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Back, back, back, back even further, back a bit more, keep going, yes, not much further now and… there we go. You are now back in the most dim and distant past of the then tiny baby website Rock, Paper, Shotgun, a mere three months into our making-it-up-as-we-went-along existence. You will see ancient typos. You will see only glimmerings of understanding of how the internet works. You will see Kieron Gillen. And you will see The Go Team!, a multi-part mega-feature in which the four RPS founders present their assorted thoughts on Team Fortress 2′s classes, based on our delightfully haphazard experiences in the original beta back in September 2007. (more…)
What Valve did this year seemed impossible: they improved on the perfection that was the first Portal. That feat was accomplished, surprisingly, by making everything about players' return to Aperture Science less perfect. We got a scuffed-up, messier experience that resonated more deeply than any other game this year. Can Portal 2 open a rift to the top of this year's GOTY contenders? Let's see.
WHAT I LOVED:
Heart-ificial Intelligence: Portal 2 pulled off an amazing role reversal: it made the humans playing it feel like computers and the dueling AIs vying for control feel human. The character arcs traveled by Wheatley and GLaDOS didn't seem robotic at all, and each AI felt, at turns, poignantly insecure and needy. And, at the end of the single-player portion, I felt like a problem-solving machine, electric and sharp, able to coolly think my way out of the game's inscrutable puzzle rooms.
Broken Beauty: Portal 2 fractured the clean minimalism of its predecessor and created a different kind of splendor by peeling back Aperture Science's gleaming white layers. Playing through the grimy, rusted-over past of the research firm didn't just introduce cool new mechanics. It showed us the aching soul of a beautiful loser named Cave Johnson, and generated an unexpected empathy for GLaDOS.
WHAT I HATED:
Invisible Woman: I wanted Portal 2 to create more of a connection to the series' mute heroine Chell. It's great that other, newer characters get fleshed-out backstories, but that just makes it harder to care the character I'm controlling when she remains a near-total cipher.
Slightly Off-Key: A game's theme song usually doesn't count for much in overall scheme of things. But, c'mon, this is Portal, the series that gave us "Still Alive." After firing that last teleportation blast, I expected a tune that lived up Jonathan Coulton's previous classic. Sadly, "Want You Gone" did nothing for me, even after repeated listens.
Kirk Hamilton responds:
I loved the crap out of Portal 2. It was a triumph, a huge success; I'm making a note here, etc. It is an entirely worthy candidate for GOTY, even though in the end I didn't choose it for my own nomination. Here's what I think:
WHAT I LOVED
High-larious - Portal 2 was the funniest game of 2011. The excellent one-off gags, the winning animation work on all of the robots, and Stephen Merchant's show-stealing voice-over performance… I spent 90% of my time with a huge grin plastered on my face. Why can't all games be this funny? I don't know. Writers Erik Wolpaw, Jay Pinkerton and Chet Faliszek, my hat is off to you.
Brainy Gamer - Portal 2 was a real brain-tickler. Solving a tricky puzzle before sending yourself careening through the air to the finish line was one of 2011's great gaming pleasures.
Musical Heart - The way that Valve integrated Mike Morasky's super-cool music into the gameworld was creative, unexpected, and my favorite addition to the Portal formula.
The Ending - Best grand finale of the year, hands down.
WHAT I HATED
Thick in the Middle - The single player campaign's middle act felt largely unnecessary. Too many of the puzzles were, basically, "Find the White Wall To Continue."
Unnecessary Answers - A pervading sense of ominous mystery was part of what made Portal (and for that matter, Half-Life) so cool. I can't say that the sequel benefitted from adding GLaDOS' and Aperture's backstories.
PC Loading Screens - Come on, Valve. Seriously?
Luke Plunkett responds:
With Valve terrified of games including the number "3" in them, this is probably the last we'll ever see of Portal. Unless they do a Portal 2.5. Or Portal: The Portal Chronicles: An Origin Story: Chronicles. Good thing it was a great game, then.
WHAT I LOVED
Funny Bones: Good Lord, this game was funny. Consistently, massively funny. Great writing, top-shelf voice acting. That should be the norm in blockbuster video gaming, but it's not, so Portal 2 gets a big thumbs up for this.
Meat On Them Bones: The first Portal was a puzzle game. Room after room of puzzles and little else. Portal 2, with its bottomless chasms and walkways and transitions, felt more like a flowing game, which really helped matters as far as pacing and story-telling were concerned.
WHAT I HATED
Too Much: On the one hand, I appreciated the variety of challenges and tools at your disposal in Portal 2. On the other, the game often felt like there was too much going on, and it lost a little of the first game's watertight focus as a result.
Stephen Totilo responds:
What have we here? Oh! It's the best game I played in 2011.
WHAT I LOVED
Playing it - Yeah, yeah, looking at it was lovely. Listening to it was cool. It is a video game, so I am happy to confirm that actually playing Portal 2 was a wonderful experience, too—a delightful experience of thinking, trying, experimenting, leaping, rushing, panicking, hoping and also just having a grand time.
