Portal

Portal 2 Wasn't Going To Include Portals, According To New iPad AppFor five months in 2008, Valve Software was making a version of Portal 2 that wasn't going to include Portals. And it was going to be a prequel, set in the '50s. The game, based on an internal prototype called F-Stop, was built around a new gameplay mechanic that thrilled people at Valve.


But the feedback from test players was harsh, according to journalist Geoff Keighley, who reveals the story in "The Final Hours Of Portal 2," a slick multimedia app that launched today on iTunes.


Back in '08, those uneasy test player wanted portals in their Portal 2. They wanted Chell and GLaDOS, the minimal cast of the first Portal to be in Portal 2.


Portal 2 Wasn't Going To Include Portals, According To New iPad AppF-Stop's amazing new gameplay mechanic remains a mystery to those outside Valve. Keighley says that Valve asked him to keep a description of it out of his behind-the-scenes chronicle, but he has stuffed about 15,000 other words about the making of Portal 2 — plus exclusive images and video — in an app that reads and functions like a futuristic magazine article.


In the $2 app, Keighley makes the most of an unprecedented amount of access he got to Valve during the last several years. Taking time out from hosting his Game Trailers TV show on Spike, he spent some of his time as a wallflower at Valve, watching the ups and surprising number of downs in the development cycle of a game that, this week, is earning critical raves.


The app includes concept art from F-Stop (including the image above), videos of a scuttled Valve game called Two Bots, One Wrench, and even an interactive widget that lets a user learn how the game's portals work. The main draw of the app, however, is Keighley's lengthy making of story that includes mini-profiles of the eclectic team behind the game, from the male Portal 2 developer who gets one haircut a year to the lady who used to puppeteer the Red Fraggle in Jim Henson's Fraggle Rock.


Portal 2 Wasn't Going To Include Portals, According To New iPad AppThere are minor Portal 2 spoilers in Keighley's story, but anyone who is curious about the game and is armed with an iPad definitely should grab this. It's a good place to find out which Half-Life reference was cut from Portal 2, what crazy games Valve was making during a three-month period when the studio took a break from all of its scheduled projects, and you'll even find out how we here at Kotaku made Valve very nervous a few years back. (Okay, can't resist telling some of that one here.... In June, 2008, we uncovered a casting call for the role of Cave Johnson and reported the guy would be part of Portal 2, back when Valve was still making the F-Stop version and Cave was scripted to lead a robot revolution and put the player on trial. Valve considered cutting Cave).


Keighley's app is live now on iTunes. Get it.


The Final Hours of Portal 2 [iTunes]


Half-Life

A Reddit user by the name of vism did, so they emailed Valve boss Gabe Newell. And actually got a response, if not from the big man himself.


The man in question, who is displayed during the opening credits of Valve games (and can be seen in the clip above), sadly remains a mystery, but the story of how he (and the other "intro guy", with a Valve stuck in his eye) got the gig opening some of the greatest video games ever made is still an interesting one.


Valve veteran Ray Ueno explains:


I worked with Gabe and team to develop the "guy in the logo" back when we first named the company, Valve (circa 1995/6), and needed to develop the visual brand vocabulary to go along with it.


Interesting that you should ask about the bald guy. Back then, the casting agencies we were using to find models only had "supermodel"-type talent. We kept requesting "heavy-set", "normal" models, and they kept sending us "beautiful", "thin", "perfect" headshots to review.


So, we finally asked them to just go out on the street and pull "everyday Joes" who were more "interesting", "common", and for the bald guy, "kinda big, heavy-set, and bald".


They went out to the streets of Seattle's Broadway district, took tons of polaroids of the types of folks we were looking for, and brought the shots back to us. We selected the bald guy from the batches of "off-the-street" polaroids-he was literally pulled out of a coffee shop or book store!


A few days later, we brought him into studio and shot the image you now see at the beginning of our games. We also shot a 2nd image of a different guy with a valve in his eye using the same process (you might remember him as well-attached below). The two comprised the "Open your mind. Open your eyes." concept for our initial brand, respectively.


It's been very long since we did that work, so we don't know who the models were. And the fact that they weren't professional models, would make it very difficult to find them-if not impossible for the bald guy (not facing camera).


