Portal 2

Platform

zScore

95%

Portal 2

Developer:Valve Software Genre:Action Release Date: Download Games Free Now!

About The Game

The highly anticipated sequel to 2007's Game of the Year, Portal 2 is a hilariously mind-bending adventure that challenges you to use wits over weaponry in a funhouse of diabolical science.

Using a highly experimental portal device, you'll once again face off against a lethally inventive, power-mad A.I. named GLaDOS. And this time you won't be alone. Meet an expanded cast of characters as you think your way through dangerous, never-before-seen areas of Aperture Laboratories.

Break the laws of spatial physics in ways you never thought possible, with a wider variety of portal puzzles and an expansive story that spans a single player and co-operative game mode.

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Portal 2

Portal 2 Review

By Catherine Black |

The original Portal had the element of surprise. Its style of first-person physics-based puzzle gameplay was unique. GLaDOS, the murderous robotic villain, was new and vibrant and evil in the most charming way. Cake jokes and songs about surviving dismemberment were still hilarious. It was short, succinct and essential. Creating a sequel without playing all the same notes and making it feel like Portal: The Longer Version is a tough task. For Valve, it's apparently no problem.

From the first moments of waking up in the rusting Aperture Science facility to right before the credits roll, Portal 2 rarely falters. The world is bigger, the story thicker, and the character development more surprising. The mania of GLaDOS, the facility's operator, is molded into unexpected forms alongside a host of brutally funny personalities. The history of the Aperture Science facility is filled in, character origins discussed, and though its pacing suffers as it occasionally strikes a more serious tone, an abundance of cruel jokes and cheerfully sincere death threats prevent it from losing its sarcastic charm. When you're not staring at your screen with wrinkled, pained expression on your face trying to figure out a puzzle, expect to be laughing.

Watch the Portal 2 Video Review

You still play as Chell, dragged back into Aperture after the events of the first game. You soon meet Wheatley, a spherical robot, voiced by Stephen Merchant (The Ricky Gervais Show, Extras) who helps you through the early stages. It's difficult to overstate how Merchant's obvious enthusiasm for the role benefits the game. No word Wheatley speaks is without witty inflection, and the consistently clever writing perfectly complements the onscreen action. It's easy to be be just as concerned about missing lines of dialogue as about progressing through the puzzles, especially during Wheatley and GLaDOS' verbal sparring matches.

The attention to detail throughout is nothing short of stunning. The facility is in a state of disrepair at the beginning. Once GLaDOS whirs into action, so does the facility, becoming an extension of her body and personality. When you enter a room mechanized crane arms and wall plates spin and shift with an urgency like you walked in on them with their pants down. As Portal 2 progresses, the environments expand from claustrophobic test chambers to yawning underground chasms. Metal girders and structural supports break and crash into each another, snapping apart in chaotic and natural ways, consistently serving not only to entertain the eye but to expand our understanding of the game's characters. The core appeal of something like Portal will never be the visuals, but it's still impressive how much mileage Valve is getting out of its Source technology first used for Half-Life 2 in 2004.

Stephen Merchant kills as Wheatley.

Though there's a much bigger emphasis on story and character development in Portal 2, you'll spend a lot of time tangling with spatial reasoning puzzles in test chambers. Valve brings back the same portal gun while greatly expanding the number of gameplay toys. The gun shoots two linked portals through which you and objects can pass and momentum is maintained. To get from one test chamber to the next and through the guts of Aperture's vastness, you'll use your portals to redirect energy beams, coat surfaces with globular gel that makes you bounce or run at high speeds, pass over gaping pits with bridges of light and manipulate cylindrical tractor beams. Arriving at a solution will require quick reactions just as often as clear thinking, as portals sometimes need to be repositioned while soaring through the air or before timers run out. This isn't a first person-shooter in the traditional sense, but at times it can feel like one as you zoom in with your portal gun to spy distant targets and frantically adjust your aim and fire with precision.

No matter how complicated the puzzles get, the solutions are always sensible. Sometimes you'll "get it" right away and adjust lasers with lens blocks to activate platforms to reach switches. Other times you'll have no idea what to do, exhausting seemingly all possible options until, eventually, a solution so plainly obvious sparks in your brain and you curse yourself for being such a dolt. Valve does an excellent job of presenting you with all the necessary clues without slapping a set of instructions onscreen to explain the way forward. Even when multiple mechanics are mixed into puzzles like jump pads, tractor beams, light bridges and gels, I never felt getting stuck was due to unreasonable or poor design, only my ability to decipher it.

Portal 2's puzzles are difficult without being unreasonable.

As good as the single-player story is, the co-operative is the real highlight of Portal 2. The beginning of the co-op picks up right after the end of the single-player game, giving you and your partner control of two robots, and serves as a continuation of the story of Aperture Science. It features fewer characters than the single-player mode but is still filled with enough sharp writing, deadpan jokes and absurd humor to keep you entertained between puzzle sections and provide motivation toward an end goal. Better yet, instead of simply recycling puzzle designs from the single-player portion, the inclusion of another player significantly alters the way you need to think.

