![]() Even if one player finds the solution to one particular room obvious, this doesn't mean that everyone else will, and some puzzles may take up to hour to solve. Once the tutorials are out of the way, it's down to every individual player's desire to break the code on each environment, which allows them to move from the entrance to the exit. The puzzle rooms are incredibly well designed in that there's no hard and fast rule with the game's difficulty curve. Each new item is introduced gently, to let the player become familiar with its capabilities, and then Valve starts ramping up the difficulty. Excursion funnels are blue tubes of anti-gravity, which gently transport the player from one end of the map to the other, and they too can be redirected and repositioned with the Portal Gun. White Gel can be sprayed on to surfaces to make them Portal Gun-friendly. Puddles of Repulsion Gel can create areas the player can bounce on– and the higher the ledge they drop from, the higher they'll fly through the air. There's Propulsion Gel, which allows them to zoom across the floor, building momentum for jumps and portal leaps. There are Aerial Faith Plates, which fling the player through the air. There are Hard Light Bridges, which can create walkways or block off the sensors of lasers and gun turrets. ![]() But Valve has added some mind-bending mechanics and tools to the mix.Īs the player advances through the Apeture Labs they're introduced to new items that the research facility has created to exercise their grey matter and potentially kill them off. Yes, using the Portal Gun to navigate one's way through every new environment is the core premise of the game – and cubes, gun turrets, floating platforms and pressure pads all make a return. While the set-up will sound incredibly familiar to Portal veterans, Portal 2 is hardly a retread of the first game. They're also soon reunited with GlaDOS, who takes umbrage at their presence and decides that a new round of potentially lethal tests is in order. In the opening stages of the game, players are introduced to Wheatly, a stammering, motor-mouthed droid voiced by Stephen Merchant, and reacquainted with the Portal Gun, which creates interconnecting portals capable of bending distances, and physics, in their environment. Walls are crumbling, test chambers malfunction and every room the player moves through is riddled with smashed windows, natural overgrowth and broken machinery. Aperture is a wreck: without GlaDOS – Portal 1's female AI antagonist – to run things, the facility is in an advanced state of disrepair. Portal 2 kicks off with player waking up in the Aperture Laboratories, the human behaviour research facility from the first game, and finding out very quickly that things have gone haywire. Still, Valve has managed to go one better than what its team created before, and then built on its impressive foundations. The game seemed like lightning in a bottle and a sequel sounded unnecessary. The first Portal, released in 2007 as part of the Orange Box, was a short, ingenious puzzler wrapped up in first-person-shooter mechanics, underpinned by a darkly comic story about scientific research taken to dangerous extremes. Well, thankfully, Portal 2 isn't the game that's going to cause this, which is remarkable when you consider it's arguably the sequel of 2011 with the toughest act to follow.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |