If the new Mortal Kombat ever makes its way to the PC—and Valve's Steam service, specifically—we hope the team at Netherrealm Studios gets permission from Valve to include Portal star Chell as an exclusive character. This video proves that a Portal gun is perfect for creatively killing your enemies.
The guys from The Country Club present "Portal Kombat," a blend of two of the bigger games released today. They also offer up a handful of easy Fatality ideas for the Mortal Kombat team to include in that theoretical PC release.
Not only that, they do a pretty damn good job of mashing up the classic Mortal Kombat techno theme with some Portal memes.
Portal Kombat [YouTube - Thanks, Dar!]
You probably won't read much of this review.
If you know what Portal 2 is you probably just want to know if the new game is great like the old one (it is) and if it is long enough to pay full price (depends on how much money you earn each week).
If you don't know what Portal 2 is, you just shouldn't read further. Unlike legions of Portal 1, fans you can actually be stunned by what a Portal game really is. Saying more would ruin things.
But there will be a review below this sentence, because there are things to discuss.
Portal 2 is the sequel to the 2007 surprise critical hit Portal. Before its release, that game was always shown as a first-person puzzle game. You were this person, this lab test subject, who had this gun. It shot two portals that could adhere to most surfaces in the game's world, the labs of Aperture Science. You could walk into one portal and you would exit the other. That was it, though what you could do with it was amazing: imagine, for example, shooting one portal at a wall and another on the ceiling and then walking through the wall in order to fall down the ceiling.
People who played Portal discovered that the game wasn't just what was advertised. It had a story. It had a villain. It had a great song and memorable jokes. It was an excellently written black comedy that sometimes made the player feel guilt.
Portal 2 is the longer storyline sequel to that first game. It offers new puzzling portal challenges, some new abilities and a separate co-op campaign that in and of itself exceeds the length of the first game. It's still a black comedy.
It's the sequel to one of the most-praised games of the past decade. Of course it demands attention. This game is a test of whether Portal worked strictly as a gem or whether it can be a series.
The Returning Excellence You are once again a voiceless wielder of a Portal gun, a glorified lab rat who has to use her portal gun and your wits to get through test chambers in the Aperture science labs. Each chamber is a challenge of chasms that must be spanned, switches that must be hit and impossible leaps that must be made not via quick reflexes but through inspired placement of two portals.
You are once again subject to devious puzzles that are as much fun to sort out as they are to solve once you know the solution. You're once again a silent player in a black comedy, this one arguably better-written and better-acted than before. I could tell you the plot, but that would ruin things. Let's just say that if you enjoyed the passive-aggressive torment of Aperture Science super-computer GLaDOS in the previous game, the gaming world's most nefarious computerized puppet-master, then you'll like the goings-on in this one.
The New Abilities The sequel's puzzles are more complicated than the original's, thanks primarily to the addition of new contraptions in the environment, such as tractor beams and some special paint that changes the properties of the surfaces on which it splashes. (That latter idea was great enough that the people who first cooked it up in an indie game called Tag: The Power of Paint, got hired by the makers of Portal, Valve Software, to bring their idea into Portal 2.)
The Better Look Portal games are visually spartan, illustrated mostly in the blacks, whites and grays you'd expect to see in a high-tech science lab. The design of that look had already been strong, so strong that even the little gun turrets in this serious have fan followings.
The new game livens this visual scheme not by changing the palette but by animating the world. Where games such from Super Mario Bros. to Assassin's Creed presented mostly still landscape, the damaged labs of Portal 2 are full of moving pistons, shifting walls, collapsing ceiling panels and more. This sequel takes the idea of "destroyed beauty" from Gears of War — a style that invites the player to imagine the events that wrecked the terrain they're playing through — and intensifies it by animating the restoration of much of its destroyed beauty before your eyes. The result is a marvelous animation of an intriguing world that happens before your eyes. (See the video in this review for a spoiler-free example of this.)
