Portal 2 Review: Think With Portals

It all incited with the birth of the environment. The evolution of games throughout the century have ensphered around central aspects of environment, combined with the harmony of plot, storyline, structure, mechanics, controls, and finally profundity of emotion to create some of the best titles we have ever seen in our perennial lives. Valve Software has made history again, giving the world Portal 2 and all of us a new and furthering mindset into the iconic symbol of the mind which says to itself: “think with portals.”  The inception of the portal system began with Narbacular Drop, and the entire team of developers integrated with Valve Software much in the way of portals working together to reach point A to B. Portal 2 adduces one of the best games 2011 quite possibly has to offer so far, with an engaging narrative macadamizing an antagonistic vicious sentient known as GLaDOS, bringing to life two energetic player robots with brimming personalities, making genius use of environment challenges, revealing the daunting concept of infinity, showing a cube that takes the cake which may or may not be a lie, and finally creating one of the world’s most prominent inventions in the Aperture Science Handheld Portable Device (ASHPD), truly making the impossible easy and Portal 2 invigorating.

We will not be covering anything regarding the storyline because Portal 2 is one of those anomalous titles where the player does not want to know anything other than the very basics, and simplicity like that is quite magical to invoke and use without an overview.

Portal 2’s single-player campaign ascertains potential from Portal, and rather than just offering a set of portal-in-portal adventures to solve puzzles, the puzzles affirms more elements and bring back the wow-factor of the first title to create an exceptional platform adventure where the portals are just the beginning.Portals still end on planar surfaces, but the aspect of differing planes of gravity are still similar to Portal 1. Speed and momentum across portals make a return, where speeds going into the portal, are exact speeds coming out of one. Momentum is still maintained, and use of momentum is made fairly early on as a test aspect within the Aperture Science Enrichment Center (ASEC). The general design is similar to Portal 1, where only two portals can be open at any given time, where one is blue and another is orange on any surface in 3D space of the environment. The use of the elements plays a vital role in the design aspect of each level, where certain changes of different elements, which we remain a secret for the sake of giving away the surprises found in Portal 2, uniquely change the map. While this is not exactly our feedback we hoped would prove a reality with Valve in creating an engine that dynamically changed the map, much similar to titles such as Echochrome, it does add that level of ingenuity and randomness that the first title needed at the base of every level. This way, it becomes a little more difficult for a hardcore enthusiast to complete any level in 10 minutes just because they know where to put what portal, because timing is a big important factor.

Portal 2 finally pronounces one of the most requested things of any game that sees fame in its single-player, with gaming enthusiasts being vocal about the resultant of an online factor with the same amount of dedication, passion, and a grand attention to detail. Portal 2 actualizes the unforgettable single-player journey (without the use of mods from past vocal enthusiasts in Portal 1) to the online design and landscape. Online cooperative gameplay features two players going through their own cooperative campaign, with its own nonpareil set of a storyline that leads to the final conclusion of a massive scale. The storyline itself is set after the sequel’s single-player campaign, and serves as a short sequel to a sequel, bringing a level of sight to anything past the game itself, which ends on a beautiful note. Portal 2’s multiplayer offering is extremely well done, and the entire team at Valve should be very glad about the outcome of how great cooperative action can be, rather than a portal deathmatch.

Portal 2 brings the sad-run of terrible sequels in 2011 to a halt. Valve conquers in delivering a sequel worthy of the name of its predecessor, establishing an unparalleled moment in history to remember yet again. Portal 2’s single-player sees the return of the Aperture Science Enrichment Center in a parapsychological realm that is admirable, creating a level of single-player campaign design that is unmatched in its genre, momentously complicated, and not frustrating. The online cooperative campaign mode of Portal 2 gives life to a set of two companion robots that both show a level of emotion and originality of personality that is surprising, nonsensical, refreshing, and sometimes more than a lot of other characters in video games where the emotions always have to make sense. Robots do not feel, they do not love, they just process and compute. Valve teaches us once again all that you can take even the most inanimate of objects, and give it life to fabricate something symbolic and peerless at the same time.

I'm all about one thing: reviews that are easy to understand and make sense of.

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