Science has never been so much fun
This review contains some minor spoilers regarding Portal and Portal 2
Portal 2 is the brand new game released by Valve, a sequel to the surprisingly successful Portal from the orange box. Even more surprising perhaps is that the game arrived in less than 4 years, considering that we are talking about Valve and their distorted release dates. Though speaking of Valve taking their sweet time in creating a game, I personally prefer to wait a longer time for a finished masterpiece rather than a botched-job; there are plenty of other games out there in the wild to play with in the meantime. And if there are no games to catch your attention, perhaps you'll consider the impossible and read a boo..
Oh right, the review:
Just as in the first game, players take control of a female test-subject called Chell who once more gets dragged back into a series of tests for a research corporation known as Aperture Science, under the supervision of the murderous AI "GLaDOS". Once more, Chell will be using a special gun that creates a set of portals that connect to each other, enabling our damsel to navigate through previously impassable obstacles. So, what's new in this sequel? For starters, the player will adventure the Aperture facilities in much more depth. The test chambers and factories have been completely run down with vegetation and rust, and throughout the game you will get the unique chance to see how Aperture Science started and how it works. With a fresh set of environments also comes a fresh set of characters, introducing Wheatley, a personality core keen on helping you escape, and Cave Johnson, the original founder and CEO of the facility. Although the voice acting of both individuals is strong, what struck me most was how brilliant the animation the robots have been befitted with. Wheatley, though having the appearance of an eyeball, will have his metal plates constantly shift around depending on how he feels, making the machine look very much alive. Finally, the story has also changed. There are a lot of twists, turns and final revelations, and I guarantee that anyone that enjoyed the story in the first game will not be bored in Portal 2.
The story isn't the only thing: the gameplay saw the most dramatic changes. There will still be a lot of portal shooting and placing cubes on over-sized buttons, but you will also get a shiny introduction to laser beams, bridges made of light, gels and quite a few more nifty gadgets, with a lovable sense of black humour that defines each. The tests themselves also seem a whole lot more dynamic: I found myself less waiting for the slow-moving platform, and instead was most often soaring through the air, one of the defining joys of portal. This is perhaps one of the reasons why Portal is such an enjoyable game: it combines extremely well the adrenaline feel of an action game with the problem-solving satisfaction of a puzzle, two elements that are almost opposite to each other.
Speaking of new gameplay, one of the defining new elements in Portal 2 is co-op. You and a friend will take control of 2 robots, named Atlas and P-Body. Together you'll complete a large series of test-chambers while at the same time perform a series of missions for GLaDOS. The difficulty of co-op is generally more complicated, due to the fact that you are now in possession of 4 portals to use in concert. If you find the right partner, the co-op can be a lot of fun. With a lot of easy-to-use tools, a microphone is not necessarily needed to communicate with your portal buddy, though if he thinks slowly you might get a few grey hairs in trying to make him understand how to solve a chamber. Though I do speak ill of my friend who joined me, I do not question that he must have throughout the testing thought that I must have been thick-headed in some instances too. This is in some ways one of the reasons to play co-op: if you ever wanted to prove to a mate that you are smarter than him, and chess seems a bit too slow-paced, Portal 2 is the way to go. Finally, Portal 2 comes with a pack of small bonuses, such as a developer commentary that I still need to listen to, a bunch of videos that have been on steam for a good month, an interactive trailer for an up-coming film called "Super 8", and a store to buy purely cosmetic items for your robots in co-op.
For the moment, I've played Portal 2 for about 17 hours, which includes finishing the single-player and co-op mode, and going back on the few odd-levels to try and get all of the 50 achievements. Redoing the campaign didn't lose its charm, and instead allowed me to spend more time appreciating the details of the place. Portal 2 still seems a tad short, but quantity isn't everything. Every hour in Portal 2 shines with quality, thanks to its wit and charm. Oh yes, and the song during the end credits is just as fun as "Still Alive".
However, Portal 2 is certainly not flawless, and has its share of problems.