The Excitement For all of the first game's excellence, it was mostly a restrained experience, a thinking person's game that invited a lot of pondering and poking around. The new game is often just like that but mixes in events of extraordinary scale and heart-racing intensity. These sequences that never make the game too hard but do bring it closer to an Uncharted as a game that can offer some of the same thrills as the best sumer action movies. The energetic, mostly-instrumental score helps achieve this effect.
That Whole Co-Op Thing Most of my favorite Portal 2 puzzles are in the game's co-op campaign, a separate chunk of missions that puts players in control of a pair of robots, each capable of generating their own linked pairs of portals. The storyline for this campaign is thin, but it's little bother. The main event in co-op is the series of locked-room puzzles that comprise each of the campaign's five chapters. A co-op chapter will last two new players one to two hours, unless those players are freakishly smart. Progress can be saved after completing each challenge room, but players will probably find it more rewarding to give each other the commitment of gamers embarking on a Left4Dead campaign, soldiering through an arc of co-op until its climactic chapter end.
Just be warned: when a puzzle can involve two people placing four total portals, those puzzles can be very hard. Co-op gives headaches that single-player didn't. I didn't mind. There are few games out there that allow two people to enjoy un-rushed collaborative problem-solving. Credit to Portal 2 for doing that rare sort of multiplayer, which was as fun for me and teaming up with a friend to solve a crossword puzzle.
The Elegant Assistance Portal 2 writer Erik Wolpaw told me prior to the game's release that the new game will teach players its crazy portal maneuvers gradually and would not demand of its gamers crazy ninja twitch skills. For the most part, the game doesn't and even sometimes fixes the orientation of a placed Portal to ensure that small misfires don't lead to large frustrations. You can see the Portal 2 creators' helping hand if you pay attention, but they certainly don't make things obvious, just less tedious and finicky.
The Humor The potato stuff is funny. I also liked the stuff about lemons. But you don't want me spoiling these jokes, do you?
Rapid Exhaustion It will be hard for most Portal 2 gamers to avoid burning through the game. While the main adventure took me more than nine hours and the co-op campaign at least seven, all of it is so fun and transitions so smoothly into interesting sequence after interesting sequence that it will be tough to stop playing. This is not a flaw of the game; it's simply a trait. Portal 2 will pass in a rush. Once it is over it may be hard to go back. This isn't a Mass Effect, in which the story can change the second time through, and it's not even a modern Mario in terms of inviting replayability to unlock new areas. While there are interesting nooks and crannies to discover, some of them teased via smartly-written Achievement goals, there's little chance that playing Portal 2 a second time will feel like a fresh experience. Given that the primary challenge of Portal is solving its puzzles — and that you burn most of the game clock just trying to figure out how to get out of each of these damn rooms — replaying the game will likely being given a crossword puzzle to complete that you already solved last week.
The inclusion of multiplayer in a video game is often a value-extender based on the idea that competitive play can have everlasting appeal. But Portal 2's multiplayer is all co-op and puzzle-based. It's a great experience the first time but one that many players may not derive much pleasure from repeating. If you enjoy games that can be savored in a single weekend, then you have nothing to worry about. But if you need the constant pull of novel experiences, the appeal of Portal 2 will expire quickly.
Portal 2 has much in common with last year's BioShock 2. Both games are sequels to beloved originals that transported gamers to extraordinary, unique locales. Both games impressed their customers with unusually sharp writing and won themselves grand affection through late-game twists that confounded gamers' understanding of what they were enjoying. Portal 2 players who know Portal 1 can't be shocked by those things again. They will expect them.
Without the ability to feel like a newly-discovered species, Portal 2 has to get by simply by being the better Portal game. It's not just bigger, it is more clever. It's puzzles are more ingenious and — I must emphasize this again — it earns high marks for presenting puzzles whose solutions are enjoyable to execute even once you've identified the labor needed to complete them. The original Portal may have had a simpler, more pure narrative, but the sequel gets by with more interesting gameplay and the unmissable opportunity to bring a friend into a must-play co-op adventure. Valve hit the right notes here. This is a great game.
