Portal 2 is a puzzle-platform game developed by Valve. It was released in April 2011 for Windows, Mac OS X, Linux, PlayStation 3, and Xbox 360. The digital PC version is distributed online by Valve’s Steam service, while all retail editions were distributed by Electronic Arts.
Like the original Portal (2007), players solve puzzles by placing portals and teleporting between them. Portal 2 adds features including tractor beams, lasers, light bridges, and paint-like gels that alter player movement or allow portals to be placed on any surface. within the single-player campaign, players control Chell, who navigates the dilapidated Aperture Science Enrichment Center during its reconstruction by the supercomputer GLaDOS (Ellen McLain); new characters include robot Wheatley (Stephen Merchant) and Aperture founder Cave Johnson (J. K. Simmons). Within the new cooperative mode, players solve puzzles together as robots Atlas and P-Body (both voiced by Dee Bradley Baker). Jonathan Coulton and therefore the National produced songs for the sport.
Valve announced Portal 2 in March 2010 and promoted it with alternate reality games including the Potato Sack, a collaboration with several independent game developers. After release, Valve released downloadable content and a simplified map editor to permit players to make and share levels.
Portal 2 received approval for its gameplay, balanced learning curve, pacing, dark humor, writing, and acting. It’s been described together as one of the best video games of all time by numerous publications and critics.
Portal 2 may be a first-person perspective puzzle game. The player takes the role of Chell within the single-player campaign, together of two robots—Atlas and P-Body—in the cooperative campaign, or as a simplistic humanoid icon in community-developed puzzles. These three characters can explore and interact with the environment. Characters can withstand limited damage but will die after sustained injury. there’s no penalty for falling onto a solid surface, but falling into bottomless pits or toxic pools kills the player character immediately. When Chell dies within the single-player game, the sport restarts from a recent checkpoint; in the cooperative game, the robot respawns shortly afterward without restarting the puzzle. The goal of both campaigns is to explore the Aperture Science Laboratory—a complicated, malleable mechanized maze. While most of the sport takes place in modular test chambers with clearly defined entrances and exits, other parts occur in behind-the-scenes areas where the target is a smaller amount clear.
The initial tutorial levels guide the player through the overall movement controls and illustrate the way to interact with the environment. The player must solve puzzles using the ‘portal gun’ or ‘Aperture Science Handheld Portal Device’, which may create two portals connecting two distant surfaces depicted as matte white, continuous, and flat. Characters can use these portals to maneuver between rooms or to “fling” objects or themselves across a distance. Outlines of placed portals are visible through walls and other obstacles for straightforward location.
Game elements include Thermal Discouragement Beams (lasers), Excursion Funnels (tractor beams), and Hard Light Bridges, all of which may be transmitted through portals. Aerial Faith Plates launch the player or objects through the air and sometimes into portals. The player must disable turrets or avoid their line of sight. The Weighted Storage Cube has been redesigned, and there are new types: Redirection Cubes, which have prismatic lenses that redirect laser beams, spherical Edgeless Safety Cubes, an antique version of the Weighted Storage Cube utilized in the underground levels, and a cube-turret hybrid created by Wheatley after taking control of Aperture. The heart-decorated Weighted Companion Cube reappears briefly. Early demonstrations included Pneumatic Diversity Vents, shown to move objects and transfer suction power through portals, but these don’t appear within the final game. All of those game elements open locked doors or help or hamper the character from reaching the exit.
Paint-like gels (which are dispensed from pipes and may be transported through portals) impart certain properties to surfaces or objects coated with them. Players can use orange Propulsion Gel to cross surfaces more quickly, blue Repulsion Gel to bounce from a surface, and white Conversion Gel to permit surfaces to simply accept portals. just one sort of gel can affect a particular surface at a time. Some surfaces, like grilles, can’t be coated with a gel. Water can block or wash away gels, returning the surface or object to its normal state.
The game includes a two-player cooperative mode. Two players can use an equivalent console with a split-screen, or can use a separate computer or console; Windows, Mac OS X, and PlayStation 3 users can play with one another no matter platform. Both player-characters are robots that control separate portal guns and may use the opposite character’s portals. Each player’s portals are of a special color scheme, whereof one is blue and purple and therefore the other is orange and red. A calibration chamber separates the characters to show the players to use the communication tools and portals. Most later chambers are less structured and need players to use both sets of portals for laser or funnel redirection, launches, and other maneuvers. the sport provides speech between players, and online players can temporarily enter a split-screen view to assist coordinate actions. Players can “ping” to draw the opposite player’s attention to walls or objects, start countdown timers for synchronized actions, and perform joint gestures like waving or hugging. The game tracks which chambers each player has completed and allows players to replay chambers they need to be completed with new partners.
Portal 2’s lead writer Erik Wolpaw estimates each campaign to be about six hours long. Portal 2 contains in-game commentary from the sport developers, writers, and artists. The commentary, accessible after completing the sport once, appears on node icons scattered through the chambers. consistent with Valve, each of the single-player and cooperative campaigns is 2 to 2.5 times as long because the campaign in Portal, with the general game five times as long.
Portal 2 contains both scored and procedurally generated music created by Valve’s composer, Mike Morasky, and two songs; “Want You Gone” recorded by Jonathan Coulton, used on the ultimate credits of the single-player mode, and “Exile Vilify” by The National, utilized in the background of 1 of the Rat Man’s dens. The complete soundtrack “Songs to check By”, containing most of the songs within the game, was released as three free downloads between May and September 2011, and later in October 2012 as a retail Collector’s Edition, including the soundtrack from Portal.
Marketing and release
The March 2010 announcement said that Portal 2 would be released in late 2010. In August 2010, Valve postponed the discharge to February 2011, with a Steam release date of February 9, to allow it to finish changes to the game’s dialogue, to fill and connect about sixty test chambers, and to end refinements to the gel gameplay mechanic. Valve announced an extra delay in November 2010 and gave a worldwide release date through retail and online channels of April 18, 2011. Wolpaw stated that this eight-week delay was wont to expand the game’s content before reaching an indoor milestone called a “content lock”, after which no further content might be added. The remaining development work involved debugging. Newell allowed the delay considering the added benefits of the new content because he thought the corporation wouldn’t lose any commercial opportunities due to it. On February 18, 2011, Newell confirmed that Valve had completed the event work on Portal 2 which they were “waiting for final approvals and to urge the discs manufactured”.Portal 2 was the primary Valve product simultaneously released for Windows and Mac OS X computers through the Steam platform. Retail copies for all platforms were distributed by Electronic Arts.
After the success of Portal, Valve decided to form Portal 2 a standalone product, partly due to pressure from other developers within Valve who wanted to figure on a Portal product. Work began soon after the discharge of Portal. Valve committed more resources to Portal 2’s development than that they had for the primary game; Portal had a team of seven or eight people, but Portal 2 had a team of 30 or 40. The initial team of 4 was expanded as subgroups formed to plan game mechanics and to plot the story. Participants in internal review processes were inspired by what they saw to hitch the project. consistent with Erik Wolpaw, some Portal 2 developers worked on the Left 4 Dead games to assist them to meet milestones, but returned to Portal 2, “with extra people in tow.” Kim Swift, Portal’s designer, left Valve for Airtight Games halfway through Portal 2’s development.
Portal 2 won the title of “Ultimate Game of the Year” at the 2011 Golden Joystick Awards, and ranked second place on Time’s “Top 10 Video Games of 2011”. Gamasutra, IGN, Eurogamer, Kotaku, the Associated Press, and therefore the Mirror listed Portal 2 as their top computer game of 2011. the sport received twelve nominations including “Game of the Year” for the 2011 Spike computer game Awards, where it had been the most-nominated title,and won for “Best PC Game”, “Best Male Performance” for Stephen Merchant, “Best Female Performance” for Ellen McLain, “Best Downloadable Content”, and “Best Multiplayer Game”. The title was nominated for five Game Developers Choice Awards for 2012, including “Game of the Year”, and won within the “Best Narrative”, “Best Audio” and “Best Game Design” categories.
Based on sales data from Amazon.com, Portal 2 was the best-selling game within US within the first week of its release but was overtaken by Mortal Kombat in its second week. consistent with NPD Group, Portal 2 was the second-best-selling game within the U.S. in April 2011, at 637,000 copies, and therefore the fourth-best selling in May. However, NPD doesn’t include sales on Valve’s Steam platform. Portal 2 was the simplest selling game within the U.K. within the first week of its release, the primary number-one for a Valve game. It retained the highest spot during its second week.
Portal 2 was released a couple of days before the PlayStation Network outage. Gamasutra analyst Matt Matthews said that supported NPD Group data, the outage “did not seriously affect retail sales of software”, but some developers did report drops in sales. ShopToNews analyst Joe Anderson expected that the effect of the outage on UK sales of Portal 2 would be mild. On June 22, Newell announced that Portal 2 had sold 3 million copies. As of July 2011, Electronic Arts stated that quite 2 million copies of Portal 2 are sold by retailers worldwide. In an August 2011 interview, Newell stated that “Portal 2 did better on the PC than it did on the consoles”. Upon the release of the Perpetual Testing Initiative in May 2012, Newell stated that Portal 2 had shipped quite 4 million units, with the private computer versions outselling the console versions. Overall, Portal and Portal 2 had together shipped quite 8 million units.