Portal

One Out Of Two Portal 2 Players On Steam Hasn't Finished The GameSo much for Portal 2 being too short. Fans of Portal 2 may be surprised to learn that a lot of people who own the game aren't playing it very much.


Little more than half the players who bought the game on Steam have finished it and more than one in ten of them haven't even gotten to that very first puzzle in the solo campaign, according to the service's achievement-tracking stats. Only 55.7% of players had earned the final achievement of the solo game. Only 89.0% had even earned the first achievement, which can be acquired with virtually no effort after the game starts.


Those numbers drop even further when you look at the co-op achievements; 51.1% percent of Portal 2 owners unlocked that initial co-op achievement, and only 21.7% percent teamed-up long enough to finish all of the co-op puzzles.


One Out Of Two Portal 2 Players On Steam Hasn't Finished The GameIt took our reviewer a little more than nine hours to beat the solo campaign and a half-dozen more for co-op. For most people, that's not a single-sitting serving, so a general dip in the achievement completion rate is to be expected. People have school, work and social activities outside of gaming to get to. On the other hand, nine hours isn't so long that gamers, especially fans of the original wouldn't have enough time to dig into the game.


Looking back at the stats, the biggest drop-off in Portal 2 progress occurs after the game's fourth achievement, which 79.6% of gamers have attained. Only 73.6% get the fifth one. There are eight mandatory achievements to earn after that, before the game is done.


One Out Of Two Portal 2 Players On Steam Hasn't Finished The GameBy comparison... Portal 2 isn't the only excellent game being underplayed by Steam users. Only 73.9% of the people who own the first Portal on Steam have earned the game's first achievement; 48.5% finished it.
The Portal series' numbers are wonderful compared to indie favorite World of Goo, which has been finished by a mere 18.6% of the people who own it on Steam. 25.8% have finished Trine.

Then there's the co-op campaign. I can understand that people may be hesitant to try it; there's a certain type of experience fans equate with the game and interacting with others doesn't really fall into that category. Still, for every player that has fully completed co-op, there are two players who don't appear to have even tried it.


I don't mean to sound standoffish or judgmental of the people who want to take their time. Its just always interesting (and surprising) to see the realities of how people ingest games versus the way they are spoken of by the media and in forums.


Portal

What Would Happen If Mario Had A Portal Gun?Well, for starters, he'd become one lazy-ass plumber, that's for sure.


Click to view


Link ChevronMario With A Portal Gun [Dorkly]


Portal

Your First Portal 2 DLC Is Only A Few Months AwayPortal 2 may only be a week old, but if you've already finished it - and these days I feel like the only person on the internet who hasn't - you won't have too long to wait until there's fresh content for the game.


Valve's Doug Lombardi has told Fast Company that the first Portal 2 DLC will be "coming this Summer", and there'll be more comics and trailers (presumably more of the "instructional" style) to go along with it.


The addition of new levels would be the most obvious candidate, but it'd be neat to see something added that makes people replay the game again. Tweak, add or substitute some of the traps and components found within the game, that sort of thing.


Link ChevronPortal 2's Creators On Crafting Games Through Experiential Stories [Fast Company]


Portal - contact@rockpapershotgun.com (John Walker)

Things that are good + LEGO = Happiness. It’s a sum we were all taught in school, and it’s as true today as it ever was. So when a clever person, Catsy [CSF], builds a customised GLaDOS and Chell out of LEGO, I’m so sold. Have a look at a couple of the splendid results below.

(more…)

Portal

GLaDOS is Still Mildly Terrifying, Even When she's Made out of LEGOCatsy, the same LEGO fanatic who recreated Mass Effect's Citadel so beautifully last year, is back giving similar treatment to GLaDOS, the mouthy villain of the Portal series.


Considering the level of detail present in GLaDOS' design—all those panels and pipes and joints—even attempting to build her out of LEGO is to be applauded, let alone doing it this well.


