Post by
MinisterofDOOM »
https://forums.nicoclub.com/ministerofdoom-u16506.html
Wed Apr 20, 2011 6:59 am
I have finished the singleplayer mode. I will not include any spoilers at this point. Maybe later once more people have finished it.
It took me somewhere in the realm of 8-9 hours, including getting stuck on 2 chambers for a bit (for some reason the Excursion Funnels affect how I "Think With Portals" and I forget I can just walk through one portal and out the other rather than having to use the Funnel to carry me through).
I can say without hesitation that it takes everything great about the first game and makes it better. It's not just longer, and it's not just more challenging. It's well-tuned. The length feels natural, and the puzzles progress well. Valve didn't simply turn the difficulty dial progressively higher. Old and new testing elements combine gradually, and rather than ending up with chambers full of one of everything, the tests keep the lineup rotating, so there's always some fresh new combination of tools to think about in a new way.
The humor of Wheatley (the new AI seen in some previews and teasers for the game) and GlaDOS playing off each other is excellent. Wheatley offers up some great top-notch British timing and dryness in his humor.
The final confrontation had me laughing histerically, especially the final blow. Excellent stuff. And Animal King is awesome. Just putting that out there. No, that's not a spoiler, and no I didn't just say that's not a spoiler because it really is a spoiler.
And GlaDOS' new song is worth the wait.
There were a couple of disappointments, but they were minor.
The first is that you can't just pick anything in the world up anymore. Most chairs and computers and phones are "glued down" like in...well...games not made by Valve. One of my favorite things to do in Portal 1 is to open a portal at a Emancipation Grid and send a parade of chairs into it. Silly, dumb, and fun. Can't do that anymore.
There are also some UI and options missing from the game. The first game offered an option to add a small, color-coded circle next to your reticle to indicate the last portal fired. It saved a LOT trouble, and I depended on it hugely. It's gone in the sequel. Why?
Also, the "portal funnel" option from the first game (the one that makes it easier to fall into portals rather than smacking the ground next to them) is gone now. It seems like it's on for good. The problem with this is that, while it makes it easier to do long falls into portals, it also messes with more precision operations like using two portals placed close together, or trying to maneuver while falling between portals. I play Portal 1 with that feature disabled. I'd like to play Portal 2 with it off as well.
I bought the PS3 version because, through SteamPlay, it unlocks a PC/Mac copy as well. I've played the game on both systems, and there are some small but noticable differences
The game looks noticably better on my PC (An i7 920 at stock clockspeed, with a GeForce GTX260 and 9GB of RAM). There are additional particle effects missing from the PS3 version, and with AA and AF turned to max on the PC, the image looks cleaner than the PS3 version at the same resolution (1366x768 for both my TV and my PC monitor).
I also noticed a SIGNIFICANT difference in the strength of the aforementioned "portal funnel" effect. On the PS3, you're noticably "sucked" into alignment with any portal you approach. On the PC, it's more like power steering than autopilot: it just helps you line up, it doesn't do it for you. I imagine that's because it's harder for many people, like myself, to be as precise with an analog stick as with a well-tuned mouse.
I also found, to my disappointment, that the PS3's control schemes are predefined, not user-configurable, and all suck balls. There's NO option to use analog stick buttons for duck and jump. In fact, the default setup (as well as another of the four) has you using X (A on the 360) as jump. X! How are you supposed to pull-off difficult maneuvers when you can't jump and aim at the same time?! The other two options allow you to remap jump to a shoulder button, which is a huge improvement, but still not pefect. And, from Valve, I expected fully configurable controls, not 4 terrible presets.
The biggest thing to note about the PS3 version of the game is that SteamPlay ends up being much less useful than it sounds. Despite having your saves backed up to SteamCloud, so you can theoretically pick up your game on any machine in the world, console and PC saves are INCOMPATIBLE. I played the first 90 minutes of Portal 2 on my PS3, while the game downloaded on my PC. Once the PC version finished, I switched to that, only to find that my saves hadn't carried over, despite the PS3 version having displayed a SteamCloud "Synching" icon when I saved. A quick Google answered the question: saves are backed up, but not cross-platform compatible. So I had to play through the first 90 minutes again. I should probably say "got to" rather than "had to" because I still enjoyed it, but I also REALLY wanted to move on and see what was ahead as well.
I did play a little co-op with my brother. While a lot of how it works SEEMS obvious when you think about it, training yourself to think with those functions in the game is another matter. Some REALLY simple stuff involving traversing the other player's portal stumped us, until we remembered that portals are portals. It's also weird getting used to having either Red/Orange or Blue/Purple portals, rather than an orange and a blue. I kind of wish they'd gone with Orange/Blue and Red/Purple since everyone's already used to the former combo.
In co-op, you have visual indicators that work using the F key, and you can indicate a visual point of interest, a spot to place a portal, or a countdown from 3 for synchronizing efforts. You can also hold Tab to show a picture-in-picture view of exactly what your partner is seeing. And, as you progress through co-op tests, you unlock "gestures" which are single- or double-robot animations such as waving or high-fives. There's even a digital store (which disappointingly uses real money) where you can buy accessories for your robots, like hats, flags, mustaches, new paintjobs, and glasses (well, a glass). Hopefully it opens up with more content, and hopefully the prices fall ($8 for the glass(es?)!!!!!!!!!!).
One more thing of note, entirely unrelated to the game itself or anything else valve, except that it's built in Source:
There's an interactive "trailer" for J.J. Abrams' Super 8 in the Extras menu, which doesn't seem to exist on the PS3 version. It's there on PC though. Worth going through, even if it's only "interactive" in the sense that you walk around in it.
Now for the Developer Commentary...I'll be back in a few hours.