Aggiungi una trama nella tua linguaMany years after "Portal," Chell reawakens at Aperture Science and tries to stop GLaDOS once again with the help of Wheatley, who has his own plans for the historical facility.Many years after "Portal," Chell reawakens at Aperture Science and tries to stop GLaDOS once again with the help of Wheatley, who has his own plans for the historical facility.Many years after "Portal," Chell reawakens at Aperture Science and tries to stop GLaDOS once again with the help of Wheatley, who has his own plans for the historical facility.
- Ha vinto 3 BAFTA Award
- 22 vittorie e 24 candidature totali
- GLaDOS
- (voce)
- …
- Wheatley
- (voce)
- Cave Johnson
- (voce)
- Announcer
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- Space Core
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- …
- Atlas
- (voce)
- …
- Chell
- (as Alésia Glidewell)
- Self - Commentary
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- Self - Commentary
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Recensioni in evidenza
In fact it was only a matter of time until the huge testing facility of Aperture Science got revived for the next run - and story.
While Portal 1 was pretty much done within 3 hours its successor waits with 7-8 hours of fun. It appears a little short - that's where the co-op mode comes in, adding almost a new dimension to the game's paradigm. Solving puzzles, mazes and riddles with a partner not only opens up possibilities of creating problems to solve - it also enhances one's horizon of thinking. The co-op mode does not really develop a story, but just for the fact that after solving some puzzles ("tests") the player is left with an unique impression, this games deserves a huge credit.
The story picks up where its predecessor left off - but digs way deeper into the history and structures around Aperture Science. It's a delight to move through very different environments solving unique puzzles which are created with a particular love for details. After some rooms the player occasionally feels like a genius because the presentation of problems are extremely unusual. The voices you are accompanied by dramatically raise the level atmosphere as the voice actors do (typical for Valve) an exceptional job. The whole flow of the game grants a fluid game-play and hardly ever comes to halt.
To me personally the main point of praise is the fact that Valve manages to send you through approximately 8 hours of the same game-play without making it boring. The story is appealing, unique and weaves in seamlessly into the Half Life universe.
Two things that I thought were not quite state of the art: 1. The graphics engine is out of date, no doubt. For this game it isn't THAT important to have the latest graphics, still it's very apparent at some point and very untypical for Valve. 2. Many aspects are almost too familiar from part one. The showdown, the credits, some monologues and game-plays, etc...
BUT, some other aspects would receive more than just 10 points and that's why Portal 2 still deserves a solid score of 9 points.
Let's face it: Valve produces games which are far more than the average assembly-line-games pumped out every year. The love for detail, interaction, presentation of problems, dialogs, story and game-play clearly stands out in comparison to even major game developer studios. And Portal 2 continues this tradition seamlessly - yes, I may have expected "a little" more but in the end it's still another magnum opus which will be talked about for a long time. No doubt, this game is already one of 2011's highlights and even though other games have way better effects, graphics, models or realism - Valve draws a very clear line: While other studios produce games, they craft art!
A couple of new elements are introduced this time around, to keep the game refreshing and preventing the levels of getting too predictable. This is done in the form of different gels (liquid substances that either make you jump high, or run fast on contact). There's also a white gel that allows you to shoot portals on whatever surface it is spilled on. Regular water allows you to wash either one of the gels off. Besides that, there are also light-bridges that allows you to portal a walkable bridge to otherwise unreachable places, and some kind of anti-gravity beam that propels either you or objects like turrets and boxes into the direction it faces (which can sometimes be altered by pressing a button in the room).
Last thing I have to mention is the music. The music ingame, as well as the ending-music (which was particularly popular in the first game) called 'Want You Gone' by Jonathan Coulton are great. It all fits the game's robotic atmosphere perfectly as well as the ingame glitch-beats that you can hear mostly when the action intensifies.
As you can already make out, Portal 2 allows for some very diverse puzzle-elements, and this together with the already established portal-gun makes it a lot of fun and challenge to play. The story isn't too exciting, but the witty humour and overall superb voice-acting makes it worth while (kudos to Stephen Merchant for providing his voice-talent for such a funny villain). Its a bit early to say with such a long time ahead of us, but I wouldn't be surprised if Portal 2 would end up on many people's lists of best games of 2011. Go play it, you won't be disappointed!
Now, if Valve Software would only get some information out the door regarding Half-Life 3, I would be their number one fan!
The game begins the same as the first one did, with levels that introduce you to the world of portals gradually so that you get the basics before the puzzles start getting a bit harder. This is normal with sequels because the makers cannot assume players are familiar already but at the same time have to try not to bore old hands who have seen this all before. Here there is no such problem because while I was already familiar with the ideas I was being introduced to, I was not familiar with Wheatley. At first Wheatley (voiced by Stephen Merchant) is your guide and he is hilarious and he makes the introductory levels a lot of fun to play with his comments and advice: this is a game that tells you which button is "jump" by getting you to push in to "speak" and then judging your character for jumping. It is hard to describe but fans of the first game will know the style of humour at play here and indeed fans of Stephen Merchant should also know, since he is doing his usual stuff here (most notably like he did in Extras – the cheerful numpty).
