Things begin in a familiar way, reintroducing the basics of portal dissemination, first with only one portal, then two, in puzzles that are different but reminiscent of the opening of the first game. It’s of course necessary, because that special place your mind goes into to be able to “think with portalsâ€, as Valve so aptly describe it, needs to be reawakened.
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Along the way you re-encounter GLaDOS. How – I’m not going to say, because it’s a wonderful moment. What happens as a consequence – I’m not going to say. Where you go next – I’m not going to say. You can see the issue.
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The game’s in three acts, and it’s not a fraction of an exaggeration to say that telling you even the most basic details of the second part would absolutely destroy some surprises that brought me much joy. I want you to have them too. So dodging around this, I’ll say that the paints you’ve likely seen in the trailers make their appearance in this second section, and I want to relieve some of the fears you may have about them.
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The gel was appropriately inspired by a project by students at DigiPen – the same institute that provided us with the student team that went on to head up the development of Portal. Members of Tag: The Power of Paint’s creative team were hired by Valve, and concepts brought into the new game. But rather than adding a paint gun, or complicating your interaction, instead these new tricks are all intelligently implemented via the portal-based techniques that already make sense.
Blue paint on a surface creates a bouncy pad, that will launch you the same height you fell onto it from. Orange paint lets you move much more quickly, which opens up lots of inventive uses for portal physics, especially in the co-op game. And white paint added to a surface makes it possible to place a portal. The extraordinary liquid physics make it a mad pleasure to splatter paint around levels, and the feeling of adapting your environment can create the sense that you’re being much more inventive in your puzzle solving. Especially when you’re redirecting the paint from its sources using portals.
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Both players can pass through the portals of the other, so here the challenges can be far more elaborate. Where once you were limited to propelling yourself in only one direction, here you can be flung all over in fantastically complex manoeuvres. There’s also some awesome new tricks available, such as one player putting two portals on the floor and ceiling, and then the other player falling through them to reach enormous speeds. At this point the first player can switch the exit portal to somewhere else in the chamber sending their buddy flying incredible distances. Stuff you simply couldn’t do on your own.
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Gosh, the animation. Panels are not just a joke for the trailers. The walls of test chambers being made of hundreds of panels on robot arms is absolutely key to the entire game, both in terms of how it’s approached, and its narrative. Rooms can be adjusted mid-flow, the walls, floors and ceilings seemingly alive.
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Coulton’s new song is as good as Still Alive – which is no mean feat. The National’s song is so amazingly nonchalantly included that I didn’t even realise I’d found it at first. And most of all, everything is so, so funny. It’s undeniably one of the funniest games of all time. I laughed out loud so often I began to feel self-conscious.
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There’s so much more I want to tell you! I want to tell you about the [REDACTED] turrets that [REDACTED] creates. I want to tell you about the sequences in the [REDACTED] from the [REDACTED]. Gosh, I want to tell you about the bit at the end with the actual [REDACTED]. I want to explain the whole potato thing to you! I think if I did I’d write something that better conveyed the exciting reasons to play. But something that would make playing far less exciting. Apart from that brief saggy moment toward the end of the second act, this is a refined, ludicrously detailed, and wonderfully smart game. At around eight hours long for the single player, it’s also nearly three times longer than the original, with another six or so hours for the co-op. Of course you should get it. In fact, you should have been reading this while your pre-load was unlocking