Review from 'PC Gamer' [translation]

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Perhaps I am the dumbest genius of them all. At least, that's how I feel after playing the fantastic single-player campaign "Portal 2." All the puzzles can be completed in eight to ten hours (possibly less—it depends on how smart you are). The test chambers made me at times believe that they were either absolutely unsolvable or that I was being hindered by some glitches. Or maybe the sadistic designer placed the exits out of reach? I sighed in frustration every time I hit another dead end. My grimace expressed disapproval after yet another dive into the abyss. I considered surrender.

Only after a couple of unexpected discoveries, divine inspiration combined with unfortunate accidents, did it dawn on me: I need to use the acceleration gel to reach the energy bridge, then catapult myself over the gap and carry my blue portal to the inclined surface (in mid-air, mind you) to launch myself to the ledge. Then grab the redirecting cube and aim the laser at the turrets, after which pull the switch! It's simple. I can't believe I didn't notice this solution until now. A part of "Portal 2"'s success lies in the fact that the game makes me kick myself for not figuring out such a simple puzzle solution. The other part is the feeling of satisfaction after I solve that very puzzle. And so it goes, again and again.

Note: We tried to avoid spoilers in this review, but we failed. So you, more than anyone else, should understand that reading any review takes away some of the enjoyment of the game process.

Test Subject: Dan-01

The success of the game is made possible by the amazing portal gun—the core of the game. It hasn't changed since the first installment (aside from the nice, crisp textures and the portals we can now see through walls, like the companions from "Left 4 Dead"). Easy to operate, the gun creates one orange and one blue portal on precisely indicated surfaces, allowing you to magically teleport from one point to another, regardless of distance, objects, or visual obstructions. This weapon is nothing like a firearm. It's more like a type of physics-based bazooka that redirects energy and object forces into upcoming movement after user indication, including the user as well. This weapon makes me feel omnipotent and insightful, rather than like some pathetic peashooter from another game.

Lasers always travel in a straight line. Except when they are involved in a portal puzzle.

The third part of "Portal 2"'s success is the storyline. (Yes, the third part. If "Valve" can disregard the laws of physics in their game, then I can ignore the laws of mathematics in my review.) All these test chambers exist thanks to lively and well-portrayed characters, exuding individuality, despite not all being human. The absurd but nonetheless hilarious dark humor of all three main characters is off the charts, literally at every turn. The evil robot GLaDOS leading the politely lethal life forms is especially noteworthy when she appears on our screen (spoiler alert: she's alive!). But the portal show continues, showcasing Wheatley, the clumsy, clattering robot who helps us escape.

British actor Stephen Merchant fantastically voiced Wheatley—the shy artificial intelligence that makes you turn away when he hacks doors (he won't let you peek). Another actor, Jonathan Simmons, lent his grumpy voice to Aperture Science lab founder Cave Johnson, whose funny yet psychopathic approach to science puts him on par with GLaDOS.

Of course, I've encountered various plot twists, but here I simply longed to see how the characters would react to different situations. It all amazes. And despite death, resurrection, revenge, and failures, their charm allows the player to view the desolate, lifeless world differently, instilling that fierce sense of excitement and life. Moreover, this compensates for the player character's lack of voice.

While all these nice details perform their job, very few of the greatest comedic gags of the game return—the cake, and our beloved Companion Cube, which only plays a cameo role. And in conclusion? A non-stressful but deeply impressive and extremely clever story ending, with extra bonuses for those who paid attention to Mr. Johnson's personality. Plus many other bonuses you can discover by meticulously playing through the game.

New Dimensions

Without changing the nature of the entrenched and celebrated gameplay, "Portal 2"'s gentle tutorial starts with our reacquaintance with its fundamental concepts. Then we're introduced to new inventions throughout three-quarters of the journey, until rooms morph into complex mazes of dangerous obstacles. Incredibly useful excursion funnels and light bridges are not just "move this and that" mechanics—they can be used to block turret fire or crash into them, to stop you mid-jump before you plunge into the gates of hell, and to help you ascend vertical surfaces.

I am mesmerized by the three types of gels that flow with a hypnotic effect. Repulsion, speed, or allowing you to create portals on themselves. They are different from other portal gadgets. Unlike most other devices in "Portal 2," gels are rarely used alone. When they do need to be used all at once, it’s time to think. It’s a bit tricky when you need to paint a runway orange for speed and then, while airborne, fall onto a blue repulsion spot that will propel you through a pre-established portal on the white gel.

Excursion funnels are one way to fly.

Behind the Science

The locations are stunningly diverse. They must support the puzzle’s duration without creating monotony. Aperture Science is in a poor condition only at a specific point in time, namely between the greatly exaggerated rumor of its caretaker's death and the moment of his awakening. During this time, many of the chambers that used to be "spotless" are covered in rust, tarnished, and rapidly overgrown with vegetation. Everything is shattered to pieces; in our eyes, the Aperture lab is in complete decline, but hundreds of GLaDOS’ battle-ready robots are slowly repairing and reconstructing the test chambers piece by piece.

The dimensions of Aperture are vast, even more than we might imagine. Therefore, finding an exit could take an indeterminate amount of time. There’s also the gut (through which all laboratory objects like cubes, turrets, etc., move), an underground drainage pipe covered in caves, and a long-forgotten version of Aperture Science from the 1960s. And these locations are strikingly different, even the buttons and doors here are varied, not to mention everything else. Everything looks impressively modeled. The ambient sounds are beautifully executed. For instance, when you fall from a great height, the wind literally crashes into your eyes, making it a bit scary, and when racing across the acceleration gel, small bells seem to chime behind you, urging you to run faster and faster. Also, "Portal 2" is full of thrilling moments. A mad race from a malevolent artificial intelligence controlling all the walls, followed by an unexpected confrontation with it, weapon-free (the portal gun doesn't count)—this all makes me feel in danger, unlike my opponent.

What potato? I don’t see any potato.

Size Matters

I feel that in some cases it's a drawback when the test chambers become increasingly elaborate and frighteningly large. You have to use the zoom feature to spot a small free jumping space. So, it now takes a couple of minutes to look around. The surroundings help find the answer to the puzzle you are trying to solve without exactly knowing what the final goal entails. This is a silly puzzle, and many find it frustrating. Closer to the end of the game, the levels become more complex in design, and completing each puzzle seems endless; I feel a loss for that early game moment when I could catch my breath after completing a small piece of the challenge. However, on these levels, the game constantly keeps you on edge.

I always solve problems, always. Even if a couple of robotic limbs are holding me. So if you love challenges, you simply won't be able to put this game down.

The story of "Portal 2" doesn't end with the single-player campaign. Read my friend Evan's review of the cooperative mode, which he looked at separately; it’s quite innovative and interesting.

Test Subject: Evan-02

Two Heads Are Better Than One

I played the first "Portal" cooperatively. I sat at the keyboard, while my roommate or girlfriend stood leaning on a chair, suggesting where to throw the next blue/orange portal. In "Portal 2," "Valve" officially announced a cooperative mode, allowing you to share all the burdens of life within the lab walls with another human brain. With a friend, the cooperative mode in "Portal 2" becomes one of the most communicative games you've played. The headache you had when you couldn't complete yet another challenge and found yourself stuck in one place has now been lifted; it's replaced with lively commotion with your partner.

Some puzzles differ from what you did alone; I guided Dan through a closed labyrinth with spikes, reminiscent of a dark version of GLaDOS’s pinball. I stood on a button to change the trajectory of the excursion funnel in which Dan was flying, and I pulled him back and forth to keep him from getting squished. Meanwhile, he was creating portals, changing the direction of the beam. Several times Dan created an infinite tunnel of portals through which I fell, but only until he moved one of them to send me hurtling towards the objective at maximum speed. In other rooms, timing was crucial; in one challenge, after much deliberation, Dan finally realized that we needed to jump out of two opposite portals and collide our robots in mid-air to land safely on the platform below. The storyline justifies the robots hugging after completing a task; "Portal 2" has those!

On Three

The puzzles are simple over time but can create difficulties if you and your partner lack voice communication. For such cases, there is a magical button—"F" (by default). Pressing "F" brings up a window with various actions you can suggest to your partner. In our case, we needed a timer visible to both players. We select it, and when activated, it counts down three seconds. There are other functions that replace the (necessary) voice communication. One of the most important is marking an object that might be needed to complete a task (there are other functions, but they are secondary and do not play a major role), as well as an option allowing you to see the same thing as your partner ("Tab" by default). These buttons will undoubtedly help you if you lack voice devices, and sometimes, even when you are talking.

I like the game mechanic of quick, painless respawns upon death: almost every room I mourned for Dan, who would step into a laser beam and kill himself, removing the portal that held up the energy bridge, etc.

The most enjoyable part comes if you have already completed the entire single-player campaign or the first part of the game and can show off your prowess or a funny bug. Such people make you feel amazed: your eyes widen, and the corners of your mouth involuntarily lift. It’s also great to feel that you already know how to solve this puzzle and confidently tell your inexperienced partner in a proud voice, "I have an idea."

Simplest task in cooperative mode: passing the ball.

Eureka!

The essence is that there are moments in the game where players can outsmart themselves. Dan and I spent 10 minutes trying to outsmart an excursion funnel and faith plate. We pressed switches so hard and searched the room for new possibilities that we forgot the most basic aspect of knowledge about the game: you can pass through portals yourself, not just send things through them.

The puzzles in the cooperative mode look great from start to finish, but there are few. Dan and I spent four hours completing all the rooms, during which particularly skillful players could have done both modes without stepping away from the game. You will want to stop the game to stretch the enjoyment, but you won’t be able to: it pulls you in. This is the only flaw of "Valve"—the short cooperative mode.

Glad We Made It

However, be careful in choosing your partner for the cooperative mode. You might encounter someone who will ruin your entire experience, say, by revealing what happens at the end of the single-player campaign. Or, if you enjoy thinking for yourself about how to tackle certain challenges, will reveal how to solve that segment.

But we will certainly fondly remember everything that happened in "Portal 2." After all, it is one of the best examples of polished games with the most magnificent script in recent times.

Verdict

Treasure your first playthrough of this fun game, both solo and cooperatively. It is filled with engaging puzzles that will make you stretch your brain.


Original

Thanks for the help: Surt, Aliel, Soth

Thanks for proofreading: Condottiere