During one of the live demos I saw, one of the players missed the jump onto the light bridge and fell into sludge and died. When you die, your portals disappear. As such, the light bridge disappeared and the other player died.
During one of the live demos I saw, one of the players missed the jump onto the light bridge and fell into sludge and died. When you die, your portals disappear. As such, the light bridge disappeared and the other player died.
It was pretty funny.
For the live demo I saw at PAX, they gave one of the controllers to a guy dressed up as Gordon Freeman. He was killed by the Valve guy. And lasered a few times.
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MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
During one of the live demos I saw, one of the players missed the jump onto the light bridge and fell into sludge and died. When you die, your portals disappear. As such, the light bridge disappeared and the other player died.
It was pretty funny.
For the live demo I saw at PAX, they gave one of the controllers to a guy dressed up as Gordon Freeman. He was killed by the Valve guy. And lasered a few times.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
I just had a revelation. You know how Valve tried a multiplayer variet of Portal and it sucked. (Basically it was bombing run from Unreal Tournament, but you used portals to put peope into pits and stuff. Essentially it was only mildly amusing for 10 minutes.)
Of course it sucked, since it ignored the two really important bits of Portal: the puzzles and the story. Now, the obvious solution was to do a co-op campaign, but I had a thought:
What if they did a gameplay mode where a few people (I dunno how many) are on different teams: and there goals are to solve a specific team puzzle. Nothing super complex, since it's going to be repeated ad nausum anyway. The compative element comes from using the resources and shifting the level itself to open up the solution to puzzles, which would often be in contradictary ways for each team. For example: One team may need to focus a laser into a certain point on the map to open up a door, but the laser cuts through a tunnel the other team needs to get through, so while the first team is scrambling to get that portion of the level done, the second team are concerned with disrupting that laser so they can continue on with their goal.
Basically each team would be scrambling to complete stages of a puzzle (or maybe one team is just trying to prevent them from completing the puzzle) while the other team tries to disrupt them. It would be complex as hell, and require a LOT of balancing and testing, but I think through refinement it could generation something awesome and VERY unique.
After the first trailer, I always go on media blackouts for games I'm highly anticipating. I like to keep everything I can a surprise.. but you guys are making it really hard to resist those videos with posts like that. :P
Carrying a single Weighted Companion Cube through the entire game should be an optional (and hella difficult) achevement; like L4D2's Gnome. If you fail to bring one into a test chamber that requires one; one is provided; so it's not required, but as a way to make challenges more interesting...
If it is an 'Orange Box' type deal, have Gordon and Chell's paths cross, but not meet; such as Gordon using a pair of portals that vanish just afterwards (as Chell would be deploying new ones elsewhere). Or Gordon crossing a wobbly steel beam over a chasm-o-death which falls down just after he crosses; while Chell enters a room with no visable ceiling with some deadly device she has no hope of surviving but suddenly a huge steel beam falls from the sky crushing/blocking it.
That is, the Characters (and players, when first playing one game) would have no idea why/how these things are happening at first.
Progressing to where the enemy is talking about 'the other one' and the player, in both roles, takes deliberate actions to help the other. Fleeting glympses of each other (during moments when the other wouldn't be under player control; like Gordon knocked out, temporarally captured; or Chell hurtling through the air into a portal.
Carrying a single Weighted Companion Cube through the entire game should be an optional (and hella difficult) achevement; like L4D2's Gnome. If you fail to bring one into a test chamber that requires one; one is provided; so it's not required, but as a way to make challenges more interesting...
If it is an 'Orange Box' type deal, have Gordon and Chell's paths cross, but not meet; such as Gordon using a pair of portals that vanish just afterwards (as Chell would be deploying new ones elsewhere). Or Gordon crossing a wobbly steel beam over a chasm-o-death which falls down just after he crosses; while Chell enters a room with no visable ceiling with some deadly device she has no hope of surviving but suddenly a huge steel beam falls from the sky crushing/blocking it.
That is, the Characters (and players, when first playing one game) would have no idea why/how these things are happening at first.
Progressing to where the enemy is talking about 'the other one' and the player, in both roles, takes deliberate actions to help the other. Fleeting glympses of each other (during moments when the other wouldn't be under player control; like Gordon knocked out, temporarally captured; or Chell hurtling through the air into a portal.
Oh and G-Man is actually Chell's Dad.
But we have no idea when/how/if Gordon and Chell are going to cross paths at all. It isn't unlikely, really, but I don't see why Gordon would be in an Aperture facility.
Carrying a single Weighted Companion Cube through the entire game should be an optional (and hella difficult) achevement; like L4D2's Gnome. If you fail to bring one into a test chamber that requires one; one is provided; so it's not required, but as a way to make challenges more interesting...
If it is an 'Orange Box' type deal, have Gordon and Chell's paths cross, but not meet; such as Gordon using a pair of portals that vanish just afterwards (as Chell would be deploying new ones elsewhere). Or Gordon crossing a wobbly steel beam over a chasm-o-death which falls down just after he crosses; while Chell enters a room with no visable ceiling with some deadly device she has no hope of surviving but suddenly a huge steel beam falls from the sky crushing/blocking it.
That is, the Characters (and players, when first playing one game) would have no idea why/how these things are happening at first.
Progressing to where the enemy is talking about 'the other one' and the player, in both roles, takes deliberate actions to help the other. Fleeting glympses of each other (during moments when the other wouldn't be under player control; like Gordon knocked out, temporarally captured; or Chell hurtling through the air into a portal.
Oh and G-Man is actually Chell's Dad.
But we have no idea when/how/if Gordon and Chell are going to cross paths at all. It isn't unlikely, really, but I don't see why Gordon would be in an Aperture facility.
I have the stupidest Grand Unifying Valve Universe Theme ever.
After they gave up on the whole elite team of mercenaries thing, RED and BLU got into developing SCIENCE! in the hope that the SCIENCE! could be used against each other.
RED founded Black Mesa. BLU founded Aperture Science.
I have the stupidest Grand Unifying Valve Universe Theme ever.
After they gave up on the whole elite team of mercenaries thing, RED and BLU got into developing SCIENCE! in the hope that the SCIENCE! could be used against each other.
RED founded Black Mesa. BLU founded Aperture Science.
You may now facepalm.
Put the RED logo ontop of the BLU one.
Look at the result.
Sorry, what am I supposed to be seeing here?
Also, Portal 2 delayed. Again.
VALVE ANNOUNCES SHORTEST DELAY IN VALVE HISTORY
Valve today announced that Portal 2 -- the sequel to the ground-breaking title that won over 30 game of the year awards, despite missing its original ship date -- will now be available the week of April 18th, 2011. This two month slip not only marks the shortest delay in Valve's proud tradition of delays, it represents the approaching convergence of Valve Time and Real Time. Though this convergence spells doom for humanity, it will not affect the new Portal 2 release date.
I think we should all forget about Episode 3 and start thinking about Half-Life 3. Gabe Newell said the entire point of Episodic content is to be able to release a new one every 1-1.5 years. It's been over 3 years since Episode 2 now, so I really think they must be working on something substantial.
I think we should all forget about Episode 3 and start thinking about Half-Life 3. Gabe Newell said the entire point of Episodic content is to be able to release a new one every 1-1.5 years. