I would hate to be a game designer, especially when you're
making a sequel. How much of the original do you keep, how much do you add to
make it better, or fix up issues with the first one, and how much tinkering can
you do before you start in infringe upon the integrity of the original,
particularly when the original was a ground breaking game. That's something you
should consider through today's review, which is for Portal 2.
The original Portal was fantastic. Period, end of sentence.
Yes, it could have been improved upon, mostly in that it only took an hour or
so to get through it. Sure there were challenges, like trying to beat a level
without taking more than 30 steps, but I've never been one for branching out
beyond the core single player game. So how do you go about creating a sequel to
that new first person puzzler that Portal established?
Spelunking around in the bowels of Aperture, I still couldn't find the cake. |
One of the things that's immediately obvious is that this
game has a lot more depth, and story, to it than the previous. It is no longer
a battle of wills between GLaDOS and our silent protagonist. The introduction
of the "helpful" Wheatly, or recordings of Aperture's founder, Cave
Johnson, all add humor, a sense of story, and background information on
Aperture, to the game. So pay attention to what other characters are saying, to
you or each other, because all of that is pretty funny, and helps break up the
puzzling portions of the game.
Speaking of puzzles, and since that's the heart of the
game, you probably want to know how they
are. Well, they are definitely more difficult than the first game, but that is
more because the solutions seem to be so specific, rather than the more open
ended feel of the original. I got the impression that there was really only
ever one way to solve any given room, and it was more a matter of execution
than creativity, with many rooms having few surfaces that you can even use the
portal gun on. While it's great that I got 6 hours of play time out of the main
game, the whole time the puzzles didn't feel like they were on par with what
the first game had to offer.
Making a mess, for science! |
While the puzzles were disappointing, Valve did add some
really cool new mechanics. Three types of gels make for even more ways to
interact with your environment. These include:
propulsion gel, that makes you move faster as you run across it; repulsion
gel, which allows you or objects to bounce off it; and a white gel that allows
you to make portals on otherwise non-portal surfaces. It will be interesting to
see where the community takes these new mechanics, and just what kind of crazy
things you'll be able to do in the custom maps that always follow Valve's
games.
There are other additions to the game as well, such as co-op
mode and the return of challenge mode. Now co-op mode is supposed to be a big
part of the game, in that it's this huge deal. I'm sure it can be pretty fun,
given the right partner, but honestly, I'm not one who wants to try and solve
puzzles with others, who I have to depend on to execute things perfectly, in
order for us both to succeed. So if you've got someone you can trust, let me
know how this part of the game is, because it is a place I will never venture.
Characters that add depth to the game include a potato. |
Overall, Portal 2 is pretty fun. The puzzles are more
frustrating, more "man, I need to look at an FAQ" than the previous,
but still worth the investment. The story, or the humor that passes for it, is
really good, and it's probably worth picking up just for that. I got it in
November 2011 for $11 or so, but I've seen it for $10 or less since then. If
you're not planning on going beyond the single player story, which took me
about 6 hours, I wouldn't pay anymore than that. Still, a good game, at 7 out
of 10.
So, the final breakdown:
Score: 7/10
Suggested Price: $10
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