Portal 2 Preview
Turrets syndrome.
Everyone's smart at Valve. The designers are smart, the art teams are smart, and the lady behind the reception desk can answer the phone in Latin or Aramaic if she has to - trust me, I've made her do it. Most of all, though, the games are smart, and the smartest of them all is Portal: chic, goofy, devious, practical Portal.
Portal was so smart, in fact, that it packed a lifetime of ideas into the space of about three or four hours, and even found the room to thread in a suggestive little story and a killer song. Did it need a sequel? Not really. Is the sequel looking any good? Absolutely.
Valve's pretty open about the fact that a second game wasn't part of the original plan, but hits happen. Apparently, the developer was simply taken aback by the depths of the audience's attachment to that first outing, with its cake and its lies, its companion cubes and its vapourware parties. That left everybody with something of a problem, though, as Portal itself was essentially a Half-Life universe shaggy dog tale hinging on some clever surprises. How do you follow that up? No pressure.
Luckily, Valve is good with, um, pressure, and the sequel is looking as confidently crafted as you might expect. Portal 2 seems every bit as devilish, mind-warping and charming as the first game. Astonishingly, it also looks as surprising, too.
In terms of narrative, we're still at the hinting stage. What is clear is that a long time has passed since the events of the original Portal, and the test suites at Aperture Science have fallen even further into disrepair. The roof has given in to creepers and hanging foliage, those famous pristine tiles are loose or riddled with cracks, and gantries swing from their mountings, with cables sparking brightly in the facility's dimmer recesses.
Portal 2 looks so good that I can just about forgive the first one for spawning all those wretched internet memes about cake.
Chell's back - after a smart bit of retrofitting to the original game's ending - and so is GLaDOS, the murderous sing-song AI, whose name is astonishingly annoying to type. The two appear to be thrown into an extremely uneasy alliance in order to rebuild the test rooms, and they're joined by Wheatley, a chirpy and pleasantly oblivious personality core with a charming English accent, too.
In terms of the actual game mechanics, Valve's solution to sequels is brilliantly simple: dream up a careful selection of new stuff, and see how things spark when you make it all collide.
This is a game of tools and gimmicks, a game where the player's imagination is what makes things come together as they experiment with the crazy technology on offer, so rather than play through a handful of levels and risk spoiling the fun for later, the developer's E3 demonstration is simply a roll call of some the new bits and pieces you'll get to screw around with, and the merest of hints as to the possibilities they'll offer when things converge.
First up is the Excursion Funnel. These are little blue-spiralled tractor beams you can set in motion by laying down portals. Perfect for getting across long gaps or out of deep wells, they can also be used to move items, like the famous companion cubes, from point A to point B.
If you haven't got the patience for the stately pace of the Funnels, you might prefer the Aerial Faith Plates: businesslike - if extremely violent - spring boards which will bounce you from one area to the next. When Valve's designers string them together, you can follow a bounding crate halfway across a map without ever having to actually walk, and if you nail the timing, you can set up portals at just the right moment to ensure you won't be brought up short by any pesky walls, too.
Pneumatic Diversity Vents are up next - huge vacuum tubes that suck up everything you put beneath them, before spitting them out again somewhere nearby. Turn one on above a turret, and it will be whisked out of the way, but the real fun starts when you discover that you can take their suction power wherever you need it by simply placing an entry portal beneath them, which will then tug anything nearby through the next exit portal you fire out, regardless of where you stick it.
It's wonderful to watch, too: tiles are ripped off walls and shredded, tiny robotic voices sweetly mumble about "critical failures" before expiring, and you can only really marvel at the extra-terrestrial logic that dreams all this stuff up.
Next up are two different kinds of gels, both of which allow you to change the status of a surface, which is a lot more fun than it sounds. Repulsion Gel creates bright blue puddles of bounciness, which is good enough on its own but becomes genuinely astonishing the first time you accidentally bounce little blobs of it through portals, or spray it on two opposite walls and then ricochet between them like a pinball.
Propulsion Gel, meanwhile, is orange, which means I like it already, and lets you slide across it at crazy speeds, allowing you to build up the momentum necessary, for example, to project yourself far across a series of spikes that would otherwise cause you to expire.
Part of the fun of playing the sequel will come from seeing the lab stitching itself back together around you.
Finally, there's the Thermal Discouragement Room, which houses bright red laser beams that burn through anything they touch. It's nothing but a hazard until you start folding the beam at right angles by placing mirrored cubes in its path, and then it becomes a murderous little path you can twist through mazes to kill the turret on the other side, or a kind of extension lead for getting light beams to switches that lurk just out of reach.