LEGO Portal [Flickr] [thanks Amezuki!]
GLaDOS is Still Mildly Terrifying, Even When she's Made out of LEGO
GLaDOS is Still Mildly Terrifying, Even When she's Made out of LEGO
GLaDOS is Still Mildly Terrifying, Even When she's Made out of LEGO


Portal
Portal 2 - bouncy blue turrets
Relax. All done now. Potatoes collected, game digested, portals spent.

lol

Time for more Portal 2! After finishing both of Portal 2's campaigns we sat down with writer Erik Wolpaw to discuss what was – and wasn't – featured in the return to Aperture, the game's ending, and a lady with an especially sexy voice. Needless to say, if you haven't played Portal 2 to the end, this is spoiler PACKED. So don't read any further until you've completed the thing.

PC Gamer: No more cake. Well, one reference. Were you sick of the memes?

Erik Wolpaw: Yeah we felt like it had kind of run its course and we didn't see any reason to – we knew, that particular thing, we were going to retire that and not push it at all. It wasn't even bait as far as I know, it was just that was one of the axiomatic design principles, you know – no more cake. Even though one might have slid in there it was with a light enough touch that it's hopefully done in good taste.

PC Gamer: Has Cave Johnson got a bit of Andrew Ryan in him?

Erik Wolpaw: I've heard that. Well 'the industrialist' is a fairly standard character – this is a bad admission, but I haven't played all the way through Bioshock. But from my knowledge of Andrew Ryan I don't think he's especially funny, which hopefully Cave Johnson is occasionally. We also like the idea of, Andrew Ryan aside, this guy who is kind of on top of the world and then takes this fairly precipitous fall and realises at the last moment that maybe his focus has been on some of the wrong things. For all I know that actually is Andrew Ryan – does that happen at the end of Bioshock? Anyway – I can say for sure, without hesitating, that they all come from a common genesis point though I don't know what that is, maybe whatisname from Citizen Kane. Kane?

PC Gamer: Did you use the same voice actor for Caroline and GlaDOS? Because Caroline has a very sexy voice.

Erik Wolpaw: Yeah that's Ellen McLain. I don't know the actual science that would turn Caroline into GlaDOS, but I assume it has something to do with DNA and genetics so it obviously makes sense. GlaDOS has this actorly affectation, she kind of speaks in this particular way, and then we give it these effects so it changes it from her natural voice. I'm sure she'll be happy to know that you describe her voice as sexy!

It's interesting you find that sexy. It is a sexy voice. She also does the voice of the announcer in TF2 and I always found that hot, kind of a sexy voice to me. You know she sounds kinda like a chain-smoking harpy but there's something kind of... I don't know... anyway, great actress!

PC Gamer:The script was great – was everything we heard scripted?

Erik Wolpaw: A lot of it is scripted. Probably the character who goes furthest afield is Wheatley, Stephen Merchant, a writer in his own respect and also a good ad-libber. So we'd write a bunch of lines, and sometimes he would spin off and do variations on it that he would just riff on something for a few extra minutes. But he also has the ability to take a line we've written and read it in a way that sounds very natural and ad-libbed, which was one of the things we really liked about him – we knew he was quick on his feet, we'd been listening to a lot of podcasts with him when we were initially writing Wheatley.

There's this thing. Video game characters tend not to feel very naturalistic when they speak and we wanted to attempt something that sounded more off-the-cuff, like someone is ad-libbing these lines as it goes. I think we pulled it off reasonably well, and Stephen Merchant did a great job of making that happen with Wheatley.

PC Gamer:Our favourite line is “Machiavellian!”

Erik Wolpaw: Machiavellian! Misunderstanding Machiavelli. He'd read it, but didn't quite grasp... or maybe he didn't read it. It's hard to say. There's a running undercurrent that neither he nor GlaDOS can actually read. We didn't really push it that much but it's kinda funny.

PC Gamer: And quite apart from the hot voicework, the co-op bots managed silent comedy very well in their gestures and animations – how did you go about creating those characters?