Playing it with another person - Of course, the single player of Portal 2 was good. It was an iterative improvement on the ingenious design of Portal the first. Co-op was better. I played it online. I played it on the couch. I played it with a regular friend. I played it with my wife. We were dropping four portals in the labs to solve crazy puzzles, one of which had us taking off from face-to-face ski jumps of sorts, making us smack into each other in mid-air. If another game wins our GOTY vote, I will not be convinced its players had more fun than I had with Portal 2.
WHAT I HATED
Nada. It made me laugh too much. This game's a gem.
Mike Fahey responds:
Everything about this game fills me with pure, unabashed joy. Going into these discussions I was 100 percent certain my pick would be Skyrim. Now I only want it gone.
WHAT I LOVED
Did I Mention Joy?: There hasn't been a moment during my multiple play-throughs of Portal 2 that I've felt anything less than completely pleased with my time investment. From the moment I woke up in the simulated motel room to the final lines of Jonathan Coulton's "Want You Gone" my smile never faltered. Even during the game's most maddeningly frustrating puzzles, I was happy to be challenged by such a well-crafted experience.
Sharing is Caring: The addition of cooperative multiplayer in Portal 2 was handled brilliantly. By introducing two new robot test subjects to the mix Valve was able to craft a complex and completely satisfying game mode without compromising the integrity of the single player experience. And this is real co-op, not just two or more players shooting at the same enemies. Whether you're playing with a close friend or a total stranger, by the end of Portal 2's cooperative campaign you're two parts of one well-oiled testing machine.
WHAT I HATED
Do I Have to Have a Hated?: I suppose I could be cute here and say I hated that the game had to end, but in truth I felt the game ended exactly when it should have. I've got nothing.
There you have 'em, our arguments for and against Portal 2 as Kotaku's 2011 Game of the Year. We'll have one more argument this week, and then we'll vote and announce the winner on Monday, January 2.
Every popular video game has its following of wishful thinkers, wannabe designers, and straight-up trolls. None has more hard at work on the next title than Half Life 3. And they've been very busy lately.
There is, of course, this total fakey-fake-mcfakerson website, a goldmine of cognitive dissonance that's not even registered to Valve. Then there was this brilliantly unconfirmable pile of horse dung, later debunked and then disavowed by the friend-of-a-friend-of-a-friend who heard from a friend at Valve that Gabe Newell had "authorized" certain people to start leaking about Half Life 3.
That hasn't stopped the I-Want-to-Believe Crowd, so late last night, Valve's Chet Faliszek, co-writer on the last two Half-Lifes (and of Portal 2) did the humane thing and took everyone's hope out behind the woodpile and shot it.
"You are being trolled. There is no ARG," Faliszek wrote. "There has been no directive from Gabe to leak anything. That is all false."
Faliszek also specifically debunked the idea that this speech by Wheatley, the Portal 2 AI, in the Spike Video Game Awards a couple weeks ago, contained all sorts of hints and clues and teasers that Half-Life 3 was coming in 2012. "Wheatley's speech was set in Portal 2 fiction—that is all." he said.
Yeah, well, maybe Gabe authorized him to say that, right? Right? Well, Gaming Bolt pinged Gabe about it. (You can too, I guess; he answers his own email). Answer: No.
People have got to realize how far they've sunk to self-parody here—and I'm not talking about the trolls, I'm talking about the believers. Every year, it seems, we have some crackpot troll tell us he's parsed some new sample of numerology and derived the date of the end of the world; and every year it never fucking happens. Not that I want it to, unlike Half-Life 3. But this process has an analogue in Half-Life 3. Every year people create bullshit websites and issue phony proclamations that the day is coming. And it never does.
"I just want to say this so there is no confusion," Faliszek wrote. "This is the community trolling the community nothing more. While it is nice to see people excited about anything HL, I hate seeing people be trolled like this."
Here's further proof that basically everything goes better with Portal. Check out Ryan Kelly and his coworkers' Portal-fied Christmas tree, which certainly beats the hell out of the 20 years' worth of musty tinsel I festooned all over my folks' Tannenbaum this very evening. Also, learn how to make this Aperture Science-infused arbor for next year.
Kelly broke down the construction process for io9 as such:
Basically, it's our artificial tree which comes apart in three sections. The top section is suspended from the ceiling by an adhesive hook so it simply hangs downwards. The other two sections are connected and placed upside down on the floor - the tricky part is that the branches are meant to be kept extended out by gravity, so there is fishing line attached between each branch and what is usually the base of the tree, pulling the branches up towards the ceiling.
We then got two sets of rope lights (blue and red as we couldn't find orange). We laid the red out in a tight circle around the tree on the floor. The blue was wrapped in a circle, scotch taped to hold together, and then hung on to more adhesive hooks on the ceiling. Then we cut two circles of black poster board and placed these beneath the rope light rings to give them the feeling of holes. You barely see the black with all the branches and the portals lit up so it plays fairly well.
Finally, the hanging top piece didn't have branches that extended all the way up to the ceiling, so to cover the obvious gap we bought some artificial garland and wrapped that around it to match up with the ceiling. That way it looks like the tree continues up into the surface.
With a little bit of finessing, you can hide any of the obvious gaps and have one seamless tree.
Rad! You can see some more photos of the tree below, including a photo of Kelly's friend Jason entering the portal. For more Portal-inspired sculpture, see New York City's giant Companion Cube.