If by some freak occurrence either of the gentlemen in question (or any of their friends or relatives) are reading this, get in touch! It'd be great to put a name to a face. And see what you look like without large metal valves sticking out of your head.


The guy in the Valve splash screen [Reddit]


Half-Life - contact@rockpapershotgun.com (Lewis Denby)

In the week of Portal 2′s release, it seems apt that Valve’s games should dominate the mod scene’s output. While the range of titles you can mod these days is impressive, and so many of the tools are easy to learn, I’ve still yet to come across a moddable engine that’s quite as intuitive and flexible as Source. I can’t wait to see what people can do with Portal 2 when we’re able to mod that. It’s going to be very interesting to see the results. Onwards, then…
(more…)

Portal


Hours after releasing Portal 2 on Steam, creator Valve has announced predecessor Portal has sold close to four million units.


But Portal has likely sold substantially more copies. As GameSpot reports, the four million figure excludes digital download sales from Steam.


Portal launched in 2007 as part of the superb The Orange Box compilation.


In 2008 it launched as a standalone retail product. In the same year a version called Portal: Still Alive launched on Xbox Live Arcade.


Eurogamer's Portal review turned up a 9/10. "And so we're left with a curious contradiction: one of the most interesting and delightful things Valve's ever done, but also one of its least fulfilling," wrote Tom.


Thankfully, the sequel went one better. Eurogamer's Portal 2 review has all the details.

Video:

Portal

Haven't finished Portal 2 yet? Go on and listen to the game's ending tune. Do it.


And those who've already breezed through the game, have another listen.


The song is by Jonathan Coulton and dubbed "Want You Gone". Coulton also wrote "Still Alive", the ending tune for the first Portal.


If you're not familiar with Coulton's work, check out "Code Monkey" and "re: Your Brains".


[Thanks Jimmy!]


Portal

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!]


Apr 18, 2011
Portal
Excursion Tunnels are the best method for controlled ascent.
I may be the dumbest genius ever. At least, that’s how I feel after playing Portal 2’s fantastic single-player campaign. Many puzzles in the last third of the eight to 10 hours (perhaps less, depending on how clever you are) of its brain-bending puzzle “test chambers” had me convinced at one point or another that they were completely unsolvable, and that some bug or sadist game designer placed the exit just out of reach. I’d let out exasperated sighs as every attempt met with a dead end. I’d grimace in disapproval as I plummeted to my death for the tenth time. I’d consider surrender.

Then, through either sudden revelation, divine inspiration, or total accident, it would come to me: use the orange Propulsion Gel to reach the energy bridge, then catapult across the chasm and shift my blue portal to the inclined surface (in mid-air, mind you) to launch me up to the ledge, grab the refraction cube and redirect the laser beam to wipe out the turrets and activate the switch! It’s so simple, I can’t believe I didn’t see it until now. One half of Portal 2’s brilliance is making me kick myself for not thinking of the impossible; the other is making me feel immensely satisfied with myself when I finally do, again and again.

Note: while we've made every effort to avoid spoilers in this review, you cannot review a game without discussing what it does well and what it doesn't. Be aware that reading any review is going to take some of the surprise out of it.


Test Subject: Dan-01


That achievement is made possible by the wondrous Portal Gun, the game’s sole piece of equipment. Unchanged from the first game (except for some subtle but slick texture work and portals that can be seen through walls, Left 4 Dead-style) the easy-to-use gun reliably casts one orange portal and one blue portal against certain walls, allowing you to magically, instantaneously pass from one to the other, regardless of distance, obstacles, or line of sight, while preserving momentum. It’s the ultimate non-weapon weapon, a sort of physics-based Judo-bazooka that redirects the strengths of energy and objects in motion toward its user’s goals—including the user herself. Wielding it makes me feel more powerful—and smarter—than nearly any other gun in gaming.



The third half of Portal 2’s brilliance is its story. (Yes, third half. If Valve can disregard the laws of physics in its game, I can disregard the laws of math in my review.) Its chambers are cohabitated by hilariously well-written and acted characters that exude personality, despite none of them being technically people. All three major roles rattle off absurd dark humor and petty insults at every turn. Evil robot GLaDOS is in top politely murderous form right from the moment she appears on screen (spoiler alert: she’s still alive!), but Portal’s show-stealing monotone antagonist is challenged for the spotlight by Wheatley, the bumbling, chattering robot who helps you escape.

