Portal was the unexpected gem of Valve’s Orange Box in 2007. Packaged in the compilation alongside Half-Life 2: Episode 2, and Team Fortress 2, it was really only ever meant to be a one and done concept piece. But the runaway success of the game turned it into one of Valve’s most beloved games, and the critical response it garnered positioned it as one of the greatest games of all time. It’s no surprise then that Valve quickly got to work at a sequel, one that would build upon the concepts introduced with the first game whilst also fleshing the experience out into a full length AAA title. There were certainly risks involved with expanding the quirky little puzzler into a standalone retail title, but Portal 2 stands alongside the original game as a shining example of puzzle game greatness.
After waking up from years of crying-sleep, Chell is greeted by Wheatley, a personality core that hopes to help her escape from the Aperture Science Testing Facility. In the years since GlaDOS’ defeat, the facility has fell into disrepair and is crumbling. But when Chell & Wheatley accidentally re-awaken GlaDOS the pair are thrust into a series of fiendish new tests using the Handheld Portal Device. In order to escape, Chell must delve deep into the past of Aperture Science and uncover the origins of GlaDOS.
One of the few criticisms that could be levelled at the original Portal was its brief length. Coming in anywhere between 1-2 hours in length, it really was a brief proof of concept what was loosely held together by a darkly comedic story. But it was so tight and concise that it became kind of infinitely replayable, and GlaDOS as a character was so hilarious that she became one of gaming’s greatest villains.
Portal 2’s biggest problem is that it’s too long. Clocking in at around 10-12 hours, it’s simply massive in scale compared to the first game. Where the original game was all killer and no filler, there’s definitely a few times here with the sequel where you’ll find yourself yearning for something slightly less convoluted.
However, and this can’t be overstated, Portal 2 is still an incredible game, and its length really is the only downside.
After waking up from years of crying-sleep, Chell is greeted by Wheatley, a personality core that hopes to help her escape from the Aperture Science Testing Facility. In the years since GlaDOS’ defeat, the facility has fell into disrepair and is crumbling. But when Chell & Wheatley accidentally re-awaken GlaDOS the pair are thrust into a series of fiendish new tests using the Handheld Portal Device. In order to escape, Chell must delve deep into the past of Aperture Science and uncover the origins of GlaDOS.
One of the few criticisms that could be levelled at the original Portal was its brief length. Coming in anywhere between 1-2 hours in length, it really was a brief proof of concept what was loosely held together by a darkly comedic story. But it was so tight and concise that it became kind of infinitely replayable, and GlaDOS as a character was so hilarious that she became one of gaming’s greatest villains.
Portal 2’s biggest problem is that it’s too long. Clocking in at around 10-12 hours, it’s simply massive in scale compared to the first game. Where the original game was all killer and no filler, there’s definitely a few times here with the sequel where you’ll find yourself yearning for something slightly less convoluted.
However, and this can’t be overstated, Portal 2 is still an incredible game, and its length really is the only downside.
The story is fleshed out massively. The introduction of a new character in Wheatley was a bold choice but one that pays off really well. Voiced by the side splitting comedian Stephen Merchant, Wheatley is the exact opposite of GlaDOS. The game opens with a lengthy period of time spend just with him, getting to know him, what happened to Aperture, and uncover a fresh perspective on GlaDOS. Then when the big bad is resurrected she and Wheatley have some excellent back and forth exchanges. Ellen McClain reprises her role as GlaDOS and she’s just as cutting and bitter as ever. The writing is excellent and moves at a lightning pace, right up until you quite literally fall into the old Aperture Science facilities from the 50’s, 60’s, and 70’s. Here we learn the story of Aperture’s founder, Cave Johnson, and his assistant Caroline. Johnson is voiced by the ever incredible J.K. Simmons and he really goes the whole hog with this performance. He fits right in alongside McClain and Merchant, but he also brings a much needed level of humanity to the proceedings. The old Aperture section closes off on an incredibly sad note, and it recontextualises how you think and feel about Aperture and GlaDOS, giving the original game a considerable amount of extra depth in retrospect.
