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Portal 2


HarMGM

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EmCeeGramr @ GAF

Anyway, this clears up something from the BBS and the expanded ending.

Expanded ending (with Chell being dragged away) likely means that she's the playable character of the single-player story and campaign.

BBS images indicate that for the co-op story and campaign you'll be playing as two Aperture robots of some kind.

And I'm not sure if it's going to be "one guy gets blue portal, other guy gets orange." Only one robot looked like it had a portal gun. Maybe one person shoots portals, but the other guy can use devices or carry certain things (like maybe even the other player)?

I'm thinking of something like in Zelda: Spirit Tracks, where the one with the portal gun needs to shoot an exit onto a wall, but to get the gun aimed up they have to cross a pool of acid with no safe scaffold or platform. Player two picks them up and carries them across the acid, Player one shoots the portals, they get carried back.

Maybe Player Two could also have some kind of weapon or melee attack that allows them to bash turrets or possibly enemy robots to protect the portal carrier, or (like the Phantom Zelda in Spirit Tracks), won't be attacked by enemies and so can go into dangerous enemy-filled areas to turn on switches or collect cubes and other items

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Wowzers.

I'm with Rubber Johnny, my brain already hurts in anticipation of this... can't wait.

I showed the original to quite a few mates that have gamed over the years on and off (goldeneye, champ man, Tony Hawks, Fifa etc) and that took a few times for it to click....

Co-op is going to be AMAZE... even though I'll probably have to play it on my own due to the sheer brain melt of it all.

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8 months for people to build it up and knock it down then. I've not seen much Portal discussion that's enjoyable to read, too much discussion of it's length, easiness etc, all missing the point. It was/is brilliant. More is a good thing.

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Wild speculation on my part, but what if the single player introduced portals that could manipulate time as well as space?

A lot of the build up seemed to suggest increased involvment from the head of Aperture and that he was not only dead but communicating from beyond the grave (or maybe from the future/past?)

Probably way off but I fucking love Portal so let me dream, yeah?

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Wild speculation on my part, but what if the single player introduced portals that could manipulate time as well as space?

A lot of the build up seemed to suggest increased involvment from the head of Aperture and that he was not only dead but communicating from beyond the grave (or maybe from the future/past?)

Probably way off but I fucking love Portal so let me dream, yeah?

I just think he's uploaded himself into a robot or something.

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It's frightening to see how close some people were to interpreting the content of the BBS images. I strongly suspect Valve have been carefully guiding the community from day one with the ARG, but it's impossible to tell exactly how much. Still, a lot of ingenuity out there.

Portal 2 looks set to be pretty amazing.

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The game takes place hundreds of years after the original. Hence why the Apature centure looks a lot like a jungle possibly.

GlaDOS returns as the main villain, with the subject from the last game, Chell, coming back to be the protagonist.

The co-op campaign is separate from the main story in the game. It lets you play as two bipedal robots.

Those personality cores thrown into the fire at the end of the last game? They’ve shut off areas of the Apature lab and made it their own.

Physics has a bigger role this time, with one demo showing a portal could be used from an air vent to suck air from one area to an another.

Reflection cubes will be added to the game for laser-based puzzles.

Valve had no idea Portal 1 would be so big.

The original Portal was seen as a “test bed”. The sequel will be a fully fledged title.

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Oh man, the graphics look a lot better, a lot more interesting lighting/shading, and different colour tones, sort of Mirrors Edge like! And look at the robots!

It's good to see the humour is still there too:

We're a lot alike, you and I. You tested me, I tested you, You killed me, I-oh, no wait, I guess I haven't killed you yet. Food for thought during this next test.
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Yeah I can't read it too well either, damn my crap eyesight. The Source engine is looking pretty, they seem to be using much higher resolution textures now, everything looks sharp and detailed.

Does it say when they are aiming to release this?

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Man, I wish I could read that text.

Larger scans:

http://img130.imageshack.us/i/61465046.jpg/

http://img163.imageshack.us/i/91301104.jpg/

http://img517.imageshack.us/i/51924897.jpg/

http://img408.imageshack.us/i/41663763.jpg/

http://img194.imageshack.us/i/25116965.jpg/

http://img148.imageshack.us/i/61988149.jpg/

tl;dr version:

- Portal was a 'trial'. Size and assets specifically kept minimal. Had no idea it would be this popular.

- Portal was a 'test bed', Portal 2 is a 'game'.

- GlaDOS returns as the antagonist.

- Chell returns, and we play as her.

- Portal 2 takes place a long time after the original. Hundreds of years, in fact. The complex has overgrown.

- Those orbs seen at the end of Portal are personality orbs. They've cornered off sections of the labs as their own, and are concerned about the decaying state of the complex.

- Portal gun remains unchanged.

- Physics will now be part of portal puzzle solving. EG: A vent that sucks air in can be combined with a portal to 'suck' from a different location.

- "Paint" mechanic, various liquid substances that cause some reaction. For example, in the demo shown an orange substance on the floor caused Chell to be propelled upwards. Using portals you can apply these 'paints' to other areas of the level for puzzle solving.

- Reflection cubes will allow Chell to reflect lazers for various puzzles.

- The co-op campaign will have you playing as two bipedal robots. They like to hold hands.

- Splitscreen for people playing on the console, and 'picture in picture' available for those playing remote co-op (eg: PC). This allows you to easily communicate with the other player and combine efforts for puzzle solving.

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Which brings up another thought... what if the

Borealis

* is half-flooded... and there's a portal gun section that involves water flowing through portals? :doh:

- Physics will now be part of portal puzzle solving. EG: A vent that sucks air in can be combined with a portal to 'suck' from a different location.

Close enough!

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tl;dr version:

- Portal was a 'trial'. Size and assets specifically kept minimal. Had no idea it would be this popular.

- Portal was a 'test bed', Portal 2 is a 'game'.

- GlaDOS returns as the antagonist.

- Chell returns, and we play as her.

- Portal 2 takes place a long time after the original. Hundreds of years, in fact. The complex has overgrown.

- Those orbs seen at the end of Portal are personality orbs. They've cornered off sections of the labs as their own, and are concerned about the decaying state of the complex.

- Portal gun remains unchanged.

- Physics will now be part of portal puzzle solving. EG: A vent that sucks air in can be combined with a portal to 'suck' from a different location.

- "Paint" mechanic, various liquid substances that cause some reaction. For example, in the demo shown an orange substance on the floor caused Chell to be propelled upwards. Using portals you can apply these 'paints' to other areas of the level for puzzle solving.

- Reflection cubes will allow Chell to reflect lazers for various puzzles.

- The co-op campaign will have you playing as two bipedal robots. They like to hold hands.

- Splitscreen for people playing on the console, and 'picture in picture' available for those playing remote co-op (eg: PC). This allows you to easily communicate with the other player and combine efforts for puzzle solving.

:doh:

I love the humour in this.

[turret on fire] 'turret thermally discouraged'

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- Those orbs seen at the end of Portal are personality orbs. They've cornered off sections of the labs as their own, and are concerned about the decaying state of the complex.

That could be an interesting narrative device if they have different traits (as with the ones you incinerate at the end of the first game); it could provide them with different motives for their actions. Although the ones in the final scene were all orange...

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