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Παρασκευή 15 Απριλίου 2011

Portal 2


Portal 2 is an upcoming first-person action/puzzle video game, developed by Valve Corporation. It is the sequel to the critically acclaimed 2007 video game Portal and was announced on March 5, 2010, following a week-long alternate reality game based on new patches to the original game.[7] Though initially slated for release in the last quarter of 2010,[8][9] the game was postponed to the week of April 18, 2011.[10] The game will be released by Valve, through both retail and Steam, for Microsoft Windows and Mac OS X; PlayStation 3[11] and Xbox 360 versions of the game will be distributed by Electronic Arts.[12] All versions of the game will become available simultaneously.
In Portal 2 the player returns as Chell, having been in stasis for several hundred years while GLaDOS and the rest of the Aperture Science facility has fallen into disrepair. Chell is awakened by one of GLaDOS's personality cores, and inadvertently wakes GLaDOS; GLaDOS is immediately displeased at Chell's return and begins testing her again through numerous chambers as she rebuilds the dilapidated facility. Portal 2 continues to challenge the player through numerous platforming and physics-based puzzles using the Aperture Science Handheld Portal Device (ASHPD, also dubbed the "portal gun"), a device that can create a temporary wormhole between almost any two flat surfaces. Other gameplay elements are added to Portal 2 including tractor beams, laser redirection, and special paint-like gels, taken from the Independent Games Festival-winning DigiPen student project Tag: The Power of Paint, that imparts special properties to objects it touches, such as increased momentum. Portal 2 also includes a two-player co-operative mode in which each player-character is a robot that has become self-aware due to GLaDOS' influence, and requires the players to work together with their own portal guns to complete each level.Portal 2 is a puzzle game presented from the first-person perspective. Normally, the player, as either Chell in the single-player campaign or as one of two robots, Atlas or P-body, in the co-operative campaign, can move, look, and carry and drop objects. The goal is to maneuver the characters though a number of test chambers in the Aperture Science facility and traverse the level from the start to the exit. Initial levels provide a tutorial on general movement controls and interactions with the environment. After these levels, the game will challenge the player by solving puzzles in test chambers within the Aperture Science Enrichment Center using the portal gun (the Aperture Science Hand-held 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.[9] Game Informer identified two examples of this: one was the ability to use air currents created by Pneumatic Diversity Vents, a series of transport pneumatic tubes, through a set of portal openings to push a turret over or to draw objects into the suction.[9][13] The second example was to use the power of Excursion Funnel tractor beams through portals to bring Chell or other objects to otherwise inaccessible areas.[9][14] The game also introduces special paint-like gels that can be used to impart certain physical effects to a surface such as Propulsion Gel that boosts Chell's speed as she crosses a surface, and Repulsion Gel that allows her to jump from a surface.[15] The player will be required to determine how to transport that gel to appropriate surfaces using portals in order to progress.[9] The gels can also be applied to objects, such as the Weighted Storage Cube crates, that affect their own physical nature.[9] In addition to the Storage Cube, there are new types of portable objects that assist the player, including Redirection Cubes with mirrored, reflective surfaces used to redirect Thermal Discouragement laser beams, Aerial Faith Plates that can launch objects placed on them, and spherical Weighted Storage Balls, which made a brief appearance in the original game in one of the advanced chambers.[9][13] A further new concept includes Hard Light Bridges that can be crossed when lit, and can be extended and redirected through portals.[16][17] The heart-decorated Weighted Companion Cube, used by GLaDOS in the first game to make Chell form an emotional bond to the inanimate object before incinerating it, also appears in the sequel.[18]
While most of the single-player game will take place in the test chambers created by GLaDOS or her personality cores, there will be times where the player will need to move behind-the-scenes in areas beyond the test chambers as they are reconfigured, leaving the player free of GLaDOS's observation and control.[9]