For starters, the introduction of new environments and characters does spark the thought of "where the hell was that in the first game?" This is certainly an issue I find with how they present the science facility in this second instalment: in Portal, Aperture Science seems as a pretty damn large set of laboratories on the surface. In Portal 2 however, Aperture Science is a titanic complex that goes 4000 m under the ground (that's half the height of Mount Everest to give you an idea) and the actual location seems contradictory, basing on what you see at the ending of both games. When exploring Black Mesa in the first Half-Life, I had the sense it was massive but still retained a figment of possibility. Aperture Science is so huge in Portal 2 it feels almost ridiculous. The founder Cave Johnson seemed to have the terrific idea that, rather simply renovate the building, he would just abandon the old and create a whole new set of test chambers right next door. Also why start building 4 kilometres underground, shouldn't it be more logical to build first at the top then start digging when you need more space? How on earth does a bird manage to reach the bottom of the complex, let alone how it can find twigs and food to start a nest?
This is bordering the nit-picking, and I can appreciate how the developers made us explore the history of Aperture Science. But discovering the history of a place doesn't necessarily mean starting from its beginning, it can be just as fun (if not even more) to explore the other way round. There are also another few points that makes Portal 2 seem disconnected from its predecessor. GLaDOS appears less like a machine and appears more human. This isn't exactly a negative thing, but one of the golden comedy elements of Portal was how GLaDOS, appearing at first as a computer governed by logic, suddenly breaks down and starts flailing mindless insults at you as you progress to her lair. GLaDOS is certainly still just as enjoyable to listen, it's just that she's changed, and she's not the only one: there are no missile turrets, no energy pellets, but most importantly there is no cake. Surely of all things to include in a sequel to Portal would be that delicious moist dessert but instead it is nowhere to be found. Instead, its comical value is replaced by a bunch of references to potatoes, which while amusing, just doesn't cut it. In other, more minor matters, there is an obnoxious use of the loading screen, and I?ve always been frustrated in not being able to destroy my own portals. I have also felt a disappointment in the developers not including the bonus and challenge maps they've created in the first Portal, as it was an added bonus for those who relished in a challenge while at the same time didn't obstruct the story of the singleplayer.
But overall, the Portal 2 is a worthwhile game. I think to wrap this up, I'll say that my biggest complaint is that I want more chambers, more tests, more fun. GLaDOS is characterised by her insults and her crave to test humans, and I in turn hold an itch to be tested constantly. I enjoy flying at dangerous velocity, spending ages looking for a simple answer, and listening to how GLaDOS endlessly remarks on my failures. There is a name for that kind of relationship, it's called sadomasochism, and I'm loving it.
This review contains some minor spoilers regarding Portal and Portal 2
Portal 2 is the brand new game released by Valve, a sequel to the surprisingly successful Portal from the orange box. Even more surprising perhaps is that the game arrived in less than 4 years, considering that we are talking about Valve and their distorted release dates. Though speaking of Valve taking their sweet time in creating a game, I personally prefer to wait a longer time for a finished masterpiece rather than a botched-job; there are plenty of other games out there in the wild to play with in the meantime. And if there are no games to catch your attention, perhaps you'll consider the impossible and read a boo..
Oh right, the review:
Just as in the first game, players take control of a female test-subject called Chell who once more gets dragged back into a series of tests for a research corporation known as Aperture Science, under the supervision of the murderous AI "GLaDOS". Once more, Chell will be using a special gun that creates a set of portals that connect to each other, enabling our damsel to navigate through previously impassable obstacles. So, what's new in this sequel? For starters, the player will adventure the Aperture facilities in much more depth. The test chambers and factories have been completely run down with vegetation and rust, and throughout the game you will get the unique chance to see how Aperture Science started and how it works. With a fresh set of environments also comes a fresh set of characters, introducing Wheatley, a personality core keen on helping you escape, and Cave Johnson, the original founder and CEO of the facility. Although the voice acting of both individuals is strong, what struck me most was how brilliant the animation the robots have been befitted with. Wheatley, though having the appearance of an eyeball, will have his metal plates constantly shift around depending on how he feels, making the machine look very much alive. Finally, the story has also changed. There are a lot of twists, turns and final revelations, and I guarantee that anyone that enjoyed the story in the first game will not be bored in Portal 2.
The story isn't the only thing: the gameplay saw the most dramatic changes. There will still be a lot of portal shooting and placing cubes on over-sized buttons, but you will also get a shiny introduction to laser beams, bridges made of light, gels and quite a few more nifty gadgets, with a lovable sense of black humour that defines each. The tests themselves also seem a whole lot more dynamic: I found myself less waiting for the slow-moving platform, and instead was most often soaring through the air, one of the defining joys of portal. This is perhaps one of the reasons why Portal is such an enjoyable game: it combines extremely well the adrenaline feel of an action game with the problem-solving satisfaction of a puzzle, two elements that are almost opposite to each other.
