PORTAL 2
Portal 2 mainly comprises a series of puzzles that must be solved by teleporting the player's character and simple objects using the "dual portal device" (better known as the portal gun), a device that can create inter-spatial portals between two flat planes. The game's modified physics engine allows momentum to be retained through these portals, which must be used creatively to negotiate the game's challenges. The game retains Portal's gameplay elements, and adds new features, including tractor beams, laser redirection, bridges made of light, and paint-like gels that give surfaces special properties, such as accelerating the player's speed or allowing the player to jump higher. These gels were created by the team from the Independent Games Festival-winning DigiPen student project Tag: The Power of Paint.
In the single-player campaign, the player returns as the human Chell, who has awoken from stasis after many years. Chell must navigate the now-dilapidated Aperture Science Enrichment Center with the portal gun while the facility is rebuilt by the reactivated GLaDOS, an artificially intelligent computer. The storyline introduces new characters, including: Wheatley (Stephen Merchant) and Cave Johnson (J. K. Simmons). Ellen McLain reprised the role of GLaDOS. Jonathan Coulton and The National each produced a song for the game. Portal 2 also includes a two-player cooperative mode, in which the robotic player-characters Atlas and P-Body are each given a portal gun and are required to work together to solve test chamber puzzles designed to require cooperation. Valve provided post-release support for the game, including additional downloadable content and a simplified map editor to allow players to create and share test chambers with others.
Some reviewers expressed concern about the difficulty of expanding Portal into a full sequel but critics universally praised Portal 2. The game's writing, pacing, and dark humor were highlighted as stand-out elements, and critics applauded the voice work of McLain, Merchant, and Simmons. Reviews also highlighted the new gameplay elements, the game's challenging but surmountable learning curve, and the additional cooperative mode. Some gaming journalists ranked Portal 2 among the top games of 2011, and several named it their Game of the Year.
Gameplay
Portal 2 is a first-person perspective puzzle game. Players take the role of Chell in the single-player campaign, as one of two robots—Atlas and P-Body—in the cooperative campaign, or as a simplistic humanoid icon in community-developed puzzles. These three characters can explore and interact with the environment. Characters can withstand limited damage but will die after sustained injury. There is no penalty for falling onto a solid surface, but falling into bottomless pits or toxic pools kills the player character immediately. When Chell dies in the single-player game, the game restarts from a recent checkpoint;in the cooperative game, the robot respawns shortly afterwards without restarting the puzzle. The goal of both campaigns is to maneuver through the Aperture Science facility. While most of the game takes place in modular test chambers with clearly defined entrances and exits, other parts occur in behind-the-scenes areas where the objectives are less clear.
The initial tutorial levels guide the player through the general movement controls and illustrate how to interact with the environment. The player must solve puzzles using the portal gun, formally known as the Aperture Science Handheld Portal Device, which can create two portals connecting two distant surfaces depicted as matte white, continuous, and flat. Characters can use these portals to move between rooms or to "fling" objects or themselves across a distance. Outlines of placed portals are visible through walls and other obstacles for easy location.
Game elements include Thermal Discouragement Beams (lasers), Excursion Funnels (tractor beams), and Hard Light Bridges, all of which can be transmitted through portals. Aerial Faith Plates launch the player or objects through the air and sometimes into portals. The player must disable turrets or avoid their line of sight. The Weighted Storage Cube has been redesigned, and there are new types: Redirection Cubes, which have prismatic lenses that redirect laser beams, and spherical Edgeless Safety Cubes. The heart-decorated Weighted Companion Cube reappears briefly. Early demonstrations included Pneumatic Diversity Vents, shown to transport objects and transfer suction power through portals, but these do not appear in the final game because the technology was not ready in time. All of these game elements open locked doors, help or hamper the character from reaching the exit.
Paint-like gels can be used to impart certain properties to surfaces or objects coated with them. Gels are dispensed from pipes and can be transported through portals.Players can use Orange Propulsion Gel to cross surfaces more quickly, blue Repulsion Gel to bounce from a surface,and white Conversion Gel to allow many surfaces to accept portals. Some surfaces, such as grilles, cannot be coated with a gel. Water can block or wash away gels, returning the surface or object to its normal state.