Erik Wolpaw: In terms of the nuts and bolts, I mean the general idea was that we knew early on we didn't want them to talk,because it would just add a bunch of noise to what is effectively a game about communication between two players that you're going to be talking a lot. We didn't want them competing with the player. So they would make their little robot noises.

And thinking back to the original design a lot of it is watching the other player do things or failing to and that is funny. It's physical comedy. So they were kind of designed with the idea of the classic comedy duo, you know the short fat guy and the tall thin guy. In terms of the moment-to-moment animation I don't really have any great insights to offer there, apart from the animators did an amazing job on it!

PC Gamer: It seemed a fairly happy ending for Chell, if you didn't think about what was out there.

Erik Wolpaw: Depending on how... yes, generally speaking. There's always that debate about 'ooh we could pull the rug out from under you at the last minute' which I guess we sorta did in Portal 1. I always feel that's a little bit cheap, I feel you the player as Chell have earned a moment of grace, right?

We did three endings, it's a long series of endings. We wanted to show you GlaDOS, show you Chell and then show you Wheatley – GlaDOS learns a lesson and promptly deletes it so she can set herself back to zero. You learn whatever you learn and you're out and it doesn't look so bad – but we know the Combine's probably lurking out there somewhere. And you get the Companion Cube back – that could be good or bad, it's not really clear. In my mind GlaDOS has given you the Companion Cube like “take your shit and go”, or the Companion Cube has been on its own adventure this whole time and just manages to escape at exactly the same moment you do, in which case it's probably pissed.

And Wheatley actually is contrite. He potentially has learned an actual lesson – he's up in space and relatively sad. I thought Stephen Merchant did a nice job of seeming actually apologetic. One of our dreams is to have a boss monster say sorry – because you kill boss monsters all the time, and they scream and they're dead. Never really had a boss monster offer me a sincere apology for all the trouble that he's caused me. I mean, he was a big pain in the ass for a large segment of the game!

PC Gamer: He didn't sound sincere to us.

Erik Wolpaw: He's sincere, he's sorry! He's floating in friggin space for christ's sake! And he even makes a point to say 'and not just because I'm floating in space!' He may not be sincere. If we ever need to bring him back for any particular reason, all his traits are there. Personally I think he's sincere – there's authorial intent versus people's interpretation of it. I think he genuinely does feel sorry for all the trouble he caused. Actually the only person who gets the unequivocal happy ending is the space sphere, who is now out in space and genuinely pleased about it – he loves it. No asterisk, no strings attached there, a happy ending.

PC Gamer: And is the Combine out there?

Erik Wolpaw: The only qualification is something we're just kind of saddled with – you know that the world to some extent has gone to shit, right? It's not a happy world she's exiting into. Although having said that we don't know how much time has passed – maybe the Combine have been beaten back and the world is nice. If nothing else we want to give her as happy ending as we can, entering into the Half-Life universe. It's a fairly bucolic scene, it's very nice. She gets serenaded on the way out, that's always pleasant. She does get a happy ending, there's no point in being negative about it, I just can't let go of the fact that we know where she gets that happy ending, and there could be some danger out there. I'm an adult, terrible shit happens to me all the time. I want happy endings for everyone, the kind I'm not gonna get in real life – I mean, we're all gonna die, let's face it.
Portal

Relax. All done now. Potatoes collected, game digested, portals spent.

lol

Time for more Portal 2! After finishing both of Portal 2's campaigns we sat down with writer Erik Wolpaw to discuss what was – and wasn't – featured in the return to Aperture, the game's ending, and a lady with an especially sexy voice. Needless to say, if you haven't played Portal 2 to the end, this is spoiler PACKED. So don't read any further until you've completed the thing.

PC Gamer: No more cake. Well, one reference. Were you sick of the memes?

Erik Wolpaw: Yeah we felt like it had kind of run its course and we didn't see any reason to – we knew, that particular thing, we were going to retire that and not push it at all. It wasn't even bait as far as I know, it was just that was one of the axiomatic design principles, you know – no more cake. Even though one might have slid in there it was with a light enough touch that it's hopefully done in good taste.

