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Portal 2


shad0w440
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For those of you who enjoyed portal i have great news:

portal 2 (the sequel to portal) was announced on March 5, 2010 by VALVe and is expected top be released during the 2010 holiday season for Microsoft Windows, Mac OS X, and Xbox 360 platforms.

 

Portal 2 will continue to challenge the player by solving puzzles in test chambers within the Aperture Science Enrichment Center using the "portal gun" (the Aperture Science Handheld Portal Device), a device that can create two portals connecting two surfaces across space. Players solve puzzles by using these portals to move unconventionally between rooms or to use the ability to "fling" objects or themselves across a distance. The functionality of the gun has not changed between the games, but within Portal 2, players can take advantage of the "bleeding" of other physical effects through the portals. Game Informer identified two examples of this: one was the ability to use air currents created by a series of transport pneumatic tubes through a set of portal openings to push a turret over or to draw objects into the suction. The second example was to use the power of tractor beams through portals to bring Chell or other objects to otherwise inaccessible areas. The game also introduces special "paint" that can be used to impart certain physical effects to a surface (for example, one identified by Game Informer is an orange paint that when stepped on will impart high speed to the player). The player will be required to determine how to transport that paint to appropriate surfaces using portals in order to progress. This paint can also be applied to objects, such as the Weighted Storage Cube crates that affect their own physical nature. Skeptics have also discovered that there will also be concentrated gravity fields that affect the specific direction that a Weighted Storage Cube is attached to in a certain area. In addition to the Storage Cube, there are new types of portable objects that assist the player, including Redirection Cubes with mirrored surfaces, Aerial Faith Plates, and Weighted Storage Balls, which made a brief appearance in the original game, in one of the advanced chambers.

 

Portal2-testchamber.jpg

 

Portal 2 takes place hundreds of years after the first game. Despite her apparent destruction at the end of Portal, GLaDOS remains functional. The player controls Chell, the same protagonist from Portal; retroactively patched, the ending for the first game shows Chell being dragged away by an unseen figure with a robotic voice, where she has been placed in stasis over the years. The game will take place in the Aperture Science Labs, untouched by human hands but overrun by decay and nature. The player will interact with many of the numerous personality cores (which were seen activating in the post-credits scene from Portal), which have become active in the intervening years, using the automated systems of Aperture Science to create their own microcosms within the facility. The cores themselves are unable to move save through overhead rail systems. Chell is awoken by one of these, Wheatley, who has become concerned for the state of decay and seeks to correct it. Wheatley acts as the player's guide during the tutorial and initial stages. Soon, the two are introduced to GLaDOS, who is quick to accuse Chell of murdering her years ago.

 

Two new characters will be introduced for the two player cooperative mode, which will have its own unique plot and setting. These two yet-to-be-named characters include a modified turret gun and a personality core; both units are bipedal and equipped with their own portal guns. Though once part of the networked facility, they have become separate entities, and are treated to similar abuse by GLaDOS as Chell is, being put through a series of complicated test chambers.

 

Portal2_coop_characters.jpg

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For those of you who enjoyed portal i have great news:

portal 2 (the sequel to portal) was announced on March 5, 2010 by VALVe and is expected top be released during the 2010 holiday season for Microsoft Windows, Mac OS X, and Xbox 360 platforms.

 

Portal 2 will continue to challenge the player by solving puzzles in test chambers within the Aperture Science Enrichment Center using the "portal gun" (the Aperture Science Handheld Portal Device), a device that can create two portals connecting two surfaces across space. Players solve puzzles by using these portals to move unconventionally between rooms or to use the ability to "fling" objects or themselves across a distance. The functionality of the gun has not changed between the games, but within Portal 2, players can take advantage of the "bleeding" of other physical effects through the portals. Game Informer identified two examples of this: one was the ability to use air currents created by a series of transport pneumatic tubes through a set of portal openings to push a turret over or to draw objects into the suction. The second example was to use the power of tractor beams through portals to bring Chell or other objects to otherwise inaccessible areas. The game also introduces special "paint" that can be used to impart certain physical effects to a surface (for example, one identified by Game Informer is an orange paint that when stepped on will impart high speed to the player). The player will be required to determine how to transport that paint to appropriate surfaces using portals in order to progress. This paint can also be applied to objects, such as the Weighted Storage Cube crates that affect their own physical nature. Skeptics have also discovered that there will also be concentrated gravity fields that affect the specific direction that a Weighted Storage Cube is attached to in a certain area. In addition to the Storage Cube, there are new types of portable objects that assist the player, including Redirection Cubes with mirrored surfaces, Aerial Faith Plates, and Weighted Storage Balls, which made a brief appearance in the original game, in one of the advanced chambers.

 

Portal2-testchamber.jpg

 

Portal 2 takes place hundreds of years after the first game. Despite her apparent destruction at the end of Portal, GLaDOS remains functional. The player controls Chell, the same protagonist from Portal; retroactively patched, the ending for the first game shows Chell being dragged away by an unseen figure with a robotic voice, where she has been placed in stasis over the years. The game will take place in the Aperture Science Labs, untouched by human hands but overrun by decay and nature. The player will interact with many of the numerous personality cores (which were seen activating in the post-credits scene from Portal), which have become active in the intervening years, using the automated systems of Aperture Science to create their own microcosms within the facility. The cores themselves are unable to move save through overhead rail systems. Chell is awoken by one of these, Wheatley, who has become concerned for the state of decay and seeks to correct it. Wheatley acts as the player's guide during the tutorial and initial stages. Soon, the two are introduced to GLaDOS, who is quick to accuse Chell of murdering her years ago.

 

Two new characters will be introduced for the two player cooperative mode, which will have its own unique plot and setting. These two yet-to-be-named characters include a modified turret gun and a personality core; both units are bipedal and equipped with their own portal guns. Though once part of the networked facility, they have become separate entities, and are treated to similar abuse by GLaDOS as Chell is, being put through a series of complicated test chambers.

 

Portal2_coop_characters.jpg

 

valve needs to start making games for the ps3. they would make more money from the larger market.

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valve has been asked why they do not make games for ps3

 

Valve's Tom Leonard told Loot Ninja at E3 the company doesn't want to fuss around with all that technical mumbo jumbo the PS3 offers. They instead just want to focus on making compelling "experiences" on less complicated hardware.

 

"The PC and the 360 are just more straightforward. We can focus on what we want to do, which is make game experiences, instead of sweating bullets over obscure architectural decisions they make with their platform," said Leonard.

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i think the reason they dont want to make ps3 ports of thier games is because they dont want ot waste time learning and coding all the complicated files that are bundeled with the ps3 development kit when they could be spending that time working on Hl2 episode 3 and portal 2

 

they dont have a problem with sony for those of you who are old enough to remember Half Life: Decay and a port of Half life exclusivley for ps2 back in 2001

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