Terri finished Portal 2 yesterday, which means I can finally post my thoughts without having to worry about spoilers.
All things considered, I think it was a good game. Good level design, nice graphics, roughly 10 hours of gameplay, interesting storyline… I definitely think I got my money’s worth. The folks who are complaining that it’s too short, and they don’t like the cash DLC store, and the ARG was crap… Well, they can go to hell.
The cash DLC store has absolutely no impact on the actual gameplay. It’s all cosmetic stuff.
The ARG has absolutely no impact on the game either. It was just some marketing stuff to sell more games. Nothing more than a fun ad campaign.
And the people complaining that the game is too short are doing something wrong. The first Portal game was so short it couldn’t even be sold by itself – it was bundled in the Orange Box. The first Portal game was only an hour or two long. I got about 10 hours out of Portal 2, and I was not taking my time. If you’re finishing Portal 2 in less than 5 hours you’ve got to be absolutely sprinting through it and not paying any attention to what’s going on around you.
So, ultimately, I think it’s a solid game. Definitely a worthy sequel to Portal. Definitely a good purchase. I’d recommend the game to just about anyone.
It’s very interesting to see how they managed to turn a building into a character. How the test chambers themselves manage to tell a story.
You’ve got the abandoned, decaying test chambers in the beginning. They look like something right out of a Fallout game.
Then GLaDOS wakes up and starts putting things back together. The panels act as extensions of her will… Like her arms and hands… And she seems more embarrassed at the state of the labs, than angry at you for killing her. She’s quickly tidying things up and trying to make the place look presentable.
Then Wheatley takes over and you wind up in the old labs… The old labs, plus Cave Johnson’s pre-recorded messages, tell you the story of Aperture Science’s rise and fall. From a prestigious institute partnering with astronauts and war heroes and Olympians to test their products… To bribing homeless folks to participate in tests… To mandating all employees participate in testing…
And, along the way, I noticed something odd about the testing… It doesn’t seem like you were ever really testing a product. In the first Portal game it’s kind of assumed that you’re testing the ASHPD to make sure it works correctly. But as you make your way through the old Aperture Labs in Portal 2 you discover that they had a portal device (though it certainly wasn’t handheld) back in the 60′s. So they knew the device worked.
In fact, the tests are more like the mazes you’d send a lab rat through to see if they can get the cheese.
Which makes me wonder what exactly was being tested in Aperture Science through all these years…
You eventually make it back up to the new labs, which Wheatley is doing a great job of destroying. And it’s interesting to really see behind the curtain, to see how the new labs are put together. It’s all just panels put together, hanging over a yawning chasm – not actual rooms and buildings. And it’s kind of disturbing when Wheatley crams different test chambers together, or moves the chamber you’re in, or drops something through a chamber. Makes the whole facility feel very fragile.
And then you’ve got the fight with Wheatley… And this is where I got a little annoyed. The Wheatley fight seemed far too easy, and didn’t make a whole lot of sense. And then the ending didn’t make much sense either.
Fighting Wheatley seemed far easier than fighting GLaDOS in the first game. It was very easy to him him with those bombs. Very easy to grab the cores and plug them in. Seems like I had a much harder time with GLaDOS in the first game. Seems like there were time limits, or distractions, or more hazards, or something. I died several times trying to shut down GLaDOS… I defeated Wheatley on my very first try.
And then he’s trapped the button, which seems far too clever for him. We’ve spent basically the entire game hearing about how dumb he is. About how he’s been built from the ground up to make bad decisions. And he went and trapped the button. Which, while it didn’t work quite right, is actually a pretty good idea.
Then you get blown up, and you’re injured, and all you can do is shoot a portal at the moon…
Now, I understand why that works. I know that conversion gel and all those white surfaces that you’ve been shooting your portals at are made from ground-up moon rocks. I get it. But… How is the moon so readily available when you’re supposed to be deep underground? I mean… After you defeat Wheatley and get on the elevator you wind up passing through several more floors before you get to the surface. So, why is the moon visible right there in the main room?
Anyway… You get sucked out to the moon, and hang on to Wheatley for a while, and then GLaDOS is back in charge and fixes everything and hauls you in. But I’m a little fuzzy on how exactly that happened. The first time you did a core transfer it took a few moments… There were whirs and sparks and GLaDOS was un-plugged and Wheatley was plugged in… And none of that seems to happen this time around.
Granted, you’re busy trying not to die on the moon, so I might have missed something… But it doesn’t seem like there’s enough time for the transfer. Especially when you consider that she’s also had time to fix the meltdown.
Anyway… You get hauled back in and black out for a while. You wake up a little bit later and GLaDOS has had time to repair that main chamber. You’re briefly introduced to the cooperative robots. GLaDOS deletes Caroline, and then lets you go free…
Which seems a little atypical to me. Seems like GLaDOS held on to a grudge for an awfully long time just to let go of it at the last minute… Doesn’t seem very characteristic of her…
You hop in the elevator, go up a floor or two… And there’s some turrets waiting to shoot you. I was actually pretty happy to see them. Thought GLaDOS was up to her old tricks again. Thought she was going to try to kill me again, or capture me, or something… And she doesn’t.
Then you’ve got the floor full of singing turrets, which just seemed random to me. No idea why they were in there. I recognized the giant, leopard-print king turret in the back… But I’m not sure what any of that had to do with the game itself. I don’t really recall anything with singing turrets at any previous point in either of the games.
It kind of feels like they were just stretching out the ending. Trying to make it more interesting, or epic, or weird. Like there wasn’t really much point to the singing turrets.
That whole ending-sequence – from the beginning of the boss battle with Wheatley to seeing Chell walk off into the sunset – felt sort of weird to me. Thrown-together, less-polished, random, stretched-out… Like they weren’t quite sure how to wrap things up, so they just threw in a boss fight and some kind of ending movie.
Of course that isn’t really the end of the game… I’ve got the co-op to play now. Which obviously takes place after the single player storyline. And I’m anxious to see how that works out… We put in a couple hours last night, and I’ve got some stuff to say about it, but this isn’t really the place. I’m getting long-winded enough as it is.
The gels and funnels and faith plates and lightbridges were all neat… Felt appropriate in the setting… Made interesting tools… Changed the game mechanics nicely…
But I felt like too much time was spent on them. Like the game became too focused on the new mechanics, and the portals got left behind. To a certain degree, I guess this makes sense… You need to introduce the new stuff, let people play around with it, get familiar with the new mechanics. We had a full game to get used to the portals. So I guess I’d expect to see some focus on the new gels and things, at least for a while.
But it seems like the portals almost became secondary.
You were using portals in solving the puzzles… But you were basically just using those portals to position the gels, or lightbridge, or funnel, or whatever. Portals weren’t really the solution to a lot of the puzzles – the gels were, or the funnels, or whatever. The portals were just tools to make it happen.
Especially if you compare the final boss battles…
GLaDOS is defeated entirely through use of portals. A couple portals to redirect the rocket into her and knock off a core… A couple portals to hit the button and drop the core into the incinerator.
The Wheatley fight requires you to cover the room in conversion gel before you can use any portals at all. Then you use portals (on the conversion gel) to throw the bombs back at him… But you have to use the repulsion gel to bounce up and grab cores… The fight would be just plain impossible without the use of the gels.
And that didn’t feel right… I mean, the game is called Portal, not Coversion Gel.
Still, despite my whining, it really is a solid game. Lots of fun. Thoroughly enjoyed myself. And now I’m playing co-op and going back through looking for achievements. So it’ll be a little while before I put it away and move on to something else.