Portal

The second part of Portal 2's digital comic, Lab Rat, is now live at IGN. The comic, which fills in some gaps between Portal and its sequel, shines new light on protagonist Chell and the mysterious Rat Man, and may have some clues for those partaking in Valve's ongoing ARG.


Portal

Portal 2's Starlet Certainly Looks Different In This Concept ArtPortal star Chell is keeping things simple for the game's sequel. Same orange jumpsuit, it's just...rolled up. This concept art for the character shows she could have looked not just different, but a lot different.


Uncovered as part of Valve's vast, potato-based alternate reality game being run to promote Portal 2, the art shows Chell looking like an extra from Brazil, an extra from THX 1138 or a robo-legged runner from Mirror's Edge.


While they're interesting designs one and all, we're obviously glad Valve kept it simple for the final design. After all, two of their other most iconic female stars - Half-Life's Alyx and left 4 Dead's Zoey - get around in a hoodie and a track top respectively. No need to make things messy just for the sake of it!


There are also some great pics showing concepts for her trademark "chicken leg" stilts, as well as designs for the co-op mode's robot colleagues.


Lots of Portal 2 concept art [Super Punch]


Portal 2's Starlet Certainly Looks Different In This Concept Art
Portal 2's Starlet Certainly Looks Different In This Concept Art
Portal 2's Starlet Certainly Looks Different In This Concept Art
Portal 2's Starlet Certainly Looks Different In This Concept Art
Portal 2's Starlet Certainly Looks Different In This Concept Art
Portal 2's Starlet Certainly Looks Different In This Concept Art


Apr 8, 2011
Portal
Part 1 of Valve's new comic, Portal 2: Lab Rat, is now available! It bridges the gap between the events of Portal and Portal 2! What are you waiting for? CLICK HERE!

Wait, hold on: There's also an interview about the making of the comic that you can visit after you read the comic, which you should be doing right now instead of reading the rest of this sentence which is only leading to another link to the comic.

Portal

As forewarned, Valve has released the first portion of its Portal digital comic at IGN. In it, we meet Rat Man, rank and file Aperture Science workers and learn more about the origins of GlaDOS. Read Portal 2: Lab Rat now.


Portal
This week's reason to pre-invest in Aperture Laboratories: CEO and founder Cave Johnson's announcement that the applied sciences company is making its military-grade turret line available to consumers. The first, last and most scientific word in personal defense, the Home Safety Turret should be a hot seller when Aperture goes public April 19th.



Aperture was kind enough to send us a prototype Home Safety Turret in an effort to "sweeten the pot" (Cave's words) for any potential investors here at Valve. We're still leafing through its 33,000-page instruction manual, most of which seems to be "hold harmless" clauses releasing Aperture from any responsibility in the use, unpackaging, cleaning, reloading, holding or entering the proximity of its product.



We'll be sure to give you an update the second we get it up and running. In the meantime, why not pre-invest today?

Portal

Here's How To Make Your Own Adorable Portal Turret Out Of LEGOTurn your office into a miniature Aperture Science testing facility with Ryan Howerter's awesome lil' Portal turret made from LEGO. There's more than just a handsome model to follow, Ryan's put together a full-on step-by-step Instructables tutorial showing you how it's done, from materials to construction.


Mar 29, 2011
Portal

If the idea of Portal 2 spoilers fills you with DREAD and TERROR, please hollow out the nearest Weighted Companion Cube and stick your head in it. Or look away. I had it spoiled for me by Valve of all people, who sat me down and forced me to play the first 45 minutes of their dark, comedic FPS puzzle game. For science. Those monsters.

It begins in a hotel room. Over the tannoy, an unfamiliar voice – male, flat, not brimming with psychosis – explains that I’m part of an experiment, and they need to check my mental wellbeing. I’m told to appreciate a painting on the wall, (“this is art”) before being ordered to bed.

I awake to a broken room, the relaxing, neutral colours smeared with grime. The recorded voice tapers off: “you have been in suspension for 999999...” then another, more characterful voice chimes in. Wheatley, one of the leftover personality spheres of the wrecked GLaDOS, is trying to get my attention. His nervous English voice, that of Ricky Gervais’ comedy partner Stephen Merchant, is another indicator that while Valve might not have known what they had with the original Portal, this time around they’re a lot more confident. Wheatley isn’t the spare, precise, GLaDOS: he’s chatty and lonely and needs my help. Chell is all he’s got left.



