Games of 2011: Portal 2
For science.
You can tell everything about Portal 2 from the lack of cake. There's one gag in the whole game, and it's a fakeout - a door marked 'cake dispensary' that, if approached, falls flat on the ground. Portal was too perfect and its punishment was death by meme, the inane chanting that transforms a joke into a catchphrase. Portal 2 doesn't preach to the converted and retread past glories - the cake doesn't matter. And nor does much else.
This is a sequel that does things differently. The extended opening is no more than a statement of intent, giving you a few rooms that could be from the original before bodily throwing Chell into a whole other scale of adventure. Portal was a small, perfectly formed solo trek with a subtle narrative - Portal 2 is a sprawling comedy with star voice talent, and a brilliant co-op game. The hints of Aperture Science from the first game expand into a gigantic, overgrown complex that's halfway between collapsing and eating itself, a dying machine filled with ghosts.
Only Valve could follow up minimalist narrative with an ensemble cast and a series of chattering companions. Instead of ruining Portal 2's world, they make it: Wheatley's there from your first steps to the very end credits, a hovering sphere with a mechanical eye. He doesn't seem the most obvious conduit for slapstick, but that little ball is animated like a body, his protuberances swishing like limbs and prone to clumsy jerks. Steven Merchant's babbling delivery and Bristolian vowels are the perfect counterpoint to the computer-filtered tones of Glados, and even though Wheatley's a monumental clown and kind of evil he's a great buddy.
1/15 Wheatley puts the cherry on the fat insults: 'Apparently being civil isn't motivating you, so let's try it her way, all right fatty? Adopted... fatty! Fatty fatty no parents?'
But Merchant has the tools to work with. Portal 2's script puts every other AAA game to shame, veering between acid put-downs and monomaniacal soliloquies without missing a beat, setting up future jokes and somehow always keeping things moving. My favourite line comes after Wheatley's been boasting about reading Machiavelli ("Do not understand what all the fuss was about.") Some time later, he springs a very obvious trap: "Spinning blade wall - Machiavellian!" Not just a brilliant line at the right moment, it's also a little hint that Wheatley can't actually read.
There's even room for a little payback. One of the running themes is the various antagonists trying to undermine Chell's self-esteem by talking about her weight ("like an eagle... piloting a blimp"), leading to a series of ever-more idiotic variations on 'fatty' as they press for a reaction. Wonder where Valve got the idea for that from.
But clever and witty as single-player is, and there's so much more to it than Wheatley - Cave Johnson and his combustible lemons, the irresistible tones of Caroline, potato Glados - Portal 2 is at its best, and funniest, in co-op. It's a unique experience that creates the perfect conditions for communication and slapstick, then makes with the brilliant puzzles and puts each player's life in the hands of the other.
I never mean to - really - but I'm always killing partners: shooting them into spikes, turning off the hard light bridge halfway, pulling a lever that smashes them into the ceiling. But Portal 2 understands that these moments are where the laughs are, so there's no restarts or any other punishment for dying at all. In fact one of its bests rewards comes with the seemingly endless Glados quips about one player or the other's incompetence: "It would be pointless for either of us to hurt Blue's feelings. But it's clear to everyone monitoring the test who's carrying who here."
This makes for unforgettable co-op, the most consistently funny and carefully engineered I've played. You glory in the spectacle as P-body backflips through a spike chamber, or Atlas casually pops out of a portal to grab a cube mid-air, and then someone messes up and everything slams into a wall. You couldn't do the puzzles alone, but that's only half of it - you can't do it without communicating, without constantly badgering, cajoling and laughing with your buddy.
To emphasise all its differences risks making Portal 2 seem like a complete departure, but of course it managed this transformation while keeping a tight hold on the original concept. Despite the scale and the script this is still built around the same portals, and its additions always enhance that tool rather than trying to replace it. The way the gels layer on top of the puzzles in the final stretch, adding momentum and bounce to elaborate rabbit runs, results in some of the most dizzying, thrilling motion ever achieved in first-person.
One of the nicest things about Portal 2 is that Chell gets a happy ending. But perhaps when Portal 3's announced this will be patched.
Portal 2 never goes in awe of its forebear. It reinvents old puzzles, twisting them into its new form, and the last boss fight is a perfect example. Wheatley announces he's watched the video of how Chell beat Glados at the end of the last game, and based on that has removed all portal-able surfaces and bomb-proofed himself. You then use the new tools to beat him in exactly the opposite manner - where you were tearing cores off Glados at the end of Portal, you're sticking them onto Wheatley at the end of Portal 2. That little reference, the symmetry and the twist, is what every sequel should aspire to.
