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

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.
Portal 2

While Logan, Chris and the interns are trapped in the salt mines, Evan, Dan and Josh lead PC Gamer's faithful through the week that was. Topics include Portal 2 and Valve's ARG, Mass Effect 3 details, Bulletstorm music, the newest Humble Indie Bundle, a WoW player achieving a ridiculous feat, your listener questions and more!

PC Gamer US Podcast 268: Yo Mamaly

Have a question, comment, complaint or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

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Portal 2

We've played and reviewed Portal 2 and awarded it 94 and an Editor's Choice award. The review appears in the latest issue of PC Gamer US, and the June issue of PC Gamer UK, on-sale May 11.

Why did it get that score and the prestigious award? We described it as “hilariously well-written and acted”, “full of thrilling showcase moments” and “some of the most social gaming you’ll have.” We basically think it’s outstanding.

Check the site when Portal 2 is released for our full review, catch up on the Potato Sack ARG, or read our most recent preview for more. You can subscribe to PC Gamer US here and PC Gamer UK here.
Portal

In the interest of helping Portal 2 release early, we're advising all our readers--Dan, are you sure this is how it works? This seems weird. Well, okay--we're advising you all to add a potato to your Steam profile through this process. Doing so adds to the "challenge status" potato count, which probably-definitely has something to do with unlocking Portal 2.

Go to the NELIPOT Steam community.
Join it.


Portal 2

The Portal 2 countdown we mentioned earlier has come to a dramatic conclusion.

According to the new site, gamers can "Help release Portal 2 early" by playing the 13 indie games in The Potato Sack bundle. You can also buy the collection of indies bundled with Portal 2.

So what are you waiting for? We're off to play Killing Floor. Yeah!

Thanks to leswordfish for pointing out this handy Portal 2 release date calculator thing. Is it accurate? Guess we'll find out soon.
Portal 2

The mysterious Valve countdown is killing us. Rich is "getting wiggly" and shaking like a frightened rabbit. Tom Senior is writing a mere 400 words per minute instead of his usual 500. Tim has left the office.

But what's this? As pointed out by Zolo (my favourite commentator of the day so far) Tripwire Interactive have posted a mysterious message on their Facebook page: "Her escape draws near... The central chamber is unlocking.... HELP US!"

What does this mean for the countdown? No-one knows. Apart from Valve, obviously. Not long to go though eh?
Portal 2

Ready for another tour around the glorious world of Aperture Science? With good cause! But no game is ever built in a vacuum. Here's a look at some of the games that directly and indirectly gave us one of the greatest sleeper hits in gaming history, and the most exciting sequel of 2011.

Prey
No, not the one that finally came out in 2006. We're thinking of the original Prey, which was originally due to take the world by storm around 1998. The whole game was sold based on its ability to fold space, make buildings bigger on the inside than the outside, blow holes in reality, and more. In practice... it never came out. The Prey we finally got is almost entirely unrelated, bar the presence of portals.

However, despite this, Prey was a very important game. Its portals directly inspired other developers to play around with the concept, and it wasn't long before we started seeing them show up. Epic for instance put portals into the original Unreal, and while they were much more simplistic than Prey's interpretation (most notably, they had to be static), any level designer could now play with TARDIS style buildings and space warping. In practice, it didn't really happen, but at least the idea was out there, ready to take centre stage barely... well... a decade later, as seen by the fact that it was a whole other Prey that first really showed them off in a commercial game. It did reasonably well, but then Portal appeared in 2007, and made the whole concept its own. Here's a glimpse of what could have been:



And here's Unreal doing the cut-down, static version, not long afterwards:



System Shock
Let's see. Sci-fi setting. Psychotic female AI. A main character trapped in a world run by a computer tormentor... it's hard not to draw certain parallels between the two games. However, the most direct one isn't necessarily SHODAN herself, cybernetic god-empress of Citadel Station though she is, but the way she exercised her power. System Shock pioneered a new kind of narrative, one where your enemy was a constant presence in the game through audio responses and very minor amounts of scripting. She constantly phoned up with cheery messages like "Welcome to my death machine, interloper!" or "If you go into that room, I will kill you...", along with a healthy amount of monologuing and increasingly empty threats as you worked through every level, methodically foiling her five billion different plans for world domination. Even on the ropes, she manages to remain scary - especially in System Shock 2.

