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Friday, April 4, 2014

Portal 2

I hoped you guys liked my little hint last week.
The video was cute at least, even if you didn't understand what it was talking about.
Speaking of which, if you have played/watched Portal 2, then you probably started flipping out when you saw that this post would be about it. If you haven't, then that's unfortunate for you because you're really missing out.

Plot (kinda):
From:steamcommunity.com
So the thing about Portal 2 is that it's the sequel to Portal, which I haven't played yet.
Calm down gamer readers. It's on my computer and I'll play it as soon as I get my microphone working again (I'm gonna try and do gaming videos!).
Anyway, the main character, Chell wakes up from some sort of coma at the beginning of the game because the place that she's at is getting destroyed. She's saved from the crumbling building by a little blue robot named Wheatley, who leads her around the massive facility.
It turns out that Chell is still in Aperture Sciences, a massive research facility that she tried to escape from in the last game. Aperture Sciences is run by a robot named GLaDOS (Genetic Lifeform and Disk Operating System), who you tried to kill in the last game. You failed at that, and GLaDOS is still alive, and extremely pissed. She quickly finds you, and makes you start 'testing' again.

How the game works:
So that last part was probably a bit confusing for you guys that haven't played the game.
The thing that Aperture Sciences does is human testing. They put you in chambers with different obstacles, and different power ups. Obstacles can be things like bottomless pits, turrets that shoot at you, and lasers. Power ups can be blue goo that makes you jump higher, orange goo that makes you run fast, or weird tunnel things that you can float in.
You're main power up, is the portal gun. This gun attaches at your hand, and can shoot an orange portal, and a blue portal. If you go through the blue portal, you'll come out the orange portal, and vice versa. You can only shoot the portals at certain types of walls, but since these rooms are designed to be solvable, you can conveniently get portals in just the right places.
Basically the whole game is solving puzzles like this.

((Okay, it gets spoilerific from here))
Characters:
((look, I don't want to go to the Wiki page in case of spoilers with the first game, so this is mostly info I've gathered from the first game))

From:en.wikipedia.org
Chell: The protagonist of the game that never says a word. She has presumably been a testing subject at Aperture for a long time. Because Aperture is underground (like deep deep deep underground), she hasn't been up to the surface for a very long time, and is determined to get out of her scientific torture. She's adopted, but we never hear anything about her parents. She's very strong willed and can get through anything.

From:half-life.wikia.com
Wheatley: The little blue robot that I mentioned from earlier. He's a complete and total idiot who at the beginning of the game is tasked with watching you and possibly the other humans that were sleeping. For the first part of the game, he's trying to help you escape from Aperture Sciences because he's scared of GLaDOS and wants to get out anyway. Later, he helps you to defeat her, and in doing so becomes the controller of the facility. He then turns evil and realizes that he needs you to stay at Aperture and keep testing, so he sticks you in the old labs from the 1940s and you need to work your way back up. After you do, you eventually defeat him by throwing him through a portal to space.

From: pixelpub.wordpress.com
GLaDOS: GLaDOS was the main antagonist from the first game, but becomes your ally in the second. Well, at first she's evil, and completely resents you for trying to kill her by throwing her into the incinerator. But after Wheatley gains control and sticks her consciousness into a potato battery, she helps you get back to the control room and take Wheatley down. While you're going there, you learn that Aperture Scientists figured how to put a human consciousness into a robot, and GLaDOS partially has the consciousness of Caroline, the founder of Aperture Science's assistant (and personally I think she was sleeping with Mr. Cave Johnson cus how else did she get stuck inside the controlling force of Aperture Sciences?).  After you help her regain control of the facility, she lets you have your freedom, and everything works out well for everyone (except for Wheatley, who is in space).

Review:
I'm an absolute sucker for puzzle games. I've never liked FPS's because they're stupid and require reflexes that I don't have, but puzzle RPG games....those are a different story.
I know that lots of gamers don't like extremely linear games because they like to explore and stuff, but I enjoy linear games a bit more. I like having a list of things that I need to do, and getting to move on once I complete those tasks.
Then again, I play games for story more than anything, so that might be part of it too.
Speaking of which, the story if this game is SO good. I don't know who wrote it (edit: looked it up, Erik WolpawJay PinkertonChet Faliszek), but they are a genius. The whole story is told by GLaDOS, Wheatley, and ancient recordings of Cave Johnson, but it's done so well that it seems like that's the only way they COULD tell it. And on the surface, it doesn't seem like there is much of a story, but when you think about it, everything that is said and/or implied really creates a complex web of Aperture Science's history.
The music is VERY good. It's sort of like.......techno dubstep. Ya. That's what it is. But it fits the atmosphere well and keeps everything interesting.
The graphics are beautiful, and I can't imagine how long it took for them to figure out how to get the portal thing to work. Good on you Valve. Good on you.

Conclusion:
Play the game. You'll love every second of it.

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