The game will include a two-player co-operative mode in addition to the single player mode.[19] This mode can be played by two players at the same computer/console via split-screen, or through two remote players at their own computer/consoles; Microsoft Windows, MacOS X, and PlayStation 3 users will be able to play with each other regardless of platform. Both players control separate portal guns and can use the other player's portals as necessary;[9] each player's portals will be of a different color scheme (blue/purple, and orange/red) to help distinguish between the two sets.[17][20] Because of the number of possible portal combinations, the test chambers that the players proceed through are much more difficult than the single-player campaign, requiring the two players to work together. This includes complicated laser redirection using both series of portals, or working in two separate chambers, performing actions in their side of the chamber to allow the other player to progress in theirs. Should either robot die, a new robot will be recreated shortly after, allowing players to continue on the puzzle.[21] The game includes voice communication between players for this mode as well as split-screen for players playing locally. Online players will have the ability to temporarily enter a split-screen view to help coordinate actions.[20] Players have the ability to place icons on the game's levels as a means of informing the other player what they need to do,[9] and perform emotes with their partner, such as waving or hugging.[16] Borrowing on the concept from Left 4 Dead, players, both in the co-op and single player campaign, will be able to see the outlines of placed portals through walls and other obstacles to identify their locations.[22][23]
Valve has stated that both the single player and the co-operative campaigns are about each 2 to 2.5 times as long as the original campaign in Portal, with the overall game five times longer than the original.[16][24][23] Erik Wolpaw estimates each campaign is about six hours long.[21]
As with previous Valve games, Portal 2 will contain in-game commentary from the game developers, writers, and artists.[25] The commentary, accessed after completing the game once, appears on node icons scattered through the game's levels, either where the development team found significant changes from their original ideas, or where ideas failed to work out for the game.[25]Plot

Portal 2 takes place several hundred years after the first game; as part of the Half-Life series, the game takes place sometime after Half-Life 2.[26] Despite her apparent destruction at the end of Portal, GLaDOS, an artificial intelligence computer system, remains functional but dormant. The player controls Chell, the previous protagonist of Portal. Retroactively patched just prior to the sequel's official announcement, the ending of the first game shows Chell being dragged away by an unseen figure with a robotic voice, after which she is placed in stasis for a period of many years.[9] The game will again take place in the Aperture Science Labs, untouched by human hands but overrun by decay and nature.[9] At the start of the game, Chell finds herself in what appears to be a motel room, and after a robotic voice guides her through some test, she is put to sleep. When she next gains consciousness, the age of the room's decor implies a long number of years have passed. Wheatley, a personality sphere, helps Chell to escape as the room—located in one of hundreds of shipping containers among a giant warehouse—shifts and moves, and she finds herself back in the test chambers of the Aperture facility.[27][28] Wheatley is one of many personality cores which have become active and gained independence from GLaDOS in the intervening years, using the automated systems of Aperture Science to create their own microcosms within the facility.[9] The cores themselves are only able to move through overhead rail systems. Wheatley has become concerned about 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 encounter the dormant GLaDOS and accidentally wake her; she accuses Chell of murdering her years ago.[9] GLaDOS begins to rebuild the ruined facility, and puts Chell under more tests, stating "I think we can put our differences behind us. For science. You monster."[29][30]
Parts of the story are bookended by the "Rat Man", an unseen character in the first game who escaped from the neurotoxin released by GLaDOS that wiped out the rest of the Aperture staff, and slowly became insane. He wrote messages on walls to guide and warn Chell during the events of the first game; having witnessed GLaDOS' defeat at the end of the first game, the Rat Man's drawings created in the months after the events summarize the first game during Portal 2's introduction. Rat Man, though able to escape after GLaDOS' destruction, returns to the facility following the robot that drags the unconscious Chell back inside. As a final act, he assures that Chell is kept in indefinite cryostorage, before he himself enters a cryogenic unit after being severely wounded by turrets.[23][31][32][33]
