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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?
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!
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.
Remember that round three of Kotaku Game Club's Portal 2 discussion series starts tomorrow at 4pm Eastern!
Nanotechnology engineering student TheObviousTrap created a 300 nanometer thick Aperture logo in an undergrad class. Bravo!
"Obtaining the image using scanning electron microscopy is probably overkill but that was only equipment I had access to," TheObviousTrap wrote on Reddit.
Portal players will be familiar with Aperture—the in-game scientific corporation. Nanotechnology students will be familiar 300 nm thick creations.
Engineers make small things in class [Reddit Thanks C W!]
Howdy folks, welcome to week two of the Kotaku Game Club's discussion series looking back at Portal 2. This week we're going focus on the game's mechanics: The building blocks that come together to make the game's puzzles.
Remember, since our Portal 2 discussions aren't chronological, there may be spoilers from the entire game today. So only join in if you've finished the game or have no problem hearing about parts of the game you haven't seen yet.
Here's a little rundown of the Game Club in case you're a first timer: Our goal is to play games together so that we can share our experiences and discover the game as a community. We meet each week in the Game Club's comments section to discuss our experiences with our game of the month, including its narrative and mechanical themes and our own responses to them.
The meeting kicks off at 4pm Eastern every Thursday, and lasts an hour or so after the post is published. The Game Club is here to get everybody talking, so don't be afraid to speak your mind.
Here's our question of the week: How does seeing a potentially game-breaking element like Portal 2's white conversion gel change the way you view the game?
If Portal 2 wasn't a well crafted game, the addition of an element like the white gel, which can potentially allow you add a portal to any scene, could have made every puzzle easy (or at least easier) to solve. At the very least, it takes control out of the hands of designer. Do you think that adding that potential adds to the game? Does make the game's design more transparent? Most importantly, do you even think about it while you're playing?
Next week we'll be discussing Portal 2's story. The discussion kicks off on Kotaku next Thursday, January 26th, at 4pm Eastern.