Product Update - Valve
- All Test Courses are always available in Offline Splitscreen.
- Fixed the Calibration Course sometimes not being selectable from the in-game pause menu.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

Clearly, he is acting in the spirit of Mechsgiving. Whatever that actually means.

I don’t think it’s possible to have any misgivings over an update officially titled “Mechsgiving.” As for Portalmas, well, that one’s a bit more up for debate, seeing as it’s just a word I made up. But generosity’s officially in the air, and both Piranha and Valve are doling out fairly significant updates to their breadwinners, MechWarrior Online and Portal 2. Unfortunately, neither involves gigantic mechanized turkeys, but I suppose beggars in the midst of celebrating a decadent holiday of feasting and lethargy can’t be choosers. Still though, that’s far from a reason to mope. So let’s look under the ol’ turkey tree and see what we got.

(more…)

Product Update - Valve
Portal 2 Big Picture Support
- Fixed wearables not appearing on P-body in splitscreen.
- Fixed not being able to skip the intro cards with the controller.
- Added convars to remap which player each controller controls. To play splitscreen with a single controller, set controller #1 to control player #2 with this command: joy_remap_player_for_controller1 2
PC Gamer
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title="Permanent Link to Portal 2 patch adds splitscreen, Big Picture support">portal 2 coop splitscreen



Caring, sharing types rejoice: Valve have released a patch which enables two-controller splitscreen play for Portal 2, making it all the easier to give your co-op buddy a purple nurple when they "accidentally" mis-time the placement of an Excursion Funnel. Again.

And you aren't restricted to squinting at a fraction of your desktop monitor, either: the update adds support for Big Picture mode, allowing you to bicker over who gets to hold the Discouragement Redirection Cube in the comfort of your own living room.

All you have to do to activate splitscreen is to press X on the second controller inside the first co-op menu, and then a whole new world of same-screen squabbling is available. We recommend you fuel your newfound fractious fellowship with our recent guide to the top 10 Portal 2 co-op maps.

The patch also fixes a couple of controller support glitches: previously the ‘quick ping’ button caused the player’s movement to stop and it was impossible to exit Robot Enrichment or Create Test Chambers menus using the controller alone. No longer!
Shacknews - Alice O'Connor

Now that Steam's all couch-friendly thanks to Big Picture mode, it'd be nice if more games were reconfigured for slouching. Oh, what luck! Just after I write that sentence apropos of nothing, I notice that Valve has released a Portal 2 patch enabling split-screen co-op in its puzzle 'em up.

Portal 2's console edition came with split-screen co-op options but it was never officially supported on PC. Cunning fans had managed to tweak and cajole the game into supporting split-screen, but poking around in config files is not for everyone. Now, all you need to do is play with two controllers in Big Picture mode, which is easy enough.

The patch notes have a little more information, and details two fixes too.

Product Update - Valve
Big Picture Support
- Added 2 controller splitscreen support for Standard Co-Op. Press X on the second controller inside the first Co-op menu to activate it.
- Fixed controller's ‘quick ping’ button causing the player’s movement to stop.
- Fixed not being able to exit Robot Enrichment or Create Test Chambers menus with the controller.
Kotaku





width="500" height="333" allowscriptaccess="always"
allowfullscreen="true">

Well, file this USB Portal turret under "Things you can get me for Christmas that I'll only use once but will still totally love."



You can buy one for the Portal fan in your life (or for yourself) for $40 at Thinkgeek.



(Via John Davison)


Kotaku

Buy Your Own Floating Portal Core (That Actually Floats)Now that the world has moved on from making giant sharks float around by the magic of fancy air, we can move onto more interesting things like Portal personality cores.



Thinkgeek are selling two variants of the item you see above, Wheatley or Space, for $20 each. Sadly, they're not remote-controlled. They're basically glorified balloons. But they're glorified Portal balloons.



Portal 2 Inflatable Personality Core [Thinkgeek, via Copiously Geeky]


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title="Permanent Link to The 10 best Portal 2 co-op maps">portal 2 coop



We recently gave you our selection of the best Portal 2 single player maps and campaigns available on the Steam Workshop. There's some great feats of level design in that list, but if you really want to see mapmakers skills stretched to the limit, you have to turn to co-op.

With two brains and four portals available, the levels must be exponentially more complicated. They need to emphasise teamwork, provide an inventive challenge and be tightly crafted so as to stop players exploiting their way through. With that in mind, I enlisted the help of my Perpetual Testing Partner to dig out the ten best co-operative maps around. As always, if you've a favourite that's not listed, let us know about it.


1. Six Extra Seconds of Trust



The title refers to this Cave Johnson sales pitch for co-operating robots. It's apt: Six Extra Seconds of Trust takes place in a room full of buttons and switches, with each player on either side of a glass wall, trying to figure out how to help the other. The work gone into creating such a labyrinthian series of connections is truly impressive. Download Six Extra Seconds of Trust here.

Notes from the Testing Partner: "I've got it! Just take that cube to... wait... no. That won't work for all sorts of reasons"


2. Buttons, Elevators and Goo



...And funnels, lasers, jumping puzzles, blind leaps of faith and those damn emancipation grids. B,E&G contains a large room full of corridors and side-chambers, each concealing a cube needed to complete a collection of buttons. Each area contains or requires a different puzzle element, and its the variety of challenges and their enjoyable solutions that make this a great map. Download Buttons, Elevators and Goo here.

Notes from the Testing Partner: "NOOoooooo..! *splash* Balls."