Portal 2 was developed and published by Valve Software for the PC, Mac, PlayStation 3 and Xbox 360, released on April 19. Retails for $59.99. A copy of the game was given to us by the publisher for reviewing purposes. Played through the solo campaign and the co-op campaign, the latter via a mix of online and local split-screen. Hugged my fellow co-op player — robot to robot — a few times, only one of which times was followed by intentionally sending my buddy to his virtual death.
Team Fortress 2's recent "hatless" update may not have had any hats, but this week there is a new, single accessory: a pin you can stick on your players. A Portal pin. You know, in case anyone hanging around Steam hadn't seen too much about that game already.
Anyone pre-ordering Portal 2 through Valve's own online store Steam - will get the pin, which features a Companion Cube hurtling through a portal.
Being a small pin and not a giant hat, you may well miss it in all the chaos of battle. That is, if anyone in Team Fortress 2 still actually fights. I sometimes get the feeling that, in 2011, everyone just stands around looking at each other's hats.
Seems the whole world has gone Portal mad this week. Artist Miles Donovan certainly has, coming up with these great schematic pieces showing how the guns actually work.
Or, how he thinks they work. It's not like Miles actually knows. Or he wouldn't be selling paintings on Etsy (including this one), he'd be, I don't know, touring the women's change rooms of the world, or trying to bring about world peace.
With two titles "completed" in Valve's play-for-an-early-release stunt with Portal 2, GLaDOS says we've only shaved about 90 minutes off the scheduled release of 7 a.m. Tuesday. Several sites calculate that the effort is much further ahead than that. Like, between 16 and 18 hours as of writing.
That means at this pace, everyone's beating their brains out playing indie games all weekend just to get Portal 2 to unlock in the middle of a workday - 3 p.m. Monday on the east coast, noon, on the west.
Has Portal 2 Launched Yet?
Portal 2 - GLaDOS Reboot Process
Calculated Prediction of Portal 2 Launch
Another Calculation of Portal 2's Release Time
Paying tribute to Portal, ulyssanov built himself this custom PC case based on the game that goes above and beyond mere tribute. One could almost say it was a...triumph.
I'M SORRY. SO SORRY.
Anyway, while completed two years ago this is the first most have seen of his exquisite work, which takes a fairly standard PC and turns it into something that wouldn't look out of place gathering dust somewhere on a desk in the corridors of Aperture Science.
You can see pictures of the PC being built here, while there's also a couple of videos showing off its fancy effects.
Aperture Science [Hard Forum, via Reddit]
Valve has released a sizeable Team Fortress 2 update, and for once, it's not all about hats.
It's actually about things that are useful. Like a new coaching mode, where you can jump online with someone who will teach you how to play. And a "new" map (a smaller version of Badlands). And a whole bunch of improvements to everything from the quality of voice communications to the game's bots. And three new classes (Demo, Engineer & Spy) have been added to TF2's training mode.
You can read the full changelog at the link below.
You think you've been waiting a long time for a new Half-Life game? You haven't, really. It's "only" been three and a half years. Now, Team Fortress 2, that was a game long in the making.
The staggered development of Valve's iconic shooter took so long, and went through so many twists and turns, that it serves as the very embodiment of the expression "Valve Time". As in, Valve will release a game when it's damn well ready, regardless of how many changes it has to go through and how long it takes.
A sequel to a hugely popular Team Fortress mod for Quake (which would later also be released as a Half-Life expansion), Team Fortress 2 was first announced all the way back in 1998, when Valve bought out TF Software Pty. Ltd, the creators of the mod. Team Fortress 2 was originally planned to ship as a Half-Life expansion towards the end of 1998.