Two new characters will be introduced for the two-player cooperative mode, which will have its own unique plot and setting.[19] These two characters are Atlas and P-body, a modified personality core and turret gun, respectively;[34] both units are bipedal and equipped with their own portal guns.[9] Though once part of the networked facility, they have become separate entities and are treated to similar abuse by GLaDOS through a series of complicated test chambers through her "Cooperative Testing Initiative".[9][35] The robots will make "expressive noises" in place of distinguishable dialogue, according to Valve's Doug Lombardi.[36] From previews, the robots' mannerisms suggest a double act similar to Laurel and Hardy, according to some journalists.[16][37] GLaDOS appears to be troubled by the robots working together, and will attempt to aggravate their relationship through verbal trickery such as praising one robot over the other.[16] Though the co-op story takes place chronologically after the single player campaign and has some ties into it, Wolpaw claimed that players "don't need to necessarily need to [sic] play them in that order".[38]
[edit]Development

Valve's Doug Lombardi commented that Portal was originally included as an add-on product to The Orange Box as, to Valve, it was a piece of trial software and had considered The Orange Box as a safety net if it failed; Lombardi stated, "There was no way we could have planned for the success of Portal."[9] After receiving high praise and proving its worth, Valve determined that Portal 2 should be its own product, committing more resources than it did for the first game for its release.[9] Compared to the previous Portal team that consisted of about 8 people, Portal 2 had a dedicated 30-person staff working on its development.[39] Valve President Gabe Newell has stated that they know what players are looking for in the full sequel, and expect that Portal 2 will be "the best game we’ve ever done."[40] Project manager Erik Johnson commented that the first Portal caught people by surprise and "made them think about games in a different way".[30] Johnson believed their goal with Portal 2 was to find a way to "re-surprise" players, and considered that a "pretty terrifying" prospect.[30] Original Portal designer Kim Swift, however, has left Valve to join Airtight Games.[41]Work on Portal 2 began almost immediately after the release of Portal in The Orange Box.[39] Initial ideas for Portal 2 considered dropping the portal aspect from the game; instead, the player would still participate in Aperture Science Laboratories testing a device centered around a new type of physics-based puzzle. When Valve presented these ideas to others for comment, the lack of portals was criticized. Valve therefore returned to the portal mechanic and sought what other physics mechanics could be incorporated with portals into the larger game.[21] One of these was a gel mechanic that can alter the physics of surfaces coated with that gel. Valve found that this addition gave players more control over the game world, but as a result, required the chamber designer to be more devious with their solutions to account for the various possibilities of the gel mechanics.[42] The gel mechanic comes from Tag Team's Tag: The Power of Paint, a DigiPen student-developed game that won the 2009 Independent Games Festival Student Competition prize. Valve's vice president of marketing, Doug Lombardi, said that upon viewing the student game then, "the decision to combine their tech with Portal 2 came naturally".[36] Wolpaw recalled that they had already considered the nature of surfaces in Portal in a binary fashion, whether or not it would allow for a portal to be created on it, and the ability to modify surface properties in the manner that Tag did was an obvious extension on that.[39] Subsequently, Tag Team was hired by Valve, though initially their work was to "develop Tag in an interesting way", according to Wolpaw, only some time later being brought into the Portal 2 team.[36][39] The Tag Team members were able to work out the interaction of the paint mechanics with portals, leading to new types of puzzle features in the game.[21] Journalists compared this to the evolution of Narbacular Drop, another DigiPen student project, into the basis of Portal.[43][44][45] While Tag features three paint types, only two have been shown to be included with Portal 2; the third, one that allowed the player to walk on any surface coated with the paint, was originally included, but this induced motion-sickness in playtesters and was dropped.[46] New gel types may still be included in the game, according to Wolpaw.[21]Portal 2 was designed to give the player incremental steps in understanding portals and their use within the game.[42] This approach led to two basic types of chambers. The first type, which Valve calls "checklisting", provides a relatively safe environment for the player to experiment with a fundamental aspect of a new gameplay concept. The second type of chamber is one that combines these elements in new ways to make the player think laterally, giving the player a rewarding experience for completing the chamber.[42] Chambers were first developed through whiteboard via isometric drawings, with the developers performing a sanity check on the chamber, before being created into simple levels through the Hammer level editor. Extensive playtesting was used to make sure the solutions to each chamber were neither overtly obvious nor difficult to see, and to observe alternative solutions discovered by playtesters; based on their input, the design team would keep these alternate solutions viable within the level, or would work around and block the alternate solutions if they were too easy.[42] Once a chamber was considered ready to proceed, the Valve artists then would add elements such as detailed texturing, dynamic lighting, and vegetation, using an advanced version of the Source engine.[23] These versions would then be sent back for further playtesting to verify the new elements did not prevent players from finding proper solutions, with further iterations between artists and playtesters until such issues were resolved.[42] Portal 2 also contains advanced rendering techniques for liquids that were developed from Left 4 Dead 2. Portal 2 combines the concepts of "flowing" surface maps to mimic the motion of water in a setting, along with "debris flow" maps and random noise to create realistic real-time rendering of water effects.[47] Johnson stated that Valve's aim was not to make Portal 2 more difficult than its predecessor, but instead wanted to keep the same idea of a game "where you think your way through particular parts of the level, and feel really smart when you solve it".[30]
The co-operative gameplay came about from requests from players as well from anecdotes of players working together on the same computer or console to solve the game's puzzles, likened by Wolpaw to players working together on the same computer to solve point-and-click adventure games.[30][36][39] The co-operative campaign was also inspired by Valve's Left 4 Dead co-operative games, where players would find enjoyment after playing the game, discussing their personal experiences with the game.[22] While the single player campaign in Portal 2 is designed to avoid frustrating the player, the co-operative levels are more focused on coordination and communication, and are recognized by Valve as being much more difficult than the single-player puzzles.[48] Valve had avoided including timed puzzles into the single player experience in both Portal and Portal 2, but found that the inclusion of these into the co-operative mode was effective, giving players a positive feeling after being able to plan and execute difficult maneuvers.[21] Other puzzle elements, such as the light bridges, are further inspirations from Left 4 Dead.[22] Each puzzle chamber in the co-operative mode was assured of requiring four portals to solve as to prevent puzzles being solved by only the actions of one player.[21] Except in few cases, the chambers were designed where neither player would remain out of sight of the other in order to promote communication and cooperation. Some of the puzzle chambers were designed as asymmetric chambers, where one player would manipulate portals and controls to allow the other player to cross the room, helping to emphasize that the two characters, while working together, are also separate entities.[21] The ability to tag surfaces with instructional icons for one's partner was soon realized as a necessary element, as it was found to be much more effective for cooperation than through simple verbal instruction.[39]
In addition to the cooperative mode, Valve had considered a competitive mode. According to writer Erik Wolpaw, the mode resembled a variation of speedball where one team would attempt to transport a ball from one side of the playing field to the other using portals, while the other team would attempt to stop them with their own use of portals. While Wolpaw said the matches would begin with this objective in mind, they would quickly descend into chaos. Instead, they realized people enjoyed solving puzzles with portals more, and focused on the cooperative mode.[49]Erik Wolpaw will return to write out the game's script in addition to Chet Faliszek, main writer for the Left 4 Dead games, and National Lampoon veteran Jay Pinkerton.[9] Valve has stated that the game contains over 13,000 lines of dialog between the single player and cooperative campaign.[50] The game's story was developed in tight coordination with the gameplay, developing the plot alongside each testing build for the game.[51]
Portal 2 was initially envisioned to be a prequel for the first game, years before GLaDOS' takeover of the Aperture Science facility, but eventually became a sequel set hundreds of years after Portal.[46] The story for Portal 2 mirrors ideas from the first game; to contrast the destruction of the Aperture Science facility by the player in Portal, the new game starts with the reconstruction of the facility by GLaDOS.[39] This helped to create the image of Aperture Science as a "living, breathing place", with GLaDOS given full control to restructure and arrange the setting as she needed it, according to Wolpaw.[39] While they introduced new characters into the game, the focus of the story in Portal 2 remained the connection and interaction between Chell and GLaDOS, and focuses more on the fallout from Chell's destruction of GLaDOS from the first game.[39] In considering the interaction between Chell and GLaDOS, Johnson compared GLaDOS to "a jealous ex-girlfriend", noting "[Chell is] the only person she can have interaction with, but the problem is her only way of interacting with anyone is to test them".[25] Wolpaw also compared GLaDOS to The Sopranos character of Livia Soprano, being "incredibly passive-aggressive and mildly sarcastic".[52] GLaDOS will introduce each chamber and congratulate the player on completing it; though they could have included intermediate dialog from GLaDOS while the player attempts to solve each chamber, they found this would be distracting to players, and limited her presence in the game to only these points.[42] GLaDOS will continue to be voiced by Ellen McLain, who worked with Valve every two weeks to record the majority of the dialog for the game.[52] The frequency of her voice sessions allowed Valve to experiment with GLaDOS' lines and how they came out within the final game.[52]