Speaking of new gameplay, one of the defining new elements in Portal 2 is co-op. You and a friend will take control of 2 robots, named Atlas and P-Body. Together you'll complete a large series of test-chambers while at the same time perform a series of missions for GLaDOS. The difficulty of co-op is generally more complicated, due to the fact that you are now in possession of 4 portals to use in concert. If you find the right partner, the co-op can be a lot of fun. With a lot of easy-to-use tools, a microphone is not necessarily needed to communicate with your portal buddy, though if he thinks slowly you might get a few grey hairs in trying to make him understand how to solve a chamber. Though I do speak ill of my friend who joined me, I do not question that he must have throughout the testing thought that I must have been thick-headed in some instances too. This is in some ways one of the reasons to play co-op: if you ever wanted to prove to a mate that you are smarter than him, and chess seems a bit too slow-paced, Portal 2 is the way to go. Finally, Portal 2 comes with a pack of small bonuses, such as a developer commentary that I still need to listen to, a bunch of videos that have been on steam for a good month, an interactive trailer for an up-coming film called "Super 8", and a store to buy purely cosmetic items for your robots in co-op.
For the moment, I've played Portal 2 for about 17 hours, which includes finishing the single-player and co-op mode, and going back on the few odd-levels to try and get all of the 50 achievements. Redoing the campaign didn't lose its charm, and instead allowed me to spend more time appreciating the details of the place. Portal 2 still seems a tad short, but quantity isn't everything. Every hour in Portal 2 shines with quality, thanks to its wit and charm. Oh yes, and the song during the end credits is just as fun as "Still Alive".
However, Portal 2 is certainly not flawless, and has its share of problems.
For starters, the introduction of new environments and characters does spark the thought of "where the hell was that in the first game?" This is certainly an issue I find with how they present the science facility in this second instalment: in Portal, Aperture Science seems as a pretty damn large set of laboratories on the surface. In Portal 2 however, Aperture Science is a titanic complex that goes 4000 m under the ground (that's half the height of Mount Everest to give you an idea) and the actual location seems contradictory, basing on what you see at the ending of both games. When exploring Black Mesa in the first Half-Life, I had the sense it was massive but still retained a figment of possibility. Aperture Science is so huge in Portal 2 it feels almost ridiculous. The founder Cave Johnson seemed to have the terrific idea that, rather simply renovate the building, he would just abandon the old and create a whole new set of test chambers right next door. Also why start building 4 kilometres underground, shouldn't it be more logical to build first at the top then start digging when you need more space? How on earth does a bird manage to reach the bottom of the complex, let alone how it can find twigs and food to start a nest?
This is bordering the nit-picking, and I can appreciate how the developers made us explore the history of Aperture Science. But discovering the history of a place doesn't necessarily mean starting from its beginning, it can be just as fun (if not even more) to explore the other way round. There are also another few points that makes Portal 2 seem disconnected from its predecessor. GLaDOS appears less like a machine and appears more human. This isn't exactly a negative thing, but one of the golden comedy elements of Portal was how GLaDOS, appearing at first as a computer governed by logic, suddenly breaks down and starts flailing mindless insults at you as you progress to her lair. GLaDOS is certainly still just as enjoyable to listen, it's just that she's changed, and she's not the only one: there are no missile turrets, no energy pellets, but most importantly there is no cake. Surely of all things to include in a sequel to Portal would be that delicious moist dessert but instead it is nowhere to be found. Instead, its comical value is replaced by a bunch of references to potatoes, which while amusing, just doesn't cut it. In other, more minor matters, there is an obnoxious use of the loading screen, and I?ve always been frustrated in not being able to destroy my own portals. I have also felt a disappointment in the developers not including the bonus and challenge maps they've created in the first Portal, as it was an added bonus for those who relished in a challenge while at the same time didn't obstruct the story of the singleplayer.
But overall, the Portal 2 is a worthwhile game. I think to wrap this up, I'll say that my biggest complaint is that I want more chambers, more tests, more fun. GLaDOS is characterised by her insults and her crave to test humans, and I in turn hold an itch to be tested constantly. I enjoy flying at dangerous velocity, spending ages looking for a simple answer, and listening to how GLaDOS endlessly remarks on my failures. There is a name for that kind of relationship, it's called sadomasochism, and I'm loving it.