheatley)
- Downloadable Title of the Year - Bastion
- Casual Game of the Year - Fruit Ninja Kinect
- Social Networking Game of the Year - The Sims Social
- Role-Playing/Massively Multiplayer Online Game of the Year - Elder Scrolls V: Skyrim
- Outstanding Innovation in Gaming - Skylanders Spyro's Adventure
- Sports Game of the Year - FIFA 12
- Racing Game of the Year - Forza Motorsport 4
- Fighting Game of the Year - Mortal Kombat
- Strategy/Simulation Game of the Year - Orcs Must Die!
- Family Game of the Year - LittleBigPlanet 2
- Mobile Game of the Year - Infinity Blade II
- Handheld Game of the Year - Super Mario 3D Land
- Adventure Game of the Year - Batman: Arkham City
- Outstanding Achievement in Online Gameplay - Star Wars: The Old Republic
- Outstanding Achievement in Connectivity - Portal 2
- Action Game of the Year - Call of Duty: Modern Warfare 3
- Outstanding Achievement in Animation - Uncharted 3: Drake's Deception
- Outstanding Achievement in Art Direction - Uncharted 3: Drake's Deception
- Outstanding Achievement in Visual Engineering - Uncharted 3: Drake's Deception
- Outstanding Achievement in Gameplay Engineering - Elder Scrolls V: Skyrim
- Outstanding Achievement in Game Direction - Elder Scrolls V: Skyrim
- Game of the Year - Elder Scrolls V: Skyrim
Feb 8, 2012
Rock, Paper, Shotgun - firstname.lastname@example.org (Craig Pearson)
Alongside the Skyrim Creation Kit and the HD Texture Pack that was officially released last night, Valve added their own little addition to Skyrim: Fall of The Space Corp, Vol. 1 adds Portal 2′s jittery little Space Core to the Nord world, voiced by the man that holds the patent on all gaming voiceovers, Nolan North. It’s both proof that clicking things in Skyrim’s Steam Workshop works just like they said it would, and that Valve’s punmasters are missed a trick by not calling him Nolan Nord. When you add the mod to the game, you need to find him. Here’s a video I made that shows you how. (more…)
To commemorate the opening of Skyrim's fancy new Creation Kit on Valve's Steam service, Bethesda and the creators of Portal have teamed up to release an official mod. Which brings Portal 2's Space Core to Skyrim.
How? Well, it quite literally falls out of the sky.
To celebrate the opening of the Steam Workshop for Skyrim, Valve and Bethesda have teamed up to bring you the Portal 2 Space Core mod, which will let the aggressively space-centric little robot tag along on your adventures in Tamriel.
Also, since Skyrim was the only major release of 2011 without Nolan North in it, you should consider this mod a patch to fix that problem. You can now feel free to include Skyrim in the "Nolan North" section of your video game library, which is to say, your video game library.
Amazing. You can see a video of the Core falling to
Earth Skyrim in the gallery above.
Fall of the Space Core, Vol. 1 [Steam]
Portal 2's Cave Johnson rants about citrus fruit in this trailer for an "Electronic Combustible Lemon," which, when ignited, plays an ominous ticking countdown followed by what I presume is the sound of lemons exploding. Sadly, the lemon itself does not explode.
The lemon's case plays the Aperture Science founder's infamous rant from Portal 2, in which he explains to listeners exactly what to do when life gives them lemons.
The bizarre gadget is on sale for $80 over at e-commerce site Etsy.
Electronic Combustible Lemon [YouTube]
Hello everyone, welcome to the Kotaku Game Club. Today will be our last meeting discussing Portal 2. After covering many aspects of the single-player experience in our last few meetings, today we'll be talking about the co-op missions, which offer a whole new set of surprises and challenges.
Since Portal 2's co-op contains some story elements, including its own ending, we must warn you once again that this discussion may include spoilers.
If you're a Game Club first-timer, here's a primer: Our goal at Kotaku Game Club is to experience games as a community, so we play a specific game each month, meeting each week in the Game Club's comments section to discuss our thoughts on a many aspects of the game, including its narrative and mechanical themes and our own responses to them.
Our meetings start at 4pm Eastern every Thursday, and last an hour or so. The Game Club is here to get everybody talking with each other, so don't be afraid to bring up any topic related to the game, speak your mind and start a dialogue with other posters.
Here's your question of the week: Does Portal 2's co-op effectively re-create the essence of the Portal experience?
One of the topics we've discussed in recent weeks was the nature of controlled experiences in gaming. Though they don't hold your hand, Valve uses clever puzzle and level design to ensure that everyone advances through the game the way they want. This allows for the subtle story cues and the hands-off teaching that define the series. Adding a second player dramatically reduces the efficacy of that type of design since the two players can (well, must) focus on each other as much as they do the level itself.
That's all, folks! Congratulations on completing another month of Kotaku Game Club! As always, there will be a thread below where you guys can let me know what game you'd like us to play next: We will most likely be going back to playing something current next month, so keep that in mind when coming up with ideas. We will make an announcement as soon as we choose what game to play next. Stay tuned and thanks for playing!
Remember to come join our last discussion of Portal 2 at Kotaku Game Club tomorrow at 4pm Eastern!
Jan 29, 2012
The work of custom toy creator Christian Hooton is no stranger to Kotaku. Whether it's StarCraft or Portal, Hooton's craftsmanship dazzles. Check out his latest creation: a 7-inch Portal 2 Wheatley light-up toy.
Hooton worked about a month to finish the Wheatley, which is made from lightweight plastic and has a moveable center "eye" that also lights up. According to the sculptor, "The weird thing about this one is that it's dangerously close to able to be used as a puppet. The eye is mounted on a gyrroscopesque [SIC] hinged in the center of the ball, and there are thin fishing line like strings keeping it a neutral position."
More photos on his blog in the link below.
Gameplay aside, the world of Portal 2 plays such a large role in making Portal 2 a rich experience, and I'm sure you all have something to say about the game's memorable story moments.
As with our past two meetings, the discussion today isn't chronological. There will be spoilers from the entire game, including the ending. Since today's discussion focuses on the plot, today's meeting will be especially jam-packed with spoilers.
If you're joining us for the first time, Our goal at Kotaku Game Club is to play games as a community so that we can share our thoughts as we're experiencing the game. We meet each week in the Game Club's comments section to discuss our experiences with our game of the month.
Our meetings generally start at 4pm Eastern every Thursday, and last an hour or so after the post is published. The Game Club is here to get everybody talking with each other, so don't be afraid to speak your mind and to start a dialogue with other posters.
As for our question of the week: Is there such a thing as too much GLaDOS?
In the original Portal GLaDOS accounted for 100% of your character interaction. (No, I don't count the turrets.) She was your guide and your nemesis for a few sentences between each puzzle. In Portal 2, her presence has grown, but her role has not. In fact, it's shrunk—GLaDOS never plays that double-role the same way. Shrunk into her personal story, GLaDOS, once an instrument of narrative utility, is now a superfluous flourish to the player's experience. So here's the larger question: Can a story that's compelling but tangential to your experience be as compelling as one that effects you directly?
Don't miss our last meeting about Portal 2 next Thursday! We'll be looking at the co-op levels and what makes them special. That's Thursday, February 2nd, at 4pm Eastern.