The single player game takes you through the same sort of test rooms as before but plot developments see you exploring different areas in the facility as well. These areas tend to be more broken down and the differences in them does serve to rather break you out of autopilot to a point. At times it is too easy to solve puzzles by simply observing the room and recognising the process rather than solving the puzzle, the change in location made me have to pay attention more. Also in addition to the varied locations we also have substances added which have particular properties and play a role in solving puzzles – these also serve to break up the "routine" of knowing where to put the portals and makes for some nice puzzles. There are also laser and other new things but rest assured that the trusty companion cubes remain. I still didn't find it particularly hard but I do think it was a little tougher at times than the first game – the makers said the focus was to make the game bigger but not necessarily harder and they did do that.
Of course bigger does make it better and I think the single player game was about 10 hours which, considering it is very similar throughout, it is testament to how engaging it is that it never gets boring. The story helps as we have great characters in GlaDOS, Wheatley and Cave Johnson, all of whom are really well written and hilarious but yet also charm and engage – they can be tragic, threatening, cruel or insane but the player always likes them and is entertained by them – like the turrets, even when they are trying to kill you, you always feel bad about knocking them over! The dialogue is key in making this work and it is really well written. Johnson's dialogue is funny and also informative in terms of back-story, while GlaDOS is as evil as ever harbouring a massive grudge from the last game and constantly making lots of little digs at the player about their weight or about their parents not loving them. Again, it is hard to explain how funny it is but my girlfriend (a hater of video games) loved watching me play – although was always impatient for me to solve the puzzle so she could get the next piece of dialogue from GlaDOS etc. It is hilarious and it is this way throughout – the final song is not quite up to the standards of "Still Alive" but to be fair – what is? The delivery of the lines is near-perfect. McLain returns as GlaDOS and various other voices, while JK Simmons (yes, Schillinger from Oz etc) is really great as Cave Johnson. Standout though is the cheerful little bumbler Wheatley as played by Merchant. A great character and Merchant totally fits, delivering by far the funniest performance I have seen him give.
The graphics are not amazingly stepped up from the original game but some of the areas outside of the testing rooms are impressive in their complexity and detail. However those looking to be wowed by technology will not be here but in fairness it isn't what I came for and it did still look good. The addition of the co-op may only add another 4 or 5 hours to the game but they are great addition. The use of four portals and two players means that the dynamics are really well changed and they worked my brain a little harder because I had settled into a rhythm with the main game. It also features a nice little plot and loads of the usual humour.
Overall Portal 2 is a brilliant game. The puzzles are good without being really difficult – I still found it a bit too easy to solve but many did give me pause and made me think for a minute before sorting it out. The humour is key though and this game is hilarious and engaging at the same time. The characters are brilliant in the writing, the dialogue and the delivery and I have (and will) replay parts just to hear the lines again. A great game – clever, engaging, funny, exciting and with twists and turns in the plot. Buy it now.
Lo sapevi?
- QuizThere is a newspaper clipping that reads "Local entrepreneur buys salt mine," "Cave Johnson to bring science, industry to Upper Michigan," establishing the location of the Aperture Science test labs.
- BlooperGiven that the facility has been abandoned for years, the potato batteries should have rotted.
- Citazioni
Cave Johnson: [Cave Johnson died long before the events of the game. Chell and GLaDOS are listening to his last recorded words, a message for his human test subjects, which he made while he was deathly ill] All right, I've been thinking, when life gives you lemons, don't make lemonade!
GLaDOS: Yeah.
Cave Johnson: Make life take the lemons back!
GLaDOS: Yeah!
Cave Johnson: Get Mad!
GLaDOS: Yeah!
Cave Johnson: I don't want your damn lemons! What am I supposed to do with these?
GLaDOS: Yeah, take the lemons!
Cave Johnson: Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man whose gonna burn your house down - with the lemons!
GLaDOS: Oh, I like this guy.
Cave Johnson: I'm gonna get my engineers to invent a combustible lemon that'll burn your house down!
GLaDOS: Burn it down! Burning people. He says what we're all thinking.
Cave Johnson: [sickly cough] The point is, if we can store music on a compact disc, why can't we store a man's inteligence and personality on one? So I have the engineers figuring that one out right now. Brain mapping, artificial inteligence - we should've been working on it thirty years ago. And I will say this, and I'm gonna say it on tape so everybody will hear it a hundred times a day: If I die before you people can pour me in to a computer, I want Caroline to run this place.
[another sickly cough]
Cave Johnson: Now she'll argue. She'll say she can't do it. She's modest like that. But you make her! Hell, put her in my computer. I don't care.
[another sickly cough]
Cave Johnson: All right, test's over. You can head on back to your desk.
GLaDOS: Goodbye, sir.
- Curiosità sui creditiThe credits at the end of the single-player campaign list all the names together in alphabetical order, with no titles or other indication of who did what.
- ConnessioniFeatured in Sage Reviews: Portal 2 (2011)
- Colonne sonoreStill Alive
Written by Jonathan Coulton
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