That's because each of the robotic co-operative characters carries a portal gun, which means two guns and four portals. Valve takes full advantage of the increased capacity for dimensional holes by raising the level of challenge and coordination required. As is obvious if you've ever played Left 4 Dead, Valve knows how a good co-operative mode requires a game design that doesn't simply encourage but requires you to work together. In Portal 2, communication is vital to success.

Portal 2 Strategy Guide Achievement / Trophy Guide Walkthrough Cheats We answer your questions Send us your tips » Tweet us your tips »

Getting through can be frustrating, especially if you're playing with someone you don't know, because there's no diffusion of responsibility here. You can't hide in a corner and wait for someone else to do all the work. The contributions of each person involved are plain to see, and Valve's developed numerous tools to help make communication as smooth as possible.

You can set context-sensitive markers on parts of the environment to wordlessly indicate where a portal should be placed, where a partner should move, and even trigger a countdown clock to synchronize when switches should be hit or buttons pressed. The indicators may feel superfluous at first, but once you're setting up four portal chains of light bridges to block turret fire or redirecting edgeless safety cubes as they fly through open air over bottomless pits, it's obvious how useful they can be. Barely a moment will go by in silence while playing Portal 2 with another, except when you're listening to GLaDOS belittle your intelligence with endearing sarcasm.

The co-op challenges outclass those in the single-player.

Really the only place Portal 2 falters is in the second act of its single-player mode, where the pacing sags and the story becomes more concerned with the past than anything else. Even so, as compared to many other linear first-person games where the stories are little more than shrink wrap and glorify a blood-is-progress philosophy, Portal 2's mid-game doldrums are relatively far more creative and confidently original. Valve's sequel serves as the anti-Call of Duty. Portal 2 is a first-person thrill ride from beginning to end that challenges you to think without failing to entertain.

Portal 2 Cheats

Make sure the Developer Console is enabled in options, and assign a proper key to open the console. Open the developer console in-game and note the following commands:

  • Portals_ResizeAll - Changes portal sizes to what you specify (Replace and with half of the width and length you want on the portals)
  • sv_portal_placement_never_bump 1 - Makes sure your portals can be placed in any way you shoot them, even inside eachother
  • sv_portal_placement_never_fail 1 - You can place portals wherever you want
  • sv_portal_placement_on_paint 1 - Makes your portals placable on paint
  • portal2_portal_width XXX - Specify the width you want your portals to be, where XXX is a numerical value
  • portal2_square_portals - Make all portals entirely circle-shaped (Not long)
  • impulse 101 - Gives you all weapons (Including Half-Life 2 weapons)
  • Buddha - Makes you immortal (You never go below 1 health)
  • God - Makes you immortal (Your health is static)
  • noclip - Ability to fly, even through walls (Type again to toggle)
  • ent_create - Creates any entity you specify, where your crosshair is aiming
  • ent_create_paint_bomb_erase - Creates paint-erasing fluid (The blank kind of paint that removes other kinds) where you're aiming
  • ent_create_paint_bomb_jump - Creates Blue Gel paint, the jumpable type
  • ent_create_paint_bomb_portal - Creates White Gel paint, that allows you to place portals on it
  • ent_create_paint_bomb_speed - Creates Red Gel paint, allowing you to run at high speeds on it
  • ent_create_portal_companion_cube - Creates a Companion Cube
  • ent_create_portal_reflector_cube - Creates a Reflector Cube (For lasers)
  • ent_create_portal_weighted_antique - Creates ???
  • ent_create_portal_weighted_cube - Creates ???
  • ent_create_portal_weighted_sphere - Creates ???
  • sv_gravity XXX - Sets the gravity amount, where XXX is a numerical valueThere are more 'ent' commands (aka entity commands) and they are the same as those for Half-Life 2 and other Source games. To see what you can spawn using ent_create, type listmodels in console.
  • Want You Gone (Jonathan Coulton)

    Well here we are again, Itís always such a pleasure, Remember when you tried to kill me twice? Oh, how we laughed and laughed, Except I wasnít laughing, Under the circumstances Iíve been shockingly nice.

    You want your freedom take it, Thatís what Iím counting on, I used to want you dead but, Now I only want you gone.

    She was a lot like you, (Maybe not quite as heavy), Now little Caroline is in here too. One day they woke me up, So I could live forever, Itís such a shame the same will never happen to you.

    Youíve got your short, sad life left, Thatís what Iím counting on, Iíll let you get right to it, Now I only want you gone.

    Goodbye, my only friend, Oh, did you think I meant you? That would be funny if it werenít so sad, Well you have been replaced, I donít need anyone now, When I delete you maybe Iíll stop feeling so bad.

    Go make some new disaster, Thatís what Iím counting on, Youíre someone elseís problem, Now I only want you gone, Now I only want you gone, Now I only want you gone.

    Just after you hit bottom at the beginning of Chapter 6: The Fall, proceed towards the nearest wall to shoot a portal. Follow the wall to your left. In the corner you will notice a collage of shapes. Its right in the corner of the wall you have to shoot a portal at as an entry point to exit on the other side of the first fence. Look towards the corner, on the wall, where the light terminates with the shadow. Here's what you'll see:

    Near the ground: A heart logo similar to the heart logo on companion cubes.