Fantastically voiced by British actor Stephen Merchant (basically playing the same mind-bogglingly stupid character from the Ricky Gervais comedy Extras), Wheatley’s a doofus AI who makes you turn around while he hacks doors (he can’t do it while you’re watching). Also in the mix is actor JK Simmons, who lends his fittingly cantankerous voice to the founder of Aperture, Cave Johnson, whose comically sociopathic approach to science is second only to GLaDOS’.

Sure, I saw the plot twists coming, but still looked forward to witnessing exactly how the characters would react. Through death, resurrection, revenge, and reversal of fortune, their charm makes what would otherwise be an empty and lifeless world feel boisterous and alive—and more than makes up for the player character being a faceless mute.

It does all this and more while recycling very few of Portal’s greatest comedy hits—there’s nary a nod to dishonest cake, and the beloved Weighted Companion Cube makes only a cameo appearance. And the finale? Not challenging in the least, but a spectacular and extremely clever finish to the story, with extra points for those who’ve paid close attention to Mr. Johnson.

New dimensions

Without changing the nature of the established and celebrated gameplay, Portal 2’s gentle learning curve begins by reintroducing us to its basic concepts, then keeps on introducing new inventions to use with portals until around three quarters of the way through, and chambers become complex jungles of hazardous obstacles. Lasers emitting from walls combine with moveable Refractor Cubes to create the closest thing Portal 2 has to an offensive weapon—an aimable laser—but more often your job is to focus the beam on trigger switches through portals. Infinitely useful Excursion Funnels (levitation beams) and Light Bridges are more than just here-to-there movers—they can be applied to block or push away turrets, halt a catapulting jump before it throws you into oblivion, or help you climb a sheer wall.

I’m a little less wowed by the three flavors of viscous gel, which flow with a hypnotic globular effect from spouts and coat the environment in bouncy, speedy, or portal-receptive ooze. Unlike most of Portal 2’s other devices, these have only a couple of uses at most, and can be difficult to control. It’s a hassle when you’re trying to paint an orange runway up to a blue bouncing patch that launches you through a portal cast on a white patch, only to have an errant blob of blue splash over everything. That’s not to say that it’s not great when your work of physics-defying impressionistic art comes together, of course.



Behind the science

Locations are amazingly varied, as they must be to support this extended-length puzzle-athon without becoming monotonous. Aperture Science has fallen into disrepair in the indeterminate length of time between the greatly exaggerated “death” of its caretaker overlord and now, and many of its once-spotless test chambers are now rusted, grimy, and overgrown with vegetation. Maps shatter in front of our eyes as Aperture collapses on itself, while GLaDOS’ hundreds of robot arms gradually repair and rearrange the chambers piece by piece. All of this scripted activity animates what would otherwise be still and samey-looking rooms due to Portal’s lack of foes other than stationary turrets.

The Aperture facility is far more vast than we could’ve imagined, and the quest to escape leads through its industrial bowels, a cavernous underground sewer-like area, and a long-forgotten retro 1960s version of Aperture, among others. Some areas are so dramatically different that even the basic button triggers and doors have unique looks to them, and everything is impressively modeled and textured, right down to the Easter-egg graffiti hidden throughout. Fine-brush touches extend to the sound, too, such as the wind wooshing in your ears during long drops, or tingly electric chimes that introduce themselves to the background music when you’re speeding on Propulsion Gel. Between puzzles, Portal 2 is full of thrilling showcase moments, such as a mad-dash escape from an angry intelligence that controls the very walls, followed by a surprising take on the boss battle that, without a shot fired, made me feel dangerously out-classed next to my adversary.



Size matters

Right around that time is when the test chambers become increasingly elaborate and intimidatingly huge—to a fault in some cases. These jumbo puzzles are so immense that, even using the handy camera zoom function, spotting the exit can take a few minutes of exploration. Setting out to solve a puzzle when you don’t know what objective you’re working toward is the wrong kind of challenge, and some will find it frustrating. Later levels have multiple contiguous puzzles that can seem like they might never end, and made me miss the pace of the early game where I’d get a refreshing break between challenges.

I always solved them, though. Even though a couple stumped me in a very serious way for up to a half hour, I couldn’t give up until I made it to the other side. If you like a challenge, it’s impossible to put this game aside until you’ve burned through all of it.

Portal 2’s story doesn’t end with the single-player campaign, however. Read on as my co-op buddy Evan takes you through the entirely separate and equally innovative and interesting multiplayer campaign.

Test Subject: Evan-02

Two heads > one

I played the first Portal cooperatively. I always had a backseat driver—a roommate or a girlfriend—hovering over my chair, feeding what-ifs on where to sling my colored ovals. In Portal 2, Valve has officially supported that functionality, allowing you to share the burden of crunching your spatial options with another human brain. With the right sidekick, Portal 2 co-op is some of the most social gaming you’ll have. The occasional headaches that you’d get when you’re stuck alone are alleviated by communication and dimensional horseplay.

You and your partner play as P-body and Atlas, a Pixar-esque Laurel and Hardy droid duo running the testing gauntlet at GLaDOS’s whims in a separate, sillier story. They’re not big talkers, only managing a few expressive squeaks and squeals of triumph and defeat, but their animations are lively and a joy to watch, and they’ve got some amusing celebratory co-op emotes.

Five different testing zones are accessible through a massive hub room, for a total of more than 40 chambers (many of which are multi-part puzzles). Next to the single-player tests these puzzles are doubly complex, but co-op wastes no time babying you with tutorials—it ratchets up the difficulty immediately. Just the second one had us scratching our heads for several minutes trying to wrap our brains around the idea of linking our two sets of portals to achieve even-more-impossible feats that couldn’t be navigated alone.



A handful of puzzles are wonderfully distinct from what you do in single-player: in one, I guided Dan through a contained rat maze of spiked walls that resembled GLaDOS’ grisly version of a Pachinko machine, carefully hopping on and off a pressure pad to reverse the direction of an Excursion Funnel to float him forward, juggling him back and forth to avoid death by giant stompy pile-driver while he cast new portals to change the path of the beam. Several times, Dan created a ceiling-and-floor loop that I’d fall through infinitely, until he re-cast one portal to launch me toward an objective at terminal velocity. Other rooms prompt careful timing: after many minutes pondering one, it finally dawned on Dan that we had to fling ourselves from opposite-facing portals and collide our bots in mid-air in order to safely land on a platform below. Gameplay-driven robot chest-bumps: Portal 2 has them.

On three

For the timing puzzles, there’s an awesomely simple, non-verbal tool for syncing with your partner: holding the F key initiates a three-second countdown timer visible to both players. Two other tools tremendously supplement your (totally necessary) voice communication: marking, which lets you tag any spot or gizmo in the environment with a temporary pointer that’s highlighted on your teammate’s screen, and a seamless picture-in-picture toggle that shows you exactly what your buddy sees in the corner of your screen. Both are effortless to use and completely unimposing to the UI and gameplay, and between the two of them there’s no confusion which acid pool he wants you to help him leap over.

I love the way that trust manifests as a gameplay mechanic, and the instant, painless respawning leaves room for antics: every few stages, I’d grief Dan a little bit by keeping him trapped in a levitation beam, moving a portal to remove the Light Bridge from under his feet, or overwriting his portal with mine at the last moment to steal a launch we’d set up.

These intangibles arise from the complex fun of moving and solving with another person, the most gratifying of which is having a gaming context where you can demonstrate your spark of awareness, creativity, or problem-solving knack. There’s a wonderful reflex when this is about to happen—your eyes widen, a corner of your mouth rises. You’re the only one in the class that knows the answer, and you are about to enlighten your teammate. It almost always starts with, “I have an idea.”



Eureka!

There’s also a fair amount of making fools of yourselves. In one of our prouder moments as a team, Dan and I spent 10 minutes trying to outsmart an Excursion Funnel/Faith Plate combo. We were so busy activating switches and scouting the room for new options that it was some time before I realized that we’d forgotten the most basic part of Portal science: you can walk through the portals, not just send things through them.