It’s a really excellent story and I’d say it’s probably the best story Valve have ever brought to life. It’s incredibly funny as you’d expect, but it’s also deeply sad at times and the way in which it navigates these more melancholic themes is kind of incredible.
The gameplay at its core remains unchanged from the first game. A first person puzzler where you use a portal gun to fire one blue and one orange portal, allowing you and other objects to pass between them and navigate the test chambers. Each one is a more difficult puzzle than the last, but Portal 2 introduces a significant variety of puzzles over what the original game offered.
The opening chapters in the dilapidated chambers acts as an easy opener for newcomers. Everything’s kind of broken and so it acts as the perfect way to demonstrate the purpose of buttons, cubes, and of course the portal gun, all of which you’ll be using a lot over the next few hours.
Once GlaDOS returns you’re thrust back into the swing of testing, kind of picking up where you were at come the end of the first game. Then once you enter old Aperture you’re kind of in a mix between the first game’s final act where you’re navigating the back rooms of Aperture, through maintenance rooms and hallways, whilst also being introduced to Aperture’s old testing programs which involve gels. Blue gel is a repellant and will give anything it touches a springy property, Orange gel is very slippery and so will allow you to glide across it at great speed, and White gel can turn any surface into a portal conductor. This section really challenges you to think outside the box by introducing new ways to navigate and interact with the environment. Then upon your return to the new aperture you’re introduced to tractor beams. These allow the transport of yourself and objects over distance without touching the floor. This allows chambers to be considerably larger in scale and complexity because you’re now working with gels that change properties of the environment and new methods of transportation around the chamber. I’d say these chambers do go a bit too far, and do occasionally run the risk of being overly complicated because there are so many elements at play.
There are a number of times where you’ll slink out of test chambers to explore the backrooms of Aperture and these sequences are where the game really lets you put your knowledge of the game’s systems to the test, and because it happens more frequently than it did in the first game it gives Aperture more of an opportunity to become a character in its own right. You can see the facility shifting and changing as GlaDOS and Wheatley make or break paths for you, and especially in the early stages you can see the facility repairing itself as you explore.
It’s a really excellent story and I’d say it’s probably the best story Valve have ever brought to life. It’s incredibly funny as you’d expect, but it’s also deeply sad at times and the way in which it navigates these more melancholic themes is kind of incredible.
The gameplay at its core remains unchanged from the first game. A first person puzzler where you use a portal gun to fire one blue and one orange portal, allowing you and other objects to pass between them and navigate the test chambers. Each one is a more difficult puzzle than the last, but Portal 2 introduces a significant variety of puzzles over what the original game offered.
The opening chapters in the dilapidated chambers acts as an easy opener for newcomers. Everything’s kind of broken and so it acts as the perfect way to demonstrate the purpose of buttons, cubes, and of course the portal gun, all of which you’ll be using a lot over the next few hours.
Once GlaDOS returns you’re thrust back into the swing of testing, kind of picking up where you were at come the end of the first game. Then once you enter old Aperture you’re kind of in a mix between the first game’s final act where you’re navigating the back rooms of Aperture, through maintenance rooms and hallways, whilst also being introduced to Aperture’s old testing programs which involve gels. Blue gel is a repellant and will give anything it touches a springy property, Orange gel is very slippery and so will allow you to glide across it at great speed, and White gel can turn any surface into a portal conductor. This section really challenges you to think outside the box by introducing new ways to navigate and interact with the environment. Then upon your return to the new aperture you’re introduced to tractor beams. These allow the transport of yourself and objects over distance without touching the floor. This allows chambers to be considerably larger in scale and complexity because you’re now working with gels that change properties of the environment and new methods of transportation around the chamber. I’d say these chambers do go a bit too far, and do occasionally run the risk of being overly complicated because there are so many elements at play.