PC Gamer: Has Cave Johnson got a bit of Andrew Ryan in him?

Erik Wolpaw: I've heard that. Well 'the industrialist' is a fairly standard character – this is a bad admission, but I haven't played all the way through Bioshock. But from my knowledge of Andrew Ryan I don't think he's especially funny, which hopefully Cave Johnson is occasionally. We also like the idea of, Andrew Ryan aside, this guy who is kind of on top of the world and then takes this fairly precipitous fall and realises at the last moment that maybe his focus has been on some of the wrong things. For all I know that actually is Andrew Ryan – does that happen at the end of Bioshock? Anyway – I can say for sure, without hesitating, that they all come from a common genesis point though I don't know what that is, maybe whatisname from Citizen Kane. Kane?

PC Gamer: Did you use the same voice actor for Caroline and GlaDOS? Because Caroline has a very sexy voice.

Erik Wolpaw: Yeah that's Ellen McLain. I don't know the actual science that would turn Caroline into GlaDOS, but I assume it has something to do with DNA and genetics so it obviously makes sense. GlaDOS has this actorly affectation, she kind of speaks in this particular way, and then we give it these effects so it changes it from her natural voice. I'm sure she'll be happy to know that you describe her voice as sexy!

It's interesting you find that sexy. It is a sexy voice. She also does the voice of the announcer in TF2 and I always found that hot, kind of a sexy voice to me. You know she sounds kinda like a chain-smoking harpy but there's something kind of... I don't know... anyway, great actress!

PC Gamer:The script was great – was everything we heard scripted?

Erik Wolpaw: A lot of it is scripted. Probably the character who goes furthest afield is Wheatley, Stephen Merchant, a writer in his own respect and also a good ad-libber. So we'd write a bunch of lines, and sometimes he would spin off and do variations on it that he would just riff on something for a few extra minutes. But he also has the ability to take a line we've written and read it in a way that sounds very natural and ad-libbed, which was one of the things we really liked about him – we knew he was quick on his feet, we'd been listening to a lot of podcasts with him when we were initially writing Wheatley.

There's this thing. Video game characters tend not to feel very naturalistic when they speak and we wanted to attempt something that sounded more off-the-cuff, like someone is ad-libbing these lines as it goes. I think we pulled it off reasonably well, and Stephen Merchant did a great job of making that happen with Wheatley.

PC Gamer:Our favourite line is “Machiavellian!”

Erik Wolpaw: Machiavellian! Misunderstanding Machiavelli. He'd read it, but didn't quite grasp... or maybe he didn't read it. It's hard to say. There's a running undercurrent that neither he nor GlaDOS can actually read. We didn't really push it that much but it's kinda funny.

PC Gamer: And quite apart from the hot voicework, the co-op bots managed silent comedy very well in their gestures and animations – how did you go about creating those characters?

Erik Wolpaw: In terms of the nuts and bolts, I mean the general idea was that we knew early on we didn't want them to talk,because it would just add a bunch of noise to what is effectively a game about communication between two players that you're going to be talking a lot. We didn't want them competing with the player. So they would make their little robot noises.

And thinking back to the original design a lot of it is watching the other player do things or failing to and that is funny. It's physical comedy. So they were kind of designed with the idea of the classic comedy duo, you know the short fat guy and the tall thin guy. In terms of the moment-to-moment animation I don't really have any great insights to offer there, apart from the animators did an amazing job on it!

PC Gamer: It seemed a fairly happy ending for Chell, if you didn't think about what was out there.

Erik Wolpaw: Depending on how... yes, generally speaking. There's always that debate about 'ooh we could pull the rug out from under you at the last minute' which I guess we sorta did in Portal 1. I always feel that's a little bit cheap, I feel you the player as Chell have earned a moment of grace, right?

