Portal 2
Moderator: Forum Moderators
-
Dr. kitteny berk
- Morbo

- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
-
HereComesPete
- Throbbing Cupcake

- Posts: 10249
- Joined: February 17th, 2007, 23:05
- Location: The maleboge
I can't find it. Seriously. I'm going to spoiler the whole thing out, but I don't find it any more spoiling than, say, looking at the achievements or the chapter titles.HereComesPete wrote:
I'm not bothered, but some might be.
Or would it be spoily if I said there were
Spoiler:
Spoiler:
Spoiler:
I mean what I consider a spoiler is (real spoiler, please don't read)
Spoiler:
-
FatherJack
- Site Owner

- Posts: 9597
- Joined: May 16th, 2005, 15:31
- Location: Coventry, UK
- Contact:
10 hours, solid game, if not strictly what one might expect from a "full length" title.
Mostly I spent the time massively overcomplicating absolutely everything when the solutions are generally the most obvious ones - spent ages trying to figure out how I might redirect a blobby plurting thing to bounce some incredible distance before realising said blobby plurter was right next to where I was trying to bounce to.
Some tricks from the first one I didn't use at all, or was deliberately prohibited from doing so - this would be my only disappointment with it. It's clearly been playtested so much that you mostly have to do things the "correct" way, whereas in the first game you exploited the loopholes you found in the standard campaign to complete the advanced levels. I don't think I found a single sticky-out ledge you could "accidentally" land on, though I did manage a couple of tricks which I later found out could have been done in a much simpler fashion.
Remember how in the first one, according to the commentary you were supposed to get the laser to shoot a tube open and get a cube? Most of us grabbed a load of PCs off the desks and piled them up instead. I think I liked that "my own solution" method better.
I hope the co-op allows for a few more inventive solutions, which use more of the mechanisms in single puzzles, as some only popped up almost as a trainer, then were never used again.
Mostly I spent the time massively overcomplicating absolutely everything when the solutions are generally the most obvious ones - spent ages trying to figure out how I might redirect a blobby plurting thing to bounce some incredible distance before realising said blobby plurter was right next to where I was trying to bounce to.
Some tricks from the first one I didn't use at all, or was deliberately prohibited from doing so - this would be my only disappointment with it. It's clearly been playtested so much that you mostly have to do things the "correct" way, whereas in the first game you exploited the loopholes you found in the standard campaign to complete the advanced levels. I don't think I found a single sticky-out ledge you could "accidentally" land on, though I did manage a couple of tricks which I later found out could have been done in a much simpler fashion.
Remember how in the first one, according to the commentary you were supposed to get the laser to shoot a tube open and get a cube? Most of us grabbed a load of PCs off the desks and piled them up instead. I think I liked that "my own solution" method better.
I hope the co-op allows for a few more inventive solutions, which use more of the mechanisms in single puzzles, as some only popped up almost as a trainer, then were never used again.
Last edited by FatherJack on April 20th, 2011, 23:42, edited 1 time in total.
-
Dr. kitteny berk
- Morbo

- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
-
FatherJack
- Site Owner

- Posts: 9597
- Joined: May 16th, 2005, 15:31
- Location: Coventry, UK
- Contact:
-
ProfHawking
- Zombie

- Posts: 2101
- Joined: February 20th, 2005, 21:31










