UPDATE (November 22 2012): Since the original review several of my criticisms have been resolved as a commentator pointed out (thanks!). Specifically, with the advent of the level editor and Steam Workshop, there is an absolute ton of quality/mind bendingly difficult maps now. Valve has also added an additional co-op campaign. Basically, there's tons of content and the game has dramatically dropped in price, so my concerns about difficulty and running out of content vs the game's price are now moot.
In addition, as of yesterday Valve has added split screen local co-op. Hurray for us HTPC users!
My original review has not been edited as I don't like stealth updates to reviews.
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There are very few developers that I would pre-order games by pedigree alone. There are even fewer developers that I would pre-order, wait on pins and needles for the unlock, pull an all-nighter during the work week out of pure eagerness to play it, and not regret a thing while I was in zombie mode the next day. As time goes on that list of developers has shrunk to a mere two.
Valve is one them, and they have yet to truly disappoint me. They are, for all extents and purposes, the Pixar of gaming for me.
That's not to say I'm blind to their faults and mistakes, they've certainly made them before and they'll make them again. None of their games are perfect, either -- including Portal 2. But what they do right they do so bloody well right that it makes the bobbles easy to look past.
Half Life 2 may be my personal favorite Valve game for a lot of reasons, but Portal 2 is probably their *best* game when looked at objectively. From the level design and puzzles to the writing and the voice acting to even the subtle touches and animations, Portal 2 is just pure fun and clearly a labor of love. It's a far cry from the derivative sequels churned out by the big publishers that the industry is so often plagued with.
Portal was pretty revolutionary at the time and had a bit of a perfect storm of events that propelled it into near legendary status very quickly. Portal 2 doesn't innovate or try to reinvent itself into something else entirely, instead it adds new mechanics in a very organic way without losing much of what made it's predecessor so special. Some are going to try and make that out to be a flaw and call it "recycled" or even "lazy," but I'd be pretty disappointed if that wasn't the case. I wanted a sequel to Portal because I wanted more of it, not something completely different despite a '2' after the name. Portal 2 strikes the right balance of old and new mechanics, while the story is completely different in tone. There is hardly even a mention of cake, thankfully.
I'm not going to go into detail about the story and characters; I would be doing a tremendous disservice to anyone debating a purchase if I ruined the humorous twists and turns the story takes, and would recommend to go into it as unspoiled as possible. Everybody has a different sense of humor, but I was thoroughly amused throughout the entire game and often laughing out loud. However, the campaign's humor is not as subtle as the original Portal, and that may be a turn off to some. That subtle, almost unintended humor makes a reappearance in the co-op campaign, but the single player is much more overt. You're no longer a confused test subject in a pristine but creepily abandoned facility trying to figure out what's happened while surviving sadistic puzzles, all leading up to a surprise reveal. You already know the game and the major players this time around, the mystery lies in the history of those involved now and the consequences of your prior actions.
The single player campaign is approximately 6-8 hours long over three acts. It can be rushed through even faster, with some beating it in 4-5 hours instead, but I guarantee they haven't found and done everything. There's an entire second subplot hidden in the campaign that continues where the Portal 2 prelude comic left off, along with easter eggs that are very easy to miss that tease of events that took place before and after Portal. Myself and most of my Steam friends list have beaten it in about 7 hours and missed things, including a ton of alternate dialogue from certain characters. Considering that the game can easily be found for $35-$40 and that this doesn't include co-op, the developer commentary playthrough, the future release of the SDK and inevitable user made maps, or any DLC Valve has planned, I feel like I easily got my money's worth already. Portal 2's campaign will be something I replay just for the pure fun of it in the same way I've replayed Portal several times since it was released.
Co-op has it's own storyline that continues immediately after the events in single player and will spoil events if you skip the campaign. As already mentioned, the subtle humor of GLaDOS makes a reappearance here to balance the pure hilarity of trying to coordinate four portals. Co-op is at it's best when you and a friend both go in completely blind not knowing how to solve the puzzles, but it's enjoyable even after the solution is known, too. There's just something amusing about sending your buddy crashing into spiked plates and breaking into a dance, much to GLaDOS' ire. Depending on how many (non)accidental deaths you have, the co-op can last 4+ hours in and of itself. It is also much harder than the sometimes too easy single player campaign.
The PC and PS3 versions also have cross platform co-op, which is honestly really refreshing. I'm a PC gamer through and through and the idea of playing a first-person-anything on a controller is somewhat horrifying, but it's awesome that I can play alongside my console-orientated friends for once! Having played co-op with both a fellow PC gamer and a PS3 gamer, it's hardly noticeable due to the lack of constant twitch reflexes required. You'll notice the PS3 player sloooooowly turning 180 degrees with their silly analog sticks rather than the quick movement of the KB+M, but that's about it. The benefits of a larger pool of players far outweighs any hangups one might have from playing with console gamers.
The item store needs it's own discussion, as it's currently drawing a lot of hate and ire on sites like metacritic. I don't like item stores and really, really dislike this generation's trend toward cutting games up to sell in chunks later. Thankfully, that isn't the case here and anyone that's played a Valve game should honestly know better than to jump to conclusions. There are no maps or gameplay affecting items for sale, they are purely cosmetic and some are unlocked through standard play. There is, for example, a hat for $2.50 that is unlocked for free just for finishing the single player campaign. I've unlocked several gestures and a skin playing halfway through the co-op campaign. None of it is necessary or required to keep up, only one other person at a time can even see whatever silliness your 'bot is dressed up with, and even then it's barely noticeable. If someone is so desperate to equip P-Body in a top hat that they'd spend money on it, that's up to them. But it is completely optional and shouldn't have any bearing on buying the game or not.
With all that said, Portal 2 does have some negatives.
The worst by far is the constant loading screens. Unlike Portal or Half-Life 2 where the loading was effectively blended in and didn't interrupt the flow of the game, Portal 2 suffers from it. You're taken to black screens with an Aperture Science logo showing progress now, sometimes at times that really break the pacing. I have no idea why this was changed from the system Valve had always used to great effect before, but being completely removed from what you were doing during, for instance, partway through a chase sequence on top of between every puzzle is just plain bad. On my PC the loads were quick and painless, but it definitely impacted pacing. I don't know if this is due to multiplatform development or a limitation of the Source engine, but it's overkill. Bring back the old system, Valve!
The PC version, inexplicably, had split-screen co-op dropped as a native feature. I realize that this isn't the most popular multiplayer mode for PC users, but for those of us with HTPCs capable of running Portal 2 it would have been fantastic. This is especially disappointing as the consoles have it. PC users can, through some dev console commands, get a hacked-together version of it running. A menu option would have been vastly preferred to putting in console commands 15 feet away on my tv though.
I was surprised to discover that the FOV is locked at the moment, even through console commands. It's set at 90, which should work for most everybody except those trying to play on EyeInfinity-like displays, but it's still very surprising for a Valve game. Hopefully this will be adjustable later on.
The single player campaign feels very easy at times and most of the Portal-esque twitch puzzles aren't present. The last third of the campaign begins to ramp the difficulty up, but I imagine that this is the reason why complaints regarding the game's length have been cropping up. It's easy enough that advanced Portal players are blazing through it, and unfortunately don't know (or, sadly, don't care) about some of the hidden areas. This is compounded by the game not shipping with challenge levels, so if you don't have anybody to play co-op with as an advanced player and fear random grouping, you might be out of content faster than you'd like. This will hopefully be solved by the SDK's release and the mod community producing new maps.
Those are really my only complaints, anything else is simply nitpicking.
I love this game to pieces and it is by far my favorite of the year so far.
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