My room is moveable. It’s one of 10,000 in a vast rack. Wheatley moves it, chatting all the while as it swings and crumbles. The more holes that appear, the more I see of Aperture Science beyond. It’s big. Black Mesa big. But the walls have fallen from neglect. The outside world is vaguely visible through these gaps, a hazy glow in the distance.

After Wheatley applies a brief “manual override” to an inconvenient wall (he uses my room to bludgeon it down), I scramble into the facility.

The portal gun awaits, as do some of the old test chambers, but hundreds of years of neglect have changed everything. There’s life where there were once sterile white walls. Birds caw, the light feels natural, everything’s tangled in weeds. In a repeat of the first game’s tutorial, I get a portal gun with just one function: placing blue portals. But the game is a lot less cagey about introducing me to the complexities of the tests: three puzzles in and I’m led to one where I need to pop a portal under a cube to get it over to a super colliding super button that leads me to two more switches, one that drops a cube on a slanted panel so it slides into a vat of sludge, another that flips up a section of the floor. I pop a portal on the slanted panel and the cube flies through the fixed portal on the wall above, into the sludge. Next try, I flip the floor section up and it stops the cube flying into the sludge.



So it’s a lot denser than Portal. Things get more complex a lot sooner, and the world is almost overwhelmingly detailed. There are warning videos everywhere, one warns of a potential ‘Animal King Takeover’. A dangerous puzzle is accompanied by light jazz to make it more relaxing. In one room there’s a story mural of the history of Aperture Science, showing the moment GLaDOS took over and Chell’s later defeat of her. There’s a giant painting of Chell, as if whoever’s been left behind worships her as a god.

And three characters are introduced: the flat voiced, male anti-GLaDOS, Wheatley, and eventually GLaDOS herself. She wakes (“We’ve both said a lot of things you’re going to regret.”), dumps me into the incinerator room and talks of living her death over and over and over again. She was already mad, now she’s focused. This, I guess, is where the new puzzle elements will start coming into play, such as the special gels. She has all these new tools to mess with, but I’m not allowed to see those yet. The rest of the game will remain a mystery until release.
Portal



Valve have just released another trailer for Portal 2. This one highlights the caring nature of the bots you'll play as in co-op.

Expect two more videos of this ilk before the game gets released on April 19, and check the site tomorrow to read Craig's preview of Portal 2. It's got spoilers in it and everything!
Portal
Another week, another unassailable argument why scrappy applied sciences company Aperture Laboratories is the place to put your investment dollars this April 19th, 2011. In this week's informational video, CEO and founder Cave Johnson explains why robots'll get you the biggest bang for your testing dollar.

We here at Valve are pretty excited about the implications of non-human test subjects. We do a lot of playtesting, so this should give us a better idea of how to market and sell directly to robots. Let's face it: robots don't need houses. They don't eat food. Heck, they don't even pay taxes -- they're not people! That's a lot of disposable game-buying income just sitting there in giant metallic wallets. Wallets that themselves transform. Into even more money.

Speaking of money, invest yours today in Aperture Science. Why? Watch and find out.



If you like what you're seeing, don't wait until April 19th to get in on the ground floor. Invest in documentary game futures today!

Half-Life 2

These Video Game Masterpieces Are Nothing But TextWhat if, instead of action figures and comic books, our favourite video games inspired classic, dog-eared works of literature instead?


These images by A. J. Hateley show us just such a scenario, taking some fairly random games - a little Half-Life 2 here, a little Deadly Premonition there - and basing torn old books on their stories and worlds. Some are literal interpretations - much like those we all so enjoyed back in 2009 - while others go a little further, becoming pieces of fiction merely based upon (or inspired by) the source material.


As a man who has allergic reactions these days to heady works of literature, I think I might just settle in with a glass of wine and that "Green Influenza" survival guide. You never know when it'll come in handy!


Wilderness As A Girl [AJ Hateley, via it 8-bit]


These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text


...