Valve originally had explored using other characters for the protagonist in Portal 2 before returning to the silent player-protagonist character of Chell from Portal.[53] In early playtesting for the game, Valve had omitted Chell, believing her story to have been done with Portal, and introduced a new player-character; though playtesters were able to accept playing as a different character for the first part of the game, they became disoriented when GLaDOS did not recognize their player-character. Valve reintroduced Chell as the player-character, believing that it was not so much the specific character but the "continuation of the player’s experience", and what they did to GLaDOS in Portal that was valued, according to Wolpaw.[54] Early envisioning of Chell included a more utilitarian outfit, something that would have been designed by a computer for identifying and tracking its test subject.[53] These images also included a hat, envisioned by the artists to help to keep Chell's appearance as a test subject similar to test pilots, as well as adorned with the number 6 to serve as a tracking means for the facilities' computers.[53] However, later in development, they returned to the orange "dehumanizing" jumpsuit used in the first game, but now partially disrobed to the waist, giving the sense of more freedom of movement.[55] This gives Chell the appearance of standing out as an individual compared to being a numbered test subject, according to Valve's art team.[55] The reuse of the jumpsuit gives those people that have played Portal a sense of familiarity while reflecting the changes in the Aperture Science center.[55] They also designed Chell to appear physically capable of completing the test chambers, but with some vulnerability.[53]Personality spheres represent new characters within the game; Johnson contrasted them to non-player characters from Half-Life 2, as the personality spheres are "story-delivery type of character[s]" help to establish more of the game's backstory than they could do in Portal.[25] The writing team noted that the use of the personality modules allowed them more freedom than in other games for developing these as characters; they would not require facial or body animations, and they could envision the use of more recognizable voice actors for each module.[56] At the 2010 E3 conference, the demonstration version included the voice of Valve animator Richard Lord for the Wheatley personality sphere; Doug Lombardi noted that the audio was simply a placeholder for the demo, but Lord's performance was well-received and made the character as likable as the Weighted Companion Cube from the first game, urging critics to request Valve retain Lord's voice in the final game.[57] Valve eventually revealed that Stephen Merchant will voice Wheatley in the shipped product.[58] Part of their selection of Merchant was based on his "vocal silhouette" to distinguish the Wheatley character from GLaDOS; to contrast from the slow deliberate pace of GLaDOS' lines, Wheatley is meant to be more "frantic", a quality that Merchant's voice work was able to bring.[22] They also wanted Wheatley to speak informally, with dialog that seemed as if it was created on the spot in response to occurring events, and considered Merchant's ability to ad lib and to provide a lot of information in a short period of time while still being understood to be strengths for the character.[23] They had envisioned a British voice from the start, having been in contact with The IT Crowd's writer Graham Linehan to try to get Richard Ayoade to perform the role, but later stuck with Merchant who they felt was a better match.[23] Another character, the voice of Aperture Science's founder and CEO, Cave Johnson, will be portrayed by J.K. Simmons as announced at the 2011 PAX East exposition.[59] Pictures of Cave Johnson appear throughout Portal 2, and though Valve used a casting call to try to find someone to use as a template, they turned back to their own lead animator, Bill Fletcher, for Cave's face.[46]
