![]() ![]() Though some have complained about the brevity of the campaign, a normal playthrough with no previous knowledge of the challenges ahead will take eight hours or so. For some odd reason, the sarcastic audio that comes with completing a level creates an insatiable desire to move forward. Though some of the puzzles may be difficult, the game is one of the most satisfying ever to hit the market. These mechanics are gradually added throughout the game, and combining the various elements becomes both a challenge and a joy. Additionally, a plethora of gels that propel you forward or give you superhuman jumping abilities add to the fun. Lasers and refraction cubs guide light onto special receptors that will open doors and solve puzzles. Companion Cubes return from Portal, which can be placed on pressure plates to solve puzzles. The emphasis still remains on spatial puzzle-solving, as players wield a gun that shoots two linked portals through which you and objects can pass, maintaining physics throughout. Metal can be rusted over and twisted or neat and modern, almost giving way to a variable experience that keeps the visual style somewhat fresh.Ĭomplementing the fresh environments of Portal 2 are new gameplay mechanics as well as refined commands from the original game. The environments span from claustrophobic test chambers to open underground chasms. Minimalist in design, the title's attention to detail is admirable, immersing players in a fully-realized universe. In a state of disrepair, Aperture's laboratories come to life before your eyes, a sight that is nothing short of stunning. His gradual fall from power is interesting and well-performed, revealing bits of information about Aperture's past as well as humorous warnings regarding future obstacles. While the second act of Portal 2 may feel drawn out and overdone, players are urged forward by Cave Johnson, the founder of Aperture Science voiced by J.K. After a surprising plot twist, players are gradually introduced to new realities about GLaDOS' past, revealing her true personality. As referenced previously, her "murder" at the hands of Chell in the first Portal drives her desire for revenge. GLaDOS, the omnipotent overlord of the laboratory complex, is back and as insidiously hilarious as ever. Wheatley adds a human component that is extremely necessary in a title as long as Portal 2, which would otherwise become stagnant and monotonous. Sarcastic and witty, his indecisive ambivalence towards his creators contrasts GLaDOS' complete devotion to Aperture well. Wheatley, the moronic, spherical robot mentioned earlier, is absolutely hilarious throughout. One of the most memorable aspects of the Portal universe is its cast list, featuring such greats as Stephen Merchant and Ellen McLain. There's no diffusion of responsibility in this game mode, meaning that both players have to be constantly engaged in the action to solve the puzzles. Without the active collaboration of a partner-in-crime, players are left frustrated. There are numerous commands that can be used to indicate objectives to your partner, but having a microphone is almost a prerequisite for success in this mode. Valve's experience with creating cooperative titles, notably Left 4 Dead, is extremely evident throughout the well-polished experience. GLaDOS narrates this mode as well, maintaining the same expected sarcasm in her dialogue, either making light fun of the portal-solving duo or insulting the insecurities of humanity. Joining up with a friend allows players to enter into an entirely new adventure as Atlas and PeaBody, two generally-clueless robots. In addition to the single-player campaign, Portal 2 features an equally sarcastic cooperative story that emphasizes teamwork and communication. This is largely due to the fact that the second act references the past very heavily, which is interesting for any Portal fanboy, but generally a snore-fest for newcomers. The story gradually eases players into puzzle-solving techniques, but there does come a point where the pacing sags. Ultimately, the plot of the story is not determined by cinematic cutscenes, but rather the short bits of audio that accompany each test chamber.
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