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In Portal 2, co-op is a completely different set of puzzles than the single player campaign. Almost all puzzles require a high level of teamwork that will leave you feeling proud of what you have accomplished. In a game that requires prefect timing and teamwork, Portal 2 features many tools to facilitate teamwork. One of the most helpful is a 3 second countdown timer that can be initiated and shown to both players to insure you launch that portal or jump at the perfect time. In addition, there is a marker that you can place on certain objects for your teammate to see as well as a setting that shows your partners view super-imposed on the corner of your screen. See More
Although the single-player campaign features a gradual learning curve, co-op gives no mercy. The puzzles start off hard and only get harder. It is highly recommended that you play through single-player first if you are not familiar with Portal's mechanics. See More
The co-op campaign in Portal 2 is about 4 hours long for experienced players, meaning it could be beaten in a weekend. With almost zero replayability, this makes the game feel incredibly short. Luckily, hundreds of hours worth of user-generated content is available. See More
The game has more than 60,000 co-op puzzles created by users through the Steam Workshop and through mods. Because it is user-generated content, the quality and size of these puzzles vary widely, including everything from simple, one-off chambers to full-fledged expansions with high-quality stories, voice-overs, and new gameplay elements (for example, Mel). See More
In a game that requires perfect timing and teamwork, Portal 2 features many tools to facilitate teamwork. One of the most helpful is a 3-second countdown timer that can be initiated and shown to both players to ensure you launch that portal or jump at the perfect time. In addition, there is a marker that you can place on certain objects for your teammate to see as well as a setting that shows your partner's view super-imposed on the corner of your screen. See More
Certain parts of the game sees the player using portals to manipulate sentry guns that fire rockets in order to progress in that stage, Mechanics like this make for a really enjoyable way to manipulate ones environment but sadly are not used too often. See More
Portal has won multiple awards for innovative design. Using a first person view and portals that allow one to traverse a room through one placed in one location to the other placed in another location to solve puzzles was and still is a very unique game design. See More
GLaDOS, or Genetic Lifeform and Disk Operating System, is the main antagonist of Portal games. She is voiced by Ellen McLain with the voice later processed to sound closer to how a text-to-speech program would synthesize a voice. GLaDOS initially functions as a guide to the player and is only later revealed as a manipulative, narcissistic, sinister and passive-aggressive character that wants to kill the protagonist. GLaDOS is the main force that moves the humorous yet dark narrative of Portal series with her remarks being simultaneously hilarious and terrifying. See More
Portal uses an engine that was meant for a first person shooter and creates puzzles that need solved through various stage with the use of platforming. While not the very first game to merge platforming with and FPS the puzzle aspects make it unique in that no other game had done this specific combination yet. See More
Even though the only organic sentient being in this game is the player's character, this game features some of the most memorable and intriguing characters in fiction or in gameplay. GladOS obviously, but also the drone robots that sweet-talk the player to a sudden death (and then forgive you when you dismantle them), the clues left behind by former test subjects, the abandoned hints of what the lab used to be like. It tells a story without telling a story, and immerses you more than most other games can ever hope to achieve. See More
funniest game in the world if you are experienced with games See More
The game tackles topics such as ludonarrative dissonance, choice in games, narrative limitations, etc while mostly focusing on the relationship between the game and the player in terms of storytelling in a very meaningful, educated and entertaining way. See More
The game encourages players to explore decisions that would change the meaning of the presented story. What if you took a left turn where the game asked you to take a right? What if you decided not to push a big red button needed to continue playing because you didn't agree with pushing the big red button? What if you died in a boss battle? How would that affect the narrative of the game? The game rewards you for not following the "intended" narrative structure of the situation in order to point out how the structure is unavoidable in games as a whole. The process of attempting to break the structure can be highly satisfying in The Stanley Parable and can help you better notice limitations of narrative in other games. See More
Points out narrative limitations in games by encouraging breaking narrative structure through gameplay
One of the main themes of the game is the illusion of choice that's presented in games. While a player can make a vast number of decisions in the game, the narrator reminds the player he can only make decisions that the game allows him to and how the game manipulates the player into making them. The narrator points out that not just common choices such as what path to take to get from point A to point B, how to approach a certain situation or what ethical choices are available are limited to the game's designers having thought of and implemented those aspects of the game, but decisions such as purposeful suicide, not taking action, disobeying instructions and even turning off the game are only there if the game allows them to be there. See More
Tasks are the key to the gameplay in that the player is tasked with completing mundane things such as cashing a check at the bank. It is up to the player if they choose to wait in line peacefully or be completely violent to force their way to the front. This makes for an odd disconnect as it is up to the player on how violent they actually behave int he game. See More
The game takes place in a circular map, one that can be explored at any time. Missions can be taken when going to certain points on the map. This allows for a free type of play as the player can choose what to do and where to go. Making for a fun experience as the player chooses how to play for the most part. See More
The game can be completed in around 10 hours, making for a short game. being that the game is older and offers little in the way of graphics, extending the gameplay through messing around in the city is not much of a choice due to how little there is to really interact with. See More
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