Wolpaw and Faliszek also consider the Aperture Science facility as its own character within the game.[31] Faliszek described Aperture Science as "a science company that's gone mad with science, where they put that first in front of everything else".[31] Though parts of the history of Aperture Science were revealed within the first game and through ancillary materials associated with it, Faliszek says that the player will learn more about the company including "lot of the behind-the-scenes stuff".[31] Parts of this will be through triptych-like artwork left behind by the Rat Man character, which the player will see at the start of the game and in playing through some levels.[31] Rat Man's art has been created by in-house artist Andrea Wicklund, who was assigned to develop the graffiti-like style for the game.[31] Though never named within the game, the Rat Man character will be further developed in "ancillary" material outside of the game surrounding the game's release.[23] One such path is the release of a two-part comic, "Portal 2: Lab Rat", developed in-house by Valve with the aid of Michael Avon Oeming, who had previously helped Valve with comics for Team Fortress 2 and Left 4 Dead. The comic, made available online about two weeks before Portal 2's release, includes Wicklund's art contrasted against Oeming's own style and layout, along with an overall story written by Ted Kosmatka. The artists worked with the game's writers, Laidlaw, Faliszek, Wolpaw, Pinkerton and team leader Josh Weir to tie the comic's story, taking place between the two games, to the plot of Portal 2.[60][32][33]
The co-operative campaign contains a separate story between the two robotic characters and GLaDOS. The co-operative campaign will include additional dialog from GLaDOS; the original dialog Wolpaw wrote for GLaDOS was aimed to two women, Chell and a new character "Mel", with the assumption of "image issues", but this dialog remains in place even after the change of the co-op characters to robots.[48] The dialog written for GLaDOS in the co-operative campaign is aimed to try to break the bond between the two robot characters. Valve considered initially to have separate lines for GLaDOS that would be given to each player individually, but found this to be a significant effort for minimal benefit. The writers also attempted adding GLaDOS lines that would make the players attempt to compete against each other, such as the awarding of meaningless points, but playtesters did not respond well to these lines.[21] Faliszek noted that in co-operative games, it can be difficult to deliver key dialog or in-game events to the unpredictable players, who may not been looking in the right direction at the right time; instead, using lessons learned from Left 4 Dead, Faliszek and Wolpaw kept the story and key comedic lines short but frequently repeated.[61] The two robotic characters created for the co-operative mode were originally based on designs similar to the movie Westworld, looking more human and less robotic. They eventually redesigned the two characters as a modified personality sphere and turret gun, reflecting the character of the Aperture Science facility. This change also took into account the likely numerous deaths players would endure while trying to solve the puzzles together; with human or human-like characters, the deaths would be rather gruesome, but with robotic characters, Valve was able to provide more comical animations as the robots met their fate, such as struggling from being crushed by a lowering ceiling.[48] The artists found the robot design alone related much of the character's background, in part due to the imagery from the previous game, as well as emphasizing the co-operative mode through the robots holding hands.[53]After finding that Jonathan Coulton's song "Still Alive" was a large part of Portal's success, Valve will include more music in Portal 2, including further involvement from Coulton.[9] Another song will be provided by the indie band The National.[62] The National had expressed interest to Bug Music, their publishing label, in doing music for Valve, which the label forwarded on to Valve in discussing other music opportunities for the game. Valve and Bug Music identified The National would fit well into Portal 2, as their "raw and emotive music evokes the same visceral reactions from its listeners that Portal does from its players" according to Bug Music's spokesperson Julia Betley.[63] Other music in the game is procedurally generated, generated in real-time based on the player's actions; Mike Morasky, the game's lead composer, claims that one track of music will only be hear every "76,911 years, 125 days, 7 hours, 56 minutes and 30.3 seconds".[46] Wolpaw commented that while many story elements of Portal will be revisited in the sequel, he will likely not return to some of the memes, such as "the cake is a lie", that have been retread over the past few years; Wolpaw stated, "If you thought you were sick of the memes, I was sick of it way ahead of you".[64] However, Wolpaw stated that "we couldn’t resist putting in just one" cake joke within the game.[23] Faliszek stated that they did not attempt to predict or write to lead to any other memes, believing that "you can't really plan for [dialog to become a meme] because if you do it probably seems weird and forced".[65] There will be separate ending sequences for both the single player and the co-operative campaign, including different surprises similar to "Still Alive".[66]
[edit]Announcement


Part of the alternate reality game that led up to Portal 2's announcement was the decoding of SSTV images embedded in an update of the original game.