The game includes a two-player cooperative mode. Two players can use the same console with a split screen, or can use a separate computer or console; Microsoft Windows, Mac OS X, and PlayStation 3 users can play with each other regardless of platform; a patch provided in late 2012 added split-screen support for Windows and Mac OS X users under "Big Picture" mode. Both player-characters are robots that control separate portal guns and can use the other character's portals. Each player's portals are of a different color scheme, one is blue and purple and the other is orange and red. A calibration chamber separates the characters to teach the players to use the communication tools and portals. Most later chambers are less structured and require players to use both sets of portals for laser or funnel redirection, launches, and other maneuvers. The game provides voice communication between players, and online players can temporarily enter a split-screen view to help coordinate actions. Players can "ping" to draw the other player's attention to walls or objects, start countdown timers for synchronized actions, and perform joint gestures such as waving or hugging. The game tracks which chambers each player has completed and allows players to replay chambers they have completed with new partners.
Portal 2's lead writer Erik Wolpaw estimates each campaign to be about six hours long. Portal 2 contains in-game commentary from the game developers, writers, and artists. The commentary, accessible after completing the game once, appears on node icons scattered through the chambers. According to Valve, each of the single-player and cooperative campaigns is 2 to 2.5 times as long as the campaign in Portal, with the overall game five times as long.
Plot
The Portal series takes place in the Half-Life universe. The events in Portal take place between the first and second Half-Life games;while Portal 2 is set "a long time after" the events in Portal and Half-Life 2.
Before Portal, Aperture Science conducted experiments to determine whether human subjects could safely navigate dubious "test chambers". GLaDOS, a rogue artificial intelligence construct that ran the Aperture Science Enrichment Center, killed everyone within the facility with a neurotoxin. At the end of the first game the protagonist Chell destroys GLaDOS and momentarily escapes the facility, but is dragged back inside by an unseen figure with a robotic voice, later identified by writer Erik Wolpaw as the "Party Escort Bot."A promotional comic shows estranged Aperture Science employee Doug Rattmann, who used graffiti to guide the player in Portal, placing Chell into suspended animation for an indefinite amount of time in an effort to save her life, leading to the beginning of Portal 2.
Single-player campaign
Chell wakes to find herself in a stasis chamber modeled after a motel room. An announcer's voice guides her through a cognitive test before she is put back to sleep. When she awakens again, many years have passed and the Aperture Science facility has become dilapidated and overgrown. Wheatley (Stephen Merchant), a personality core, moves the room—located in one of hundreds of shipping containers in a large warehouse—and the pair attempt to escape via the test chambers. In the process, they discover the dormant GLaDOS (Ellen McLain) and accidentally reactivate her. GLaDOS, who has not forgiven Chell for murdering her, separates Chell from Wheatley and then begins rebuilding the facility.GLaDOS begins testing Chell in a series of new test chambers until Wheatley helps Chell to escape. The pair sabotage the turret and neurotoxin manufacturing plants before confronting GLaDOS. Chell performs a "core transfer", replacing GLaDOS with Wheatley in the hardware that controls the facility. Wheatley quickly becomes intoxicated with power and places GLaDOS's personality into a module powered by a potato battery. GLaDOS then claims to remember Wheatley's original purpose; she claims that he is an "intelligence dampening sphere" that was originally designed to be "the dumbest moron who ever lived", producing illogical thoughts to hamper GLaDOS's decision-making processes in an attempt to make her less dangerous. Wheatley angrily denies this and throws Chell and GLaDOS into an elevator shaft that leads to an abandoned area of the facility, miles underground.
After they have landed, GLaDOS is abducted by a bird while Chell explores the decommissioned section of the facility from where she ascends through a series of old test chambers in chronological order, the decor slowly changing from 1950s styles to one similar to that is seen early in the game. As she navigates the chambers, Chell regularly receives audio recordings of Aperture Science's CEO, Cave Johnson (J. K. Simmons). The player learns that Johnson became increasingly embittered and deranged as his company lost money and prestige, which led to him being fatally poisoned by moon dust. His assistant Caroline (McLain) became a test subject for a mind-to-computer transfer experiment, and ultimately became the model for GLaDOS. Chell reunites with GLaDOS, and the two form a reluctant partnership to stop Wheatley before his incompetence causes the reactors to fail and destroy the facility. As they make their way through the old test chambers, GLaDOS struggles with the revelation about Caroline.