    Above the heart, waist high to Chell: something that looks like a family crest, but also could be a pelvis because...

    Continuing upward: Something from it heading upward almost looks like a spine. Eventually, you can make out what appears to be a Humanoid shape. It appears to be looking upward at...

    The last image:The image of a dangling lamp.

    In Test Chamber 16, at the beginning of the level, you have to jump over a turret's line of sight, but the turret is beyond a grate on the wall making it difficult to reach. Play the level normally until you reach the cubes. Place one cube on the button, place a portal under the laser and on the wall NOT facing the exit, and redirect the laser with the refraction box into the grate with the turret behind it. The grate will blow off. Go inside to find yet another Rat Man den and a few turrets singing in unison (are they rehearsing for something?).

    For Schrodinger's Catch, start Chapter 6: The Fall, play through the level until you reach the 1958 28 room.† In this room a cube is trapped in a glass box, while Blue Gel streams out of a pipe in one corner.† make a save when you enter the room so you can reset the puzzle if you need to. You must shoot a portal under the Gel and over the crate to coat the cube in goo. The cube will then bounce around until it breaks the glass. Eventually it will break out of the glass. To get the Schrodinger's Catch Achievement / Trophy you must catch this cube before it touches the ground.† Instead of trying to catch the cube before it hits the ground, let the cube bounce around and break the glass, then douse it with water and clean the gel off before it bounces out of the box.† Jump into the box and pick it up.† If the cube doesn't escape the box before you grab it, it technically never touches the "ground" and the Trophy / Achievement is unlocked!

    The Portrait of a Lady Achievement / Trophy is found in the beginning of Chapter 7: The Reunion. †On the catwalks between tests 1971-01 and 1971-02, while facing the entrance to the 02 room, place a portal on the wall to your right and look for another pad you can shoot a portal onto through the gate and past the stairs to the left. †On the other side of the portal is an office with a large portrait of Cave Johnson and, presumably, Caroline. Stare at the portrait and GLadOS will comment on it, giving you the Achievement / Trophy.

    In Chapter 6: The Fall, there are six sealed metal doors marked VITRIFIED ("Vitrified Doors") that have buttons in front of them that play unique audio clips of Cave speaking. At the beginning of Chapter 6 you'll have to penetrate the 1960s Aperture facility. †After flying through the Aperture logo you'll come to an area with a tall elevator. †You must use the elevator shaft as a gravity boost to get across a chasm. †On one end of this chasm is a platform with three of the Vitrified Doors. †Listen to the audio that plays when you hit the buttons in front of each of the sealed doors.

    Now, play through the level until you get to the 1971-era test facility. At this point, Cave will start talking about testing on hobos and you'll know you are in the right area. †Below one of the test spheres and a giant Aperture logo in its 70s cooper Black Font is a room marked CONTROL ROOM in yellow lettering. †You can use a portal to get high above the Control Room and enter a small office. †In the corner of this office is a cabinet with a door behind it. †Enter this door to find a secret hallway that leads to a dock (see Ship Overboard Achievement /Trophy). †The final three Vitrified Doors can be found here.

    For Ship Overboard, play through Chapter 6: The Fall until you get to the 1971-era test facility. At this point, Cave will start talking about testing on hobos and you'll know you are in the right area.† Below one of the test spheres and a giant Aperture logo in its 70s cooper Black Font is a room marked CONTROL ROOM in yellow lettering.† You can use a portal to get high above the Control Room and enter a small office.† In the corner of this office is a cabinet with a door behind it.† Enter this door to find a secret hallway that leads to a dock.† At the end of the walkway by the docks, you'll find an orange life preserver marked "BOREALIS." Examine this to get the Achievement / Trophy.† This is a reference to the Aperture ship Borealis seen at the end of Half Life 2: Episode 2.

    For Schrodinger's Catch, start Chapter 6: The Fall, play through the level until you reach the 1958 28 room.† In this room a cube is trapped in a glass box, while Blue Gel streams out of a pipe in one corner.† make a save when you enter the room so you can reset the puzzle if you need to. You must shoot a portal under the Gel and over the crate to coat the cube in goo. The cube will then bounce around until it breaks the glass. Eventually it will break out of the glass. To get the Schrodinger's Catch Achievement / Trophy you must catch this cube before it touches the ground.† Stand between the entrance and the gel spout and just hope the cube comes flying your way.† It may take a few tries!

    Final Transmission can be found in Chapter 2, Test Chamber 6.† You need to carry a radio -- which shows up in a clump of garbage after you hit a button -- into a window above the chamber.† After you get the radio, backtrack through the level and place a portal on the pad across from the window.† Use the launchers to get through the portal and into the room beyond the window with radio in hand.† Once there, carry the radio up to the wall to receive the Final Transmission Achievement / Trophy.

    Portal 2 Game Walkthrough

    Portal 2 Walkthrough
    
    IGN presents a walkthrough for Portal 2 by Cakeisalie52
    
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