From beginning to end, the co-op puzzles are excellent but brief. Dan and I zipped through all 40 in around four hours, which means you’ll be able to finish both the single-player and co-op modes in a long weekend—partly because you won’t want to stop playing. It’s a minor shame that Valve didn’t use co-op as an opportunity for a handful of optional, brutal obstacle courses like Portal’s challenge chambers—some of those take a weekend to work out.

Glad we came

It makes us both a little sad that, having played through once, we can never look at these puzzles—in either single-player or co-op—with those same bewildered eyes again (barring, as Aperture would call it, “a very minor case of serious brain damage”). The included developer commentary, and of course an encore performance from the cast, would be the only things that might make us start playing again after Jonathan Coulton’s new song, “Glad You’re Gone” (which is good, but “Still Alive” is a really tough act to follow) rolls with the credits.

For that reason, our strongest words of caution are to choose your co-op partner carefully. You only really get one shot at these puzzles—don’t waste them with someone who’s already been through, as that would spoil the many surprises and the victory of discovering them for yourself.

We’ll definitely remember all of Portal 2 fondly, though, and as one of the best-written and finely polished gaming experiences in recent memory.
Portal

Portal 2 Is The Better Portal, But You Better Bring A FriendYou 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.


Why You Should Care

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.


What We Liked

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?


What We Didn't Like

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.


The Bottom Line

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.


Portal - contact@rockpapershotgun.com (Alec Meer)

Okay, what. All this diligent, web-wide meta-potato-harvesting to apparently> get Portal 2 unlocked early, and now something’s gone all weird, just when the end was in sight. The GLaDOS@home site is showing the work so far seeming being undone at a rate of knots. We don’t know why, we don’t know the result. But we damned well hope people haven’t spent money on a collection of indie games purely because they thought it would win them early access to Portal 2 that they now may not get.

On the other hand 1) the site now lists ’9 test subjects’ as having been found and 2) the chaps on the ValveARG site are claiming the G-Man can be seen in the background… No. C’mon. We’re being gamed, right? That one’s been removed already, which I take to mean it was trolling by someone. Unsurprising, given its lack of subtlety. Additional: the ’9′ appears to be the ARG’s most successful players being taken to Valve to play the game.

Portal

As if a race against time to unlock Portal 2 early wasn't enough, Valve have been dropping cryptic hints that there's more to come from the ARG. A decrypted morse code message hidden in the latest Steamcast read "it's not over the others have been compromised." Later, a message from the mysterious "Doug" alludes to an Aperture Science Icebreaker Ship. The only one of those we know about is the Borealis. The Borealis was last seen seen at the end of Half Life 2: Episode 2. This is getting very exciting indeed.

Catch up with the latest clues below. We'll be updating this post with the latest info as it arrives.



The details here have been gleaned from the Valve ARG wiki. Here's the message from Doug in full.

--------------------------------------------------------------------------------------------------------------------------------------
---LOG FROM , BY J.H. TO C.J.---

1. We designed the entire thing to be very, very durable. It was easy to get the materials since everyone's been thinking it's a simple icebreaker ship. Ha.

2. We have made sure to strip it of anything not necessary, so that we have plenty of space for it. It doesn't have any backup supplies in the event the crew runs out of food, though. And there isn't much food onboard in the first place.

3. In the event you need to send it off all of a sudden, use the OR box with code 'hb1'.

That's all, C.J. Not much else I can tell you other than this won't leave a blight on our record. Mesa is going to be sore when they see what we've done.
--------------------------------------------------------------------------------------------------------------------------------------

C.J. is likely to be the CEO of Aperture Science, Cave Johnson. We don't know who J.H. is just yet. Notice also the mention of Mesa in the final line, surely a reference to Black Mesa, Aperture Science's competitor in the Half Life 2 universe.

There's more. Throughout the ARG, select players have had their Steam and email accounts taken over by GLaDOS. After yesterday's message about the Borealis, Valve employee, Jeep Barnett responded to questions denying that there was anything going on outside of the Portal 2 countdown. This morning, he responded to all emails with this message.

"I am okay. I am still a person. Who is okay. I am busy doing safe things that are supervised by a responsible safety associate."

He's been taken over by GLaDOS, too.

Current estimations suggest that Portal 2 will unlock in just over a day's time. Perhaps we'll know more then. We'll be updating this post with all the latest from the ARG as it happens.
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