Almost all of the new mechanics fit quietly into Portal's gentle system of colour-coding, making for a game that's both stylish and easily readable, and they're all fun by themselves but far, far better when you start to combine them. They're enough to suggest a sequel that's every bit as devilish and dizzying as the first game, and that's before you throw in the thought of a bespoke set of two-player co-op levels which will run parallel to the main campaign.
Portal 2 promises to take you back, then: back to that creepy world of human lab rats, polite gun turrets, and lovably psychopathic super computers. But it also promises to take you forward, to a physics playground that manages to be much more intricate than anything you've experienced before, without ever bogging itself down in obtuse fiddliness.
That's the thing that makes you realise just how smart Valve really is. Not only has the developer managed to make Euclid-busting geometrical challenges seem breezy and moreish, it realises that the best puzzle games are the ones that are balanced so sweetly in terms of mechanics and difficulty that, ultimately, they make their players feel smart too.
Portal 2 is due out for PC, PS3 and Xbox 360 in 2011.
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Comments (41) Latest comment 2 years ago
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It wouldn't surprise me. Give it all you've got, Valve!
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Bet eurogamer give it an 8 mind ;P (kiddin)
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I think I need to go have a cold shower and a lie down.
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Infinate Waterslide! WEEEEEEEEEEEEE BLAAAAGH MAKEITSTOP!!
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Portal Entrance at the bottom of a lake.
Then when you're sick of being in the office, pop to the toilets, hit fire and run like fudge.
On a day like this.... I'd do it.
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Then again, if anyone can pull it off it's Valve... if you give them about 14 years.
It's safe to assume Portal was set before the Black Mesa incident
I doubt it, actually. GLaDOS even mentions that "you won't last outside" because "things are different out there." We have no way of knowing how much time has passed between the death of everybody at Aperture and Chell's awakening, but they suggest it's a long time.
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This bit worries me somewhat.
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Eh? Whats that?? They're doing what??
I love Valve! Amazing developer, wonderful games.
Well. Portal 2 will be wonderful, the rest are shit obviously.
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Seriously.
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Would like to see level building more integrated into the game, unless its just too complex.
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I don't know why you're worried, this is Valve we're talking about, they don't produce anything that is less than great, in my opinion of course.
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At least I think she said "you monster".
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Success.
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I DIDN'T GET ANY CAKE!
Who is with me on boycotting this one, huh?
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I don't know why you're worried, this is Valve we're talking about, they don't produce anything that is less than great, in my opinion of course.
I'm not the least bit interested in Left 4 Dead, which seems their primary focus lately rather than Half-Life, which doesn't do anything to bolster my enthousiasm.
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I'd agree with your first point, but it's never been anything they've hidden. Doug Lombardi himself has said it numerous times, that the smartest thing Valve does is finding the best people to hire. For Portal specifically he said:
[link url=http://www.eurogamer.net/articles/valves- doug-lombardi-interview?page=2
]http://ww w.eurogamer.net/articles/valves...[/link]
Eurogamer: Maybe the fan community can deal with it for you at some point...
Doug Lombardi: Yeah, or maybe when we're out of original ideas [laughs]. We keep picking up people, like the Portal team and whatnot. The only thing smart we did for Portal was hire those seven kids and give them the support they needed.
Eurogamer: It's a happy knack that Valve seems to have...
Doug Lombardi: That's Gabe's vision, right? He's smart enough to know that if Valve is going to be more than this studio, we need to hire guys like these.
The thing is, I think you underestimate just how big a deal that really is, especially for the students.
With respect, EA or Activision would've most probably hired one or two of the students and ended up splitting up the group. And instead of placing people completely fresh from university in charge of their own project (seriously, that is a huge deal) they would've likely been slaving away for 3-4 years doing gruntwork on the Madden franchise or the next Spyro DS game before getting to the opportunity to work on something they really wanted to. And by that stage they most certainly wouldn't be working together as the group that they were.
What Valve did there was rare and bordering on unique. They spotted that the entire group had chemistry working together, and not only hired them all at once to keep from splitting them apart, but put them completely in charge of their own project right from the start. That is phenomenal, it was a huge risk. These were students completely untested working on a full commercial title, and they were given a ridiculous amount of freedom to make something themselves and decide how to implement it.
Describe that scenario to most other publishers (and I'd definitely include EA and Activision here), and they'd rightly call you insane, shortly after telling you the entire project was doomed to failure.