As with portals themselves, Portal wasn't the first game to use the same trick, but it was one of the most successful. The irony of an actual AI character having precisely no AI on her side shouldn't be ignored, but nor should the effectiveness of just a handful of memorable voice clips played at exactly the right time. This applies both to when you're doing things right - solving a test chamber for instance - and when you screw up. In Portal, one of the best examples is if you get trapped, and GLaDOS demonstrates her fake-perception and environmental control to let you out again. In System Shock... let's just say that at one point there's a lever that nukes the Earth. If you pull it, SHODAN is Quite Pleased.

(As a related note, calling GLaDOS a rip-off of SHODAN would be a mistake. She may or may not have been a direct influence, though rogue AI is nothing new in science fiction, but she wasn't the driving force. Initially, GLaDOS was a very small part of Portal, restricted to only a few short appearances. Even that is largely credited to writer Erik Wolpaw having discovered the comedy of lines delivered by text-to-speech while working on Portal. The question of which of the two AIs would win in a fight has yet to be answered, though there are are pictures and there is 'sexy' fan-fiction. Be very, very afraid.)

Here's a Let's Play of System Shock 1. Prepare for REALLY BIG PIXELS.



Narbacular Drop
This isn't simply a game that inspired Portal, but Portal's direct predecessor. It was a student project, and to be honest, not much of a game. The concept is identical to Portal, with a main character (Princess No-Knees, since she can't jump) running around a fantasy world and laying down demon-shaped doors on any natural surface. As with Portal, the puzzles primarily come from how much of the world you can't slap them onto, with metal in particular quickly becoming your nemesis.

The basic idea is strong, though the feel isn't particularly good - especially after playing Portal proper, which refined the concept to be smoother than silk - and this version of the game is far, far too short to be particularly satisfying. That didn't matter. Valve snapped the team up almost immediately and set it to work. Those concepts, in a new futuristic setting and brought to life by GLaDOS, struck a chord like no other. It's difficult to remember now that Portal was originally just the 'other' game in the Orange Box - the throwaway little puzzler next to the mighty Half-Life: Episode 2 and Team Fortress 2.

Download Narbacular Drop here. Alternatively, here's the whole game:



Tag
Tag is the Narbacular Drop of Portal 2 - the game that gave it one of its most important mechanics. Even at a quick glance, it's clear the two games were born for each other. Like Portal, Tag's levels are all very simple, largely monochrome worlds built entirely around a single gun-based mechanic. Instead of throwing portals however, you spray paint from a Super Soaker type device. Each colour has a different effect: green makes you jump, red makes you go fast, and blue lets you stick to surfaces, up to and including walking on ceilings. The puzzles are built around the interplay of these elements, typically squirting a track of red paint with a glob of green at the end to propel you across great distances, or squirting green down two platforms to wall-jump to the top. One of the best things about the game is that while there isn't much scope for inventive solutions and thinking outside the box in this version - it being little more than a short proof of concept - you never have to worry about running out of paint. As long as you've picked up the colour's can, you get as much of it to play with as you want.

Portal 2 copies almost all of these mechanics, with the exception that you use portals to spray the paint around instead of having a dedicated gun to do it, and there are more environmental hazards and intricacies to the world than the occasional moving train or nasty fall. As with Narbacular Drop, this isn't idea-thievery - Valve hired the team to come work on Portal 2. To see the basic idea, download the original project here. As for what they've been doing since, we'll be seeing that... ooh... real soon now.

Tick. Tick. Tick...

Portal

A countdown has appeared on www.aperturescience.com, along with a message from the ever-enchanting GLaDOS.

She seems pretty happy with humankind's progress through the Valve Arg over the past few days, but what could the countdown actually be leading up to?

Office speculation is rife: the early release of Portal 2? The early release of a bit of Portal 2? A mini Portal 2 mini-game thing? Companion Cube plushies for everyone? Some Half-Life 2: Episode 3 info? More potatoes?

Initiate speculation and mild panic... NOW.
Portal 2

The potato fools day ARG has taken a sinister turn. Key solvers of some of the ARG's puzzles have had their Steam accounts changed. ARG players have tried communicating with these players via Steam chat, and have been receiving deeply suspicious messages in return.

To add to this, players created a spectrogram of the latest Steamcast, and found a message from Glados within. You'll find the image below, along with a steam chat window showing an exchange with one of the hacked ARG players. You can keep up with the latest Valve ARG news on the Valve ARG wiki.

Here's the spectrogram of the latest Steamcast. The message is clearly visible.



Here's an exchange with one of the infected players.



At various intervals throughout the day, ARG participants talking to the infected players have found themselves in conversation with the mysterious Console. Players have been entering commands into Steam chat to rifle through the Console's file structure, picking out new number strings and messages that will unlock the final part of the ARG. Things are moving fast, and it feels as though we're in the endgame.
...