There are a number of times where you’ll slink out of test chambers to explore the backrooms of Aperture and these sequences are where the game really lets you put your knowledge of the game’s systems to the test, and because it happens more frequently than it did in the first game it gives Aperture more of an opportunity to become a character in its own right. You can see the facility shifting and changing as GlaDOS and Wheatley make or break paths for you, and especially in the early stages you can see the facility repairing itself as you explore.
The eight year old Source engine is still used to power Portal 2, and whilst there were some significant upgrades to it in the time since The Orange Box, there are a few elements that do show their age.
On the whole though, because Portal’s minimalist aesthetic returns, it manages to look pretty good. The lack of human characters and the fact that there are very few moving parts means that a lot of effort can easily go into making sure that the game looks as good as possible, and there’s are moments where it looks stunning. The fully repaired test chambers are gorgeous, but some of the areas of old Aperture look comparatively less detailed.
McClain once again delivers an incredible voice performance and Merchant matches it, but the sound effects and music of Portal have been given the biggest boost. Featuring plenty of background music for important moments, as well as a tweaking of the sound effects means Portal 2 sounds excellent. We also get a brand new and equally brilliant credits song in the form of “Want You Gone” performed by McClain.
But it doesn’t end there, Portal 2 has a couple of extra tricks up its sleeve to keep you coming back for more. First up is the co-op mode. You and a friend can team up to take on some fiendishly difficult test chambers that have been specifically designed for two players. Double the portals means double the brainwork, but it’s a mode that is sure to end just as many friendships as it will strengthen them.
The second mode is the custom map maker. Here you can build and share test chambers to push your brain to its limits. Obviously the only drawback here is trying to find the best maps. There’s plenty of trash out there but some of these community maps top Valve’s creativity and ingenuity.
Portal 2 is almost a perfect sequel. The only aspect of its design that holds it back is that it’s a bit too long, but what it delivers in every other aspect of its design is simply sublime. It expands on the original game in every conceivable way without really changing anything, and that is a rather remarkable feat. It’s easy to learn but difficult to master, and it’s even more fiendish once you add in an extra player.
It cleverly hides the visual limitations of the Source engine, and it sports some of the best voice performances in modern gaming. If this isn’t thinking with portals then I don’t know what is.
On the whole though, because Portal’s minimalist aesthetic returns, it manages to look pretty good. The lack of human characters and the fact that there are very few moving parts means that a lot of effort can easily go into making sure that the game looks as good as possible, and there’s are moments where it looks stunning. The fully repaired test chambers are gorgeous, but some of the areas of old Aperture look comparatively less detailed.
McClain once again delivers an incredible voice performance and Merchant matches it, but the sound effects and music of Portal have been given the biggest boost. Featuring plenty of background music for important moments, as well as a tweaking of the sound effects means Portal 2 sounds excellent. We also get a brand new and equally brilliant credits song in the form of “Want You Gone” performed by McClain.
But it doesn’t end there, Portal 2 has a couple of extra tricks up its sleeve to keep you coming back for more. First up is the co-op mode. You and a friend can team up to take on some fiendishly difficult test chambers that have been specifically designed for two players. Double the portals means double the brainwork, but it’s a mode that is sure to end just as many friendships as it will strengthen them.
The second mode is the custom map maker. Here you can build and share test chambers to push your brain to its limits. Obviously the only drawback here is trying to find the best maps. There’s plenty of trash out there but some of these community maps top Valve’s creativity and ingenuity.
Portal 2 is almost a perfect sequel. The only aspect of its design that holds it back is that it’s a bit too long, but what it delivers in every other aspect of its design is simply sublime. It expands on the original game in every conceivable way without really changing anything, and that is a rather remarkable feat. It’s easy to learn but difficult to master, and it’s even more fiendish once you add in an extra player.
It cleverly hides the visual limitations of the Source engine, and it sports some of the best voice performances in modern gaming. If this isn’t thinking with portals then I don’t know what is.