Chell and GLaDOS return to the modern facility and face Wheatley, who is driven by GLaDOS's old hardware to continue to test them. Wheatley tricks Chell into a series of deathtraps. Chell escapes because of Wheatley's clumsiness and lack of logical thinking, and makes her way to his chamber. In their final confrontation, Chell attaches three corrupted personality cores (Nolan North) to the body that Wheatley inhabits, allowing GLaDOS to initiate a second core transfer and put herself back in control. Just as Chell is about to conclude the core transfer, Wheatley reveals that he has booby-trapped the process. With the facility's reactor on the brink of meltdown, the roof collapses, revealing the night sky. Chell shoots a portal at the moon overhead, causing the vacuum of space to pull her and Wheatley through the other portal still inside the chamber. GLaDOS pulls Chell back inside, where she falls unconscious, leaving Wheatley stranded in space with a corrupt, space-obsessed personality core.
When Chell awakens, GLaDOS says that she learned valuable lessons about humanity from her Caroline personality. She promptly deletes this aspect of her personality and reverts to her usual antagonistic attitude. She finally allows Chell to leave the facility and says that trying to harm Chell has proven so difficult that she has chosen to let her go. Chell is taken to the surface and, after a brief opera, containing the turrets singing a song entitled "Cara Mia Addio", enters a wheat field from a corrugated metal shed. The charred and battered Weighted Companion Cube, supposedly incinerated during the events of Portal, is thrown through the door after her before the door slams shut.In the epilogue, Wheatley floats helplessly through space and expresses regrets about betraying Chell.
Cooperative campaign
The cooperative story takes place after the single-player campaign and has some ties into it, but players are not required to play them in that order. Player characters Atlas and P-Body are bipedal robots who navigate five sets of test chambers together, each with a fully functioning portal gun. After completing a test chamber, the robots are disassembled and reassembled at the next chamber. After completing each set of chambers, they are returned to a central hub. The puzzles in each set of chambers focus on a particular testing element or puzzle-solving technique. In the first four sets, GLaDOS prepares the robots to venture outside of the test systems of Aperture Laboratories to recover data disks. She destroys them and restores their memories to new bodies—which also happens when they die in a test chamber hazard. At first, GLaDOS is excited about her non-human test subjects, but later becomes dissatisfied because the two robots cannot truly die. At the end of the story, the robots discover and gain entry to "the Vault", where humans are stored in stasis. GLaDOS gives thanks to the robots on locating the humans, whom she sees as new test subjects. She then violently disassembles the robots, telling them, "We still have a lot of work to do."
Portal 2 is a first-person perspective puzzle game. Players take the role of Chell in the single-player campaign, as one of two robots—Atlas and P-Body—in the cooperative campaign, or as a simplistic humanoid icon in community-developed puzzles. These three characters can explore and interact with the environment. Characters can withstand limited damage but will die after sustained injury. There is no penalty for falling onto a solid surface, but falling into bottomless pits or toxic pools kills the player character immediately. When Chell dies in the single-player game, the game restarts from a recent checkpoint;in the cooperative game, the robot respawns shortly afterwards without restarting the puzzle. The goal of both campaigns is to maneuver through the Aperture Science facility. While most of the game takes place in modular test chambers with clearly defined entrances and exits, other parts occur in behind-the-scenes areas where the objectives are less clear.
The initial tutorial levels guide the player through the general movement controls and illustrate how to interact with the environment. The player must solve puzzles using the portal gun, formally known as the Aperture Science Handheld Portal Device, which can create two portals connecting two distant surfaces depicted as matte white, continuous, and flat. Characters can use these portals to move between rooms or to "fling" objects or themselves across a distance. Outlines of placed portals are visible through walls and other obstacles for easy location.
