Portal 2 on the PS3 is getting Move support and some "new" levels. It's also playable at Sony's E3 booth, so we popped on over to take a look, see how the Move actually worked with the game.


Developers Sixense have announced that a bunch of new Portal content is coming to the PlayStation 3. It's called Portal 2 In Motion, and is DLC for the existing game that takes full advantage of Sony's PlayStation Move peripheral.

Crafted as DLC for the core game, P2IM was developed by Sixense, and brings 20 new levels to the game, along with new challenges and gear. Sixense will also be bringing Move support to the core Portal 2 game on PS3.

UPDATE - Looks like much, if not all of this content is the same PC users got hold of as part of Razer's exclusive Hydra DLC.

Product Update - Valve
An update to the Portal 2 has been released. The update will be applied automatically when your Steam client is restarted. The major changes include:

- Allow queues to be larger than 50 maps, ditto with history logs.
- Fixed the coop ping tool getting stuck on when using a 360 controller on PC.
- Fixed instances where crossplay between PS3 and PC/Mac would not work.
- Fixed performance issue with lasers.
- Added a player clip brush around the item dropper model. This prevents cases where the player can go through the dropper when creating portals very close to the dropper
- Made the clips for the glass/grating a little smaller so that they are a tighter fit to the actual brushes/frames that get exported. This prevents a weird bug where cubes placed on buttons next to glass would get pushed away from the glass.
- Fixed flip panels getting activated with only 1 input activated even if there were many inputs connected.
- Fixed two of the entrance hallway instances being a little too big and having some of their nodraw show if the voxels surrounding the entrance were void. Cleaned up some of the textures the these instances as well.
- Lowered brush count in the light strips from five to two.
- Fixed items having incorrect collision data immediately after creating a new chamber. We now make all items update immediately after a new item is created.
- Made angled panels, stairs and piston platforms only block antlines on the surfaces they embed onto.
- Fixing incorred English subtitles.
- Always write the error.p2c even if the export failed.
- Adding solution for resolving orphaned Workshop puzzles on a user's disk. (Set cm_fix_orphaned_files to 1 to enable this).
- Fixed items sometimes staying in their exploded animation even after the context menu is dismissed.
- Fixed repeatedly clicking on the same item creating redundant actions that made Undo/Redo sometimes feel like it wasn't doing anything.
- Fixed items rendering as pickable when doing surface selection. Previously, if your mouse went over an item while doing a surface selection the carat would jump to the position of the item, rather than the surface behind the item.
- Ctrl+Z and Ctrl+Y dismisses the context menu if it's up. This prevents weird behavior where Undo or Redo deletes an item but the context menu for that item would remain up.
- Fixed bug that was disallowing users deleting saved games through the save/load dialog.
- Handle cases where the user is trying to quit the program while in the puzzlemaker. You will now be prompted to save your work in these cases.
- Glass no longer export their frames twice.
- Added a func_brush in the exit door that gets enabled when the door closes and disabled when the door opens. This prevents tbeams from creeping in under the door and leeching off all your skin.
- Added more connection points to stairs.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (John Walker)

There's a great attention to detail here.

Portal has been a surprisingly prolific source of inspiration for many high quality products, so a short fifteen minute film based on its universe isn’t that big of a deal any more. However, what I love about Synthetic Pictures‘ Aperture: Lab Ratt (as spotted by The Sixth Axis) is how, in making a film based on Valve’s Lab Rat comic, how successfully they portray the evil of GLaDOS.


Product Update - Valve
An update to the Portal 2 has been released. The update will be applied automatically when your Steam client is restarted. The major changes include:

- Added more descriptive error messages to common publishing failures.
- Optimizations and rendering improvements for the Puzzle Maker.
- Fixed compile error from fizzlers in certain orientations.
- Fixed stacked goo creating kill triggers that spanned between the two levels of goo.
- Fixed connection symbols potentially leaking outside the map, causing maps to fail compiling.
- Fixed some lightboards not showing their map titles and tags properly
- Fixed compiler error when trying to compile certain very large maps.
- Localization fixes and additions.
- Autosaves made while playing workshop/puzzlemaker maps no longer conflict with singleplayer saves.
- Fixed glass not having collision before being moved after being dropped in.
- Fixed paint dropper arc becoming weird while extruding.
- Fixed going through portals on angled platforms in goo killing the player.
- A loading screen will always show up when playing puzzlemaker/workshop maps and dying or restarting the maps.
- Using puzzlemaker_export to export a custom vmf will make the player start in the elevators and not spawn the triggers that restart the map when walking in the exit hallway
- Better progress indication for compiling puzzles.
- Paint is valid on goo and buttons now.
- Fixed a crash on completing the preview puzzle.
- Fixed the first item in the map list not always showing valid information.
- Fix a variety of bugs (some Mac-specific, mostly platform-independent) which made the texture filter setting in the Advanced Video Options act incorrectly.
- Fixed bug with light strips and fizzlers sometimes changing the portalability of the surface they were on during export.
- Fizzlers are now properly sorted when a portal shot hits a fizzler. This makes the correct fizzler light up when there are multiple fizzlers along the portal shot.
- Better item handle interactions.
- The catapult target is now copyable. Copying the target will drop a catapult on the spot and attach a target to your cursor.
- Fixed the box dropper and paint dropper disappearing if you did Undo past their creation, then Redo back through it.
- Fixed hitting "Undo" while dragging causing weird behaviors.
- "Bendy" player model appears in all community map chambers now
- Right mouse button clicking on a solid volume selection boundary surface no longer clears selection.
- Bound 'view reset' to H as well as Home, for Mac users without a Home key
- Removed bad keyvalues from elevator_exit instance
- Fixed a crash due to deleted items not removing their collision entries
- Fixed glass and rail platforms computing the wrong extents just after being undeleted.
Portal 2 Spoilers ahead.

This version of "Cara Mia" isn't as lovely as when it was sung by the turrets in Portal 2, but it might be even cooler.

Tesla Turret Opera (Cara Mia Addio) [YouTube via Aperture Science]

A single button push takes a Portal 2 cube on an incredible journey through Ben Perry's astounding Rube Goldberg-inspired custom level.

Portal 2's brain-twisting puzzles prepared players perfectly for creating their own convoluted level creations. The recently-released level editor has been getting a strenuous workout by some incredibly brilliant minds.

Ben Perry took a couple of hours to put this all together, limited only by his imagination and the number of objects the editor allows players to work with.

And to think this is only the early days of the tool. It's almost scary to imagine what's still to come. I'm all tingly.

Portal 2 - Rube Goldberg Machine v1.0 [YouTube via Reddit]

Rube Goldberg Machine v1.0 [Steam Workshop]

PC Gamer

Graham, Chris and Tom Francis gather to discuss the Portal 2 Perpetual Testing Initiative, Diablo 3, Torchlight 2, upcoming MMO The Secret World and Deus Ex: Human Revolution's problematic cutscenes. We also talk about Graham and Rich's ongoing FIFA 12 rivalry and (try to) answer your questions from Twitter. Also, we decide that capitalism doesn't work. See below for show notes.

Download the MP3, subscribe, or find our older podcasts here.

Chris' Portal 2 Perpetual Testing Initiative hands on video and the final map.
Tom's Torchlight 2 video series.
Chris and Tom Senior's first look at The Secret World.

Rock, Paper, Shotgun - contact@rockpapershotgun.com (RPS)

Valve love levels like this.

We looked at Portal 2′s puzzle creating Perpetual Testing Initiative, a streamlined, user-friendly application for making your own Portal 2 rooms, and then cried. So instead we got Craig “Fearless” Pearson to take a look, because we knew without a doubt that no one else can create a box with some boxes in it like him.>



Portal 2's latest DLC doesn't just include the chance to create your own maps, it includes the chance to run around them hearing the delightful JK Simmons - aka Cave Johnson - command, dictate and berate you senselessly with almost half an hour's worth of new content recorded just for the level creator.

If you think sitting and just listening to this for 25 minutes is boring, boy, you're about to miss out.

WARNING: There's technically some spoilers in here.

[Portal 2] All New Cave Johnson Lines (Perpetual Testing Initiative - DLC2) [YouTube, via TDW]