3. Camtasia



A clever little chamber comprised of two rooms, one on top of the other. While neither player can reach the other directly, laser guarded holes in the ground allow you to share the limited resources back and forth, and buttons allow you to deactivate obstacles in your partners way. There's not much portalling to be done, but co-ordination and teamwork are still key. Download Camtasia here.

Notes from the Testing Partner: "I'm stuck in this hole again. :("


4. Fortunate Buttons



A super-contained single room challenge with plenty of black walls blocking your progress. Fortunate Buttons is an order of sequence puzzle in which every step seemingly throws in more complications and leaps of logic as you move towards your solution. It always feels like you're on the edge between completion and completely messing it all up as you attempt to stretch a limited number of cubes further than seems possible. Download Fortunate Buttons here.

Notes from the Testing Partner: "Just go and- NO, NOT THE FAITH PLATE! Idiot."


5. There's No I in Team, 01



Part of a series of co-op maps made by mapmaker LPChip. Part one starts with a tricky excursion funnel challenge that requires you to really think through the positioning of each player before you make a move. But it's the finale, in which you share a sphere back and forth between each other, that really exemplifies the "accidental" comic slapstick at the heart of the the best Portal 2 co-op maps. Download There's No I in Team here.

Notes from the Testing Partner: "I know how to do this! I have to die!"

Hit the next page for more vents, ramps and tactical suicides.



6. Co-op Vents



It's pretty easy to complete, but there's a lot to like about Co-op Vents. You and your partner split off into two separate corridors (or vents, I guess), which intersect at rooms designed to put one player's life in the hands of the other. The difficulty lies less in the puzzles themselves and more in resisting the urge to blow up your friend. Download Co-op Vents here.

Notes from the Testing Partner: "What is it about lasers that turns you into a homicidal maniac?."


7. Rampage



Rampage heavily explores the possibilities of hard light bridge based puzzling. The three rooms use a mixture of ramps, bridges and emancipation grids to create interesting and unique challenges that require some seriously involved portal co-ordination. Also smart: It allows respawned players to easily make their way back to where they died. It's a problem in some maps, thanks to a level editor that doesn't allow checkpoint placement. Download Rampage here.

Notes from the Testing Partner: "Wait, STOP! Not yet! *splash* DAMN IT!"


8. Quest for the Edgeless Safety Cubes



In which you must find three spheres to unlock the exit, each hiding behind some difficult puzzles in sub-chambers that themselves can be hard to access. The main puzzle room is full of buttons and laser-activated switches, and just deciphering what controls what is a challenge. Despite that, the level has some well crafted puzzles that require inventive portal work to complete. Download Quest for the Edgeless Safety Cubes here.

Notes from the Testing Partner: "I meant to die there. It was tactical."


9. Mazed



Mazed casts you as lab rats, working through corridors looking out onto a large, unreachable cube. Each player must help the other to progress through their respective routes. What at first starts out as simple switch activation soon becomes an involved series of timing challenges and backtracking in order to make a small bit of progress. It's a strangely claustrophobic experience. Download Mazed here.

Notes from the Testing Partner: "I should have picked your route. There's less pissing about with turrets."


10. Super Happy Fun Time



Finally, a one room puzzle that features lots of thinking through the use of an excursion funnel as it pushes and pulls cubes and players through four portals and a variety of improbable obstacles. The division of labour is a bit off balance, with one player required to do little more than push buttons at the right time, but the central problem requires plenty of discussion to overcome. Download Super Happy Fun Time here.

Notes from the Testing Partner: "Sure, the bit with the funnel was fun. But super happy fun?"


Bonus: Geolocity Stage 2



As with the single player maps, some creators prefer to use Hammer, the Source engine's level editor, to create more detailed works. Hammer's co-op selection is less focused on custom campaigns than the solo stuff, but its use still enables handy additions like visual variation and player checkpointing.

It can also be used to reimagine Portal 2 as something else entirely. Something like a racing game. Geolocity Stage 2 abandons puzzles for a track covered in orange speed goo. You have to run, jump and portal your way through the course, avoiding plenty of obstacles and thinking on-the-fly to get through some tricky sections as quickly as possible. While the first Geolocity is also a lot of fun, Stage 2 adds in the ability to screw over your opponent with targets that, when activated by the ping tool, can reverse excursion funnels, create barriers or activate crushers. Download Geolocity Stage 2 here.
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It's become a cliché to compare every first-person puzzle game to Portal, but Deadlock sort of insists on it by spotlighting a floating AI cube which speaks in vocoded tones that very nearly replicate GLaDOS's disharmonious voice...except with a French accent. But hey, Portal's not a bad inspiration, and Deadlock's sci-fi platforming is promising. A team of French developers created the prototype as a 7 Day FPS Challenge project, and recently began seeking funding via Ulule to spin it into a fully-realized game.

The goal of Deadlock is to ascend a high-tech beanstalk while avoiding the wrath of its AI security system by A. jumping, and B. using your "Switch Gun" to turn the tower's systems on and off. The Unity Engine is artfully used to render sleek gunmetal and neon architecture, and the gameplay concept has legs. Or, at least, you have legs. To jump with, because jumping and air control are important in Deadlock. The gravity feels a bit strange, like the parabola of my jump plateaus for a moment at its vertex, but it is nice to use double-jumps again. I want more double-jumping.

But as LeVar Burton would say, don't take my word for it: a demo of the game can be downloaded from the official site. The developers are only seeking €3,500 (~$4,448/£2,799) to polish the existing 7 Day FPS game, but hope for €32,000 to fund full solo game, and plan to add multiplayer if they reach €66,000. The campaign has currently raised 63 percent of its minimum goal with about a month to go.
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