Portal 2 is so good because it took nothing for granted. In early development it didn't even have a portal gun. It builds a different kind of game - two kinds of game, really - out of its predecessor's nuts and bolts, shaking up the original's industrial chic by showing its greasy roots and acting as a conduit for human performances that put most other comedies to shame, never mind games. It's an incredible feat of world-building, a unique co-op experience, and most remarkably of all still has that same mechanic at its core. Portal was the little puzzler that could. But Portal 2 is the big one that did.
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Comments (84) Latest comment 5 months ago
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If there's one thing I could wish for it'd be for the DLC to have been a bit quicker off the mark but that seems a silly complaint really.
Oh yes, and getting the PC version free when I bought it on PS3 was wonderfully generous. Well done Valve!
Now, about Half-Life 3...
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http://www.youtube.com/watch?v=6f3I91ZRsGg&feature=results_main&playnext=1&list=PL99569FDEB6F4FB46
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Skyrim takes third place- it was a tough call, but it was the voice acting during ending of the main quest that took the shine off. It sounded like an am-dram version of Xena: Warrior Princess. And that's being generous.
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Did you just not like it, or do you really think it's "overrated"? Massive difference.
I am also pretty sure Monkey Island wouldn't be the classic it is if wasn't "for the funnies".
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In the end I couldn't help feeling that the game didn't bring enough new things to the table to really warrant a sequel, apart from funny characters. But then the story didn't move in a meaningful direction either. Therefore this is game manages to both be one of the best made this year while still feeling pretty inconsequential. When I think of last year, I won't really be thinking of Portal 2 (not like Portal 1), and I fear the game will be pretty much forgotten a few years on.
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I was completely underwhelmed by Wheatley & Glados, even irritated.
Except the industrialist guy, he was v.good.
Best script & voice acting goes to Bulletstorm, Sushi d**k!
Absolutely brilliant writing & delivery.
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However, I just found that something didn't quite click as much as the first one did. Maybe it was because with Portal it was something that nobody saw coming and was totally refreshing. Now Portal is kind of aware of it's own originality and in doing so that sense of wonder and newness is now missing.
Funny, i've never played it again since completion whilst with Portal I did.
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Beyond that, yeah, excellent game. =)
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Most games would be happy to have any one of Glados, Wheatley, The Turrets or Cave Johnson.
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Wheatley: "Hiya" This is the part where I kill you."
Chapter 9: THE PART WHERE HE KILLS YOU
Xbox Achievement: The Part Where He Kills You... this is that part.
And it turns out... he doesn't kill you. Though if you listen to him when he asks you to go back, listen to how he tries to convince you to jump in the pit...
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You should! Although priority goes to the first one if you haven't played it already. Gotta say though, Arkham City sure takes some beating in my book. I haven't enjoyed a game that much for a looong time.
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Enjoyed every second of it.
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I thought the single player game was decent, but I found Wheatley to be a bit irritating. Cave Johnson was the star of the show for me.
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Portal 1 got everything right for me - it only took me 3 hours to beat, and that worked well with the narrative. But Portal 2 drags from about half way through, any satisfaction I got from beating a puzzle turned into frustration when the puzzle ahead left me daunted. I never found Portal 2 infuriatingly difficult, but I never found the first difficult or confusing at all. The mechanics were simpler and the puzzles were easy. And that is what perfected the pacing of the game.
Portal 2 wanted to be a game with a tight narrative - and if a game has a strong focus on storytelling, the challenge must be just right for every player. These are the benefits of a linear game - it offers a movie-like experience. When it got to the point where I'd spend about 10 minutes on each puzzle, the reward of 20 seconds of well-written dialogue wasn't satisfying enough. That, and there were just too many puzzles. Strangely enough, the actual gameplay was what I ended up disliking the most about it.
Don't get me wrong - I don't hate Portal 2. Good game? Yes. Game of the Year? Absolutely not.
Just an opinion!
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Its one of only 4 PS3 games I've actually put the effort into getting platinum for.
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Agreed, JD Simmons stole the show in terms of performance for me. Easily my favourite part of the entire game, both in terms of the setting (some awe-inspiring vistas) and Caves recorded monologues about the oddest of things (the one-liners about his ever-declining quality of his test subjects is brilliant).
Weirdly I found the puzzles much, much easier this time around, towards the end I remember thinking "I don't feel too challenged here at all".
Wish I'd managed to try the co-op levels too.
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The single player was great as well, with a superb narrative pushing it all along.
The graphics may not look amazing in screenshots, but they don't capture the physics and malleabilty of the levels, which makes other games feel incredibly static in comparison.
And its great they put so much resources into such a kooky/cerebral/non-violent concept. Well done Valve!
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It has some decent stuff, but it's nowhere near a GOTY.