We did three endings, it's a long series of endings. We wanted to show you GlaDOS, show you Chell and then show you Wheatley – GlaDOS learns a lesson and promptly deletes it so she can set herself back to zero. You learn whatever you learn and you're out and it doesn't look so bad – but we know the Combine's probably lurking out there somewhere. And you get the Companion Cube back – that could be good or bad, it's not really clear. In my mind GlaDOS has given you the Companion Cube like “take your shit and go”, or the Companion Cube has been on its own adventure this whole time and just manages to escape at exactly the same moment you do, in which case it's probably pissed.

And Wheatley actually is contrite. He potentially has learned an actual lesson – he's up in space and relatively sad. I thought Stephen Merchant did a nice job of seeming actually apologetic. One of our dreams is to have a boss monster say sorry – because you kill boss monsters all the time, and they scream and they're dead. Never really had a boss monster offer me a sincere apology for all the trouble that he's caused me. I mean, he was a big pain in the ass for a large segment of the game!

PC Gamer: He didn't sound sincere to us.

Erik Wolpaw: He's sincere, he's sorry! He's floating in friggin space for christ's sake! And he even makes a point to say 'and not just because I'm floating in space!' He may not be sincere. If we ever need to bring him back for any particular reason, all his traits are there. Personally I think he's sincere – there's authorial intent versus people's interpretation of it. I think he genuinely does feel sorry for all the trouble he caused. Actually the only person who gets the unequivocal happy ending is the space sphere, who is now out in space and genuinely pleased about it – he loves it. No asterisk, no strings attached there, a happy ending.

PC Gamer: And is the Combine out there?

Erik Wolpaw: The only qualification is something we're just kind of saddled with – you know that the world to some extent has gone to shit, right? It's not a happy world she's exiting into. Although having said that we don't know how much time has passed – maybe the Combine have been beaten back and the world is nice. If nothing else we want to give her as happy ending as we can, entering into the Half-Life universe. It's a fairly bucolic scene, it's very nice. She gets serenaded on the way out, that's always pleasant. She does get a happy ending, there's no point in being negative about it, I just can't let go of the fact that we know where she gets that happy ending, and there could be some danger out there. I'm an adult, terrible shit happens to me all the time. I want happy endings for everyone, the kind I'm not gonna get in real life – I mean, we're all gonna die, let's face it.
Portal

This hand-crafted Portal turret may not look like much, but she's got it where it counts.


And that's in its fancy motion-sensing capabilities, meaning whenever you mess around with this plush, it reacts just like an in-game turret would. Short of opening fire with live ammunition, at least.


[via Super Punch]


Portal

Portal 2 and Mad Men. They don't seem like the likeliest of bedfellows, but this reimagining of the hit TV show's opening credits still works!


[via Super Punch]


Portal

"Potato Sack" Studios Say They Had "Free Rein" In Portal 2's ARGThe elaborate alternate reality game that served as a viral marketing device for Portal 2's release was not entirely devised by Valve. In fact, the developers of the 13 games of the "Potato Sack," the group of indie games central to the ARG's final resolution, say they were involved in the scheme's design from the beginning, with quite a bit of creative freedom over how it all played out.


Edge Magazine, reaching out to the studios involved, reports that they were brought in to Valve headquarters in December for a "Cross Game Designer Event." There, Valve chief Gabe Newell gave the studios "free rein" to design the ARG, and they "were also given access to any IP we wanted," Dylan Fitterer, creator of Potato Sack game Audiosurf, told Edge.


"Valve gave us a framework and said: ‘You know all about GLaDOS. Now, she wants us to break out into the world. Go make it happen.'" said Ichiro Lambe, president of developer Dejobaan, which had two games featured in the Potato Sack.


Fitterer said the "bump" in publicity and gameplay (if not also sales) for Audiosurf translated to 6,000 people playing it, simultaneously, as gamers strove to unlock Portal 2 early by playing Potato Sack games, according to the continuity of the ARG. Audiosurf, released about three years ago, had about 300 simultaneously players at any given moment in the run-up to the final weekend.


Edge says a comprehensive feature breaking down the creation and execution of the Portal 2 ARG will be published soon.


Potato Sack Developers Helped Design Portal 2 ARG [Edge]


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