Game elements include Thermal Discouragement Beams (lasers), Excursion Funnels (tractor beams), and Hard Light Bridges, all of which can be transmitted through portals. Aerial Faith Plates launch the player or objects through the air and sometimes into portals. The player must disable turrets or avoid their line of sight. The Weighted Storage Cube has been redesigned, and there are new types: Redirection Cubes, which have prismatic lenses that redirect laser beams, and spherical Edgeless Safety Cubes. The heart-decorated Weighted Companion Cube reappears briefly. Early demonstrations included Pneumatic Diversity Vents, shown to transport objects and transfer suction power through portals, but these do not appear in the final game because the technology was not ready in time. All of these game elements open locked doors, help or hamper the character from reaching the exit.
Paint-like gels can be used to impart certain properties to surfaces or objects coated with them. Gels are dispensed from pipes and can be transported through portals.Players can use Orange Propulsion Gel to cross surfaces more quickly, blue Repulsion Gel to bounce from a surface,and white Conversion Gel to allow many surfaces to accept portals. Some surfaces, such as grilles, cannot be coated with a gel. Water can block or wash away gels, returning the surface or object to its normal state.
The game includes a two-player cooperative mode. Two players can use the same console with a split screen, or can use a separate computer or console; Microsoft Windows, Mac OS X, and PlayStation 3 users can play with each other regardless of platform; a patch provided in late 2012 added split-screen support for Windows and Mac OS X users under "Big Picture" mode. Both player-characters are robots that control separate portal guns and can use the other character's portals. Each player's portals are of a different color scheme, one is blue and purple and the other is orange and red. A calibration chamber separates the characters to teach the players to use the communication tools and portals. Most later chambers are less structured and require players to use both sets of portals for laser or funnel redirection, launches, and other maneuvers. The game provides voice communication between players, and online players can temporarily enter a split-screen view to help coordinate actions. Players can "ping" to draw the other player's attention to walls or objects, start countdown timers for synchronized actions, and perform joint gestures such as waving or hugging. The game tracks which chambers each player has completed and allows players to replay chambers they have completed with new partners.
Portal 2's lead writer Erik Wolpaw estimates each campaign to be about six hours long. Portal 2 contains in-game commentary from the game developers, writers, and artists. The commentary, accessible after completing the game once, appears on node icons scattered through the chambers. According to Valve, each of the single-player and cooperative campaigns is 2 to 2.5 times as long as the campaign in Portal, with the overall game five times as long.
Plot
The Portal series takes place in the Half-Life universe. The events in Portal take place between the first and second Half-Life games;while Portal 2 is set "a long time after" the events in Portal and Half-Life 2.
Before Portal, Aperture Science conducted experiments to determine whether human subjects could safely navigate dubious "test chambers". GLaDOS, a rogue artificial intelligence construct that ran the Aperture Science Enrichment Center, killed everyone within the facility with a neurotoxin. At the end of the first game the protagonist Chell destroys GLaDOS and momentarily escapes the facility, but is dragged back inside by an unseen figure with a robotic voice, later identified by writer Erik Wolpaw as the "Party Escort Bot."A promotional comic shows estranged Aperture Science employee Doug Rattmann, who used graffiti to guide the player in Portal, placing Chell into suspended animation for an indefinite amount of time in an effort to save her life, leading to the beginning of Portal 2.
Single-player campaign
Chell wakes to find herself in a stasis chamber modeled after a motel room. An announcer's voice guides her through a cognitive test before she is put back to sleep. When she awakens again, many years have passed and the Aperture Science facility has become dilapidated and overgrown. Wheatley (Stephen Merchant), a personality core, moves the room—located in one of hundreds of shipping containers in a large warehouse—and the pair attempt to escape via the test chambers. In the process, they discover the dormant GLaDOS (Ellen McLain) and accidentally reactivate her. GLaDOS, who has not forgiven Chell for murdering her, separates Chell from Wheatley and then begins rebuilding the facility.GLaDOS begins testing Chell in a series of new test chambers until Wheatley helps Chell to escape. The pair sabotage the turret and neurotoxin manufacturing plants before confronting GLaDOS. Chell performs a "core transfer", replacing GLaDOS with Wheatley in the hardware that controls the facility. Wheatley quickly becomes intoxicated with power and places GLaDOS's personality into a module powered by a potato battery. GLaDOS then claims to remember Wheatley's original purpose; she claims that he is an "intelligence dampening sphere" that was originally designed to be "the dumbest moron who ever lived", producing illogical thoughts to hamper GLaDOS's decision-making processes in an attempt to make her less dangerous. Wheatley angrily denies this and throws Chell and GLaDOS into an elevator shaft that leads to an abandoned area of the facility, miles underground.
