So 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.
It 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.
By 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.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.
	
Well, for starters, he'd become one lazy-ass plumber, that's for sure.
Mario With A Portal Gun [Dorkly]
	
Portal 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.
Portal 2's Creators On Crafting Games Through Experiential Stories [Fast Company]
	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, 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!]



	
                    
	
                    
	
	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 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]
	
	
The 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]