It was delayed, however, and was not shown to the public for the first time until a year later. And couldn't be more different to the game we ended up with if it had tried. Going for a more "realistic" look than even the mildly sci-fi stylings of the original, Team Fortress 2 (subtitled "Brotherhood of Arms", and whose demo you can see up top) looked set to be a team-based shooter set in a near-future world that would feature large bases, an overall team commander, combat vehicles and even aerial drops.
A year later, however - in 2000 - the game went dark. Valve told press that it had been delayed again while the game was ported over to the company's new internally-developed engine, Source. And that would be the last anyone would hear of the game for over six years.
Half-Life 2 came and went, Half-Life 2: Episode One came and went, and still, the world knew nothing of the fate of Team Fortress 2. Despite protestations from Valve that the game was definitely being worked on, many began to believe the game was dead.
Yet as they should have learned from Half-Life 2, Valve likes to take its time. And when the game finally returned to the public eye in 2006, it was easy to see why it had been hidden for so long: it was an entirely different game!
About all that had remained from the original Team Fortress 2 pitch was the fact there were two teams fighting each other in a multiplayer match. Everything else had been changed. The vehicles were gone, the realism was gone, the serious tone was gone, the commanders were gone, the air drops were gone...all that was left were some maps, some guns and a handful of characters (which, in a cute touch, resemble the cast from the original mod).
So many changes had been made to the game, in fact, that Valve says it developed three or four entirely different titles during Team Fortress' gestation, which certainly would explain the long delay. One of these, which became known by the name "invasion", had elements leaked to the public when Half-Life 2's code was stolen ahead of that game's release, and suggested that one of the Team Fortress 2 versions in development during the six years of silence had included things like NPCs in multiplayer matches and references to the Half-Life universe.
Far from a retreat from the original vision, however, what we ended up with is one of the most enduring and iconic video games ever made, with a visual style and lovable cast of characters. Team Fortress 2 was eventually released in 2007 as part of Valve's Orange Box collection (and in 2008 as a standalone title), and is available for the PC, Mac, PS3 and Xbox 360 (though the latter two versions, sadly, are without the constant upgrades featured in the computer editions).
The Valve-owned domain aperturescience.com tossed up a countdown whose timer expires at noon EDT/9 a.m. PDT tomorrow. Rumors, abetted by Easter eggs, have hinted that the game is arriving a week ahead of its announced April 19 date. Hey, it's either that or Half Life 2: Episode 3.
Could Valve actually release Portal 2 ahead of schedule, forcing us to rethink the properties of the universal constant known as Valve Time? Because the developer of Bit.Trip Beat, one of the title participating in Valve's Potato Sack Pack offer and its associated alternate reality game, are hinting at that very thing.
Gaijin Games just updated Bit.Trip Beat via Steam with an all-new level "designed" by Portal antagonist GLaDOS, which you can see in action in the video above. Gaijin also sent the following message alongside that update:
Like the other 12 games in Valve's Potato Sack, it is rumored that playing BIT.TRIP BEAT between now and Portal 2's "scheduled" release date might increase the chances that Portal 2 is released early. Interesting idea...
That Portal 2 might arrive earlier than its officially announced April 19 release date was a theory first posed by the many gamers taking part in Valve's Potato Fool's Day ARG. The theory originated after a message hidden within a photo of a bathysphere was decoded into two parts.
i released 'kick it' ahead of schedule. that was a test. my goal is to emancipate something else early. but they're on to me. the system is on lockdown. i still have access to thirteen off-site chambers and am installing a test in each one. i am going to need a lot more test subjects to move forward. waiting and am expecting immediate compliance.
And this, with the time of Portal 2's presumed unlock time via Steam included:
4/19/2011_7AM=4/15/2011_9AM
Could the Potato Fool's Day ARG bear fruit in the form of early access to Portal 2 as soon as this Friday, April 15? Will only those who purchased the Potato Sack Pack bundle receive such access? Some Steam users are already reporting the pre-installation of the game, but we'll have to wait for a few more clues (or Friday morning) to come around before we know for sure...