After they have landed, GLaDOS is abducted by a bird while Chell explores the decommissioned section of the facility from where she ascends through a series of old test chambers in chronological order, the decor slowly changing from 1950s styles to one similar to that is seen early in the game. As she navigates the chambers, Chell regularly receives audio recordings of Aperture Science's CEO, Cave Johnson (J. K. Simmons). The player learns that Johnson became increasingly embittered and deranged as his company lost money and prestige, which led to him being fatally poisoned by moon dust. His assistant Caroline (McLain) became a test subject for a mind-to-computer transfer experiment, and ultimately became the model for GLaDOS. Chell reunites with GLaDOS, and the two form a reluctant partnership to stop Wheatley before his incompetence causes the reactors to fail and destroy the facility. As they make their way through the old test chambers, GLaDOS struggles with the revelation about Caroline.
Chell and GLaDOS return to the modern facility and face Wheatley, who is driven by GLaDOS's old hardware to continue to test them. Wheatley tricks Chell into a series of deathtraps. Chell escapes because of Wheatley's clumsiness and lack of logical thinking, and makes her way to his chamber. In their final confrontation, Chell attaches three corrupted personality cores (Nolan North) to the body that Wheatley inhabits, allowing GLaDOS to initiate a second core transfer and put herself back in control. Just as Chell is about to conclude the core transfer, Wheatley reveals that he has booby-trapped the process. With the facility's reactor on the brink of meltdown, the roof collapses, revealing the night sky. Chell shoots a portal at the moon overhead, causing the vacuum of space to pull her and Wheatley through the other portal still inside the chamber. GLaDOS pulls Chell back inside, where she falls unconscious, leaving Wheatley stranded in space with a corrupt, space-obsessed personality core.
When Chell awakens, GLaDOS says that she learned valuable lessons about humanity from her Caroline personality. She promptly deletes this aspect of her personality and reverts to her usual antagonistic attitude. She finally allows Chell to leave the facility and says that trying to harm Chell has proven so difficult that she has chosen to let her go. Chell is taken to the surface and, after a brief opera, containing the turrets singing a song entitled "Cara Mia Addio", enters a wheat field from a corrugated metal shed. The charred and battered Weighted Companion Cube, supposedly incinerated during the events of Portal, is thrown through the door after her before the door slams shut.In the epilogue, Wheatley floats helplessly through space and expresses regrets about betraying Chell.
Cooperative campaign
The cooperative story takes place after the single-player campaign and has some ties into it, but players are not required to play them in that order. Player characters Atlas and P-Body are bipedal robots who navigate five sets of test chambers together, each with a fully functioning portal gun. After completing a test chamber, the robots are disassembled and reassembled at the next chamber. After completing each set of chambers, they are returned to a central hub. The puzzles in each set of chambers focus on a particular testing element or puzzle-solving technique. In the first four sets, GLaDOS prepares the robots to venture outside of the test systems of Aperture Laboratories to recover data disks. She destroys them and restores their memories to new bodies—which also happens when they die in a test chamber hazard. At first, GLaDOS is excited about her non-human test subjects, but later becomes dissatisfied because the two robots cannot truly die. At the end of the story, the robots discover and gain entry to "the Vault", where humans are stored in stasis. GLaDOS gives thanks to the robots on locating the humans, whom she sees as new test subjects. She then violently disassembles the robots, telling them, "We still have a lot of work to do."
SCREEN SHOTS:-
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