After Portal's release and critical success, Valve employees Doug Lombardi and Kim Swift, indicated that "more Portal" will be coming.[67][68][69] Swift suggested the sequel may contain a multiplayer element, but only if this "from a technology standpoint is possible".[70] Previous comments from Swift had suggested that a multiplayer Portal was "less fun than you'd think."[71] On June 10, 2008, Kotaku reported that Valve was seeking voice actors for the character role of Aperture Science CEO Cave Johnson and suggested that the second game may be a prequel to the events in Portal.[72] However, a later update suggested it could be a sequel, with Johnson as another AI.[73]
The sequel was officially announced on March 5, 2010, but events within the week before this foreshadowed the announcement. On March 1, 2010, a patch was released for Portal. The patch included an additional achievement, "Transmission Received", requiring the player to manipulate the in-game radios in an appropriate manner. This revealed new sound effects that became part of an alternate reality game-style analysis by fans of the game;[74] the effects included Morse code strings that implied the restarting of a computer system, and SSTV images from a grainy Aperture Science video. These images embedded further hints of a BBS phone number that when accessed, provided a large number of ASCII-based images relating to Portal and segments of fictional documents for Aperture Science; many of these ASCII pictures were published art assets for the game as shown in the Game Informer reveal of the title.[9] A second patch two days later altered the game's original ending to suggest Chell's current fate, with additional digital files and resources to further the alternate reality game.[75] These events were seen by gaming journalists to be leading to a forthcoming Portal 2 or other Half-Life game announcement.[76][77][78] Following these events, in time with a countdown timer on the BBS, Portal 2 was officially announced.[79]


Gabe Newell continues the alternate reality game surrounding Portal 2's announcement during the 2010 Game Developers Conference.
The alternate-reality game continued after the game's announcement. New ASCII images continued to appear on the BBS after the official announcement. At his acceptance speech for the Pioneer Award at the 2010 Game Developers Conference, occurring the week following Portal 2's announcement, Gabe Newell ended his speech presentation with a fake blue screen of death, purporting to be from GLaDOS and hinting at further Portal 2 news at the Electronic Entertainment Expo 2010 (E3).[80] Two weeks prior to Valve's planned presentation at E3, a cryptic e-mail received by game journalists, purportedly sent as a press release from Aperture Science, hinted that the presentation of Portal 2 was canceled but was to be replaced with "a surprise" jointly by Aperture Science and Valve; this has led to some speculation that Half-Life 2: Episode Three may be announced alongside further reveal of Portal 2.[81] In the week prior to E3, Valve reiterated that the "surprise" at E3 would still be about Portal 2, but noted that the game's release has slipped to sometime in 2011, humorously referring to the preservation of "the fabric of Valve Time".[82] The surprise at E3 was revealed to be the development of the PlayStation 3 version of Portal 2 with partial support for Steamwork on the console, a dramatic reverse of Valve's previous statements on the console.[11][83][84]
On February 18, 2011, Newell confirmed that Valve had completed the development work on Portal 2, and that they were "waiting for final approvals and to get the discs manufactured".[85] At the PAX East exposition in March 2011, Wolpaw stated they would provide material before the game's release to tie the timeline between Portal and Portal 2 together.[86]
[edit]PlayStation 3 support
As part of the Sony press conference at E3, it was revealed by Newell that Portal 2 will be available for the PlayStation 3 and will be the only console version to include some features of Steamworks used in the PC and Mac versions, making the game in Newell's words "the best console version".[11] The news came as a surprise to many journalists,[83][87] as previously, Newell has made negative comments about the system, calling it "a total disaster on so many levels" in reference to the difficulties in porting The Orange Box to the console.[84] Newell jokingly referred to these comments by thanking Sony for "their gracious hospitality and not repeatedly punching me in the face", and said that he was nervous because he was introduced to Sony marketing character Kevin Butler as the "VP of sharpening things".[88]
Portal 2 will be the first game on the PlayStation 3 to support a subset of features from Steamworks, including auto-updates, downloadable content, and community support.[89] The game will support cross-platform play between the PlayStation 3 and the Windows and Mac OS X versions, allowing users to save their game in the Steam Cloud to reuse on any of these three platforms;[90] this was a sought after goal with the use of Steamworks on the PlayStation 3.[91] On the PlayStation 3, the Steamworks overlay will show the player's friends on both Steam and the PlayStation Network, and achievements earned in Portal 2 will be rewarded for both Steam and PlayStation Network trophies.[92]
Because of the integration of Steamworks on the PlayStation 3, Valve will be able to collect data on bugs and other problems that may arise after shipping, and can release patches regularly to fix these or normalize features across the three Steamworks platforms.[23] Valve stated they did not plan on integrating other PlayStation 3 features, such as 3D television or PlayStation Move support.[93] Despite some reports that Move support would be included,[94] Valve has clarified that the game will not support Move.[95] Valve contrasted this to the support the game will have for the Razer USA Hydra Motion Controller, including additional levels designed specifically for the controller;[96] according to Faliszek, the Razer developers spent nine months in-house with Valve to help bring in the controller compatibility with the Microsoft Windows version, while they would have needed a similar level of effort to incorporate the PlayStation Move controller.[97] Faliszek further explained that the initial reports on the Move support were due to a translation error during an interview.[97]
[edit]Promotion and release


Portal 2 ad on the back of a Seattle city bus
Portal 2 will be the first Valve product that will simultaneously be released for Windows and Mac OS X computers through the Steam platform.[98] As part of the PlayStation 3 release, those who purchase the PlayStation 3 version of Portal 2 will also be able to unlock the game on the Steam platform for Windows and Mac OS X for free by linking their PlayStation Network and Steam accounts, and using a redeemable code within the PlayStation 3 packaging.[90][92] Faliszek explained that despite the additional support for the PlayStation 3 version, "the core game, whether you buy it on PS3 or 360 is the same, you’re not going to lose out anything on that".[99]
Valve have created their own series of television commercials for promoting Portal 2. According to Lombardi, though they had worked with advertising agencies in the past to create ads, Valve found the agencies to provide little ingenuity towards their games; Lombardi's frustrations included "Copycat treatments. Cliché treatments. Treatments that reveal the agency wasn’t listening in the initial meeting."[100] By creating the ads themselves, Valve was able to tailor the content based on feedback until they were satisfied with the results. The ads took eight weeks to complete.[100] Valve has also developed additional online promotional videos, featuring J.K. Simmons narrating as Cave Johnson to promote new elements of Portal 2's gameplay. These videos are part of a larger effort described by Newell as a "documentary-style investment opportunity" for Portal 2.[101] The forementioned "Lab Rat" comic, produced by Valve, providing a tie-in story between Portal and Portal 2, was released about two weeks before Portal 2's availability.[32][33]
Portal 2 on all systems will support end user-made levels; on the Windows, Mac OS X, and PlayStation 3, these will be made available by Steamworks, while Valve will provide more direct support for providing these levels on the Xbox 360; some reporters believe they will use a similar method that the developers used for Super Meat Boy to bypass the Xbox Live Marketplace for additional content.[102] The tools to make these levels will only be available on the Windows platform due to software dependencies.[66]
Portal 2's release was preluded by another alternate reality game supported across thirteen independently-developed games included in a Steam software sale called the "Potato Sack" launched on April 1, 2011. Though several of the games jokingly replace some assets with potatoes or variants of this, gamers found symbols, text phrases, graphics, and other art aspects that seem unrelated to the games themselves. One asset includes a map of a research facility that is similar to what players witnessed at the end of Portal, while other assets seem to be phrases that GLaDOS would state.[103][104] Later puzzles provided concept art and alternative cover assets for Portal 2.[105] About a week after the sale began, emails from Newell to various press outlets revealed parts of a picture that when assembled and decoded, provided part of the fiction of the alternative reality game, and other clues.[106] A further update after certain puzzles were solved included Portal-themed updates to each of the games in the Potato Sack, such as complete levels based on Aperture Science for The Ball and Killing Floor.[107] Some have postulated, based on the hidden messages in the solutions found by those playing the alternate reality game, and a countdown timer that appeared on the fictional Aperture Science website, that Portal 2 may be released a few days earlier, as soon as the morning of April 15, 2011.[108][109][110][111] Instead, at that time, "GLaDOS@home" was launched, a spoof of other distributed computing programs, which encouraged players to play and complete various challenges in the Potato Sack games to release Portal 2 on Steam before the planned April 19, 2011 date, under the pretense of providing enough computational power to "reboot GLaDOS".[112][113]
[edit]Reception

[edit]Pre-release
Portal 2 was a strong favorite of gaming journalists from closed-door previews at the 2010 E3 convention. The Game Critics Awards, selected by a large number of journalists and critics, awarded Portal 2 the title of Best PC Game and Best Action/Adventure Game,[114] and nominated the game for Best of Show and Best Console Game.[115] IGN named Portal 2 as its Best of E3 for PC, Xbox 360, and PlayStation 3 systems as well as Best Puzzle Game, further nominating the game as Best Overall Game.[116] Gamespy named Portal 2 the Best Overall Game and Best Puzzle Game of E3.[117] Portal 2 has also won the Spike VGA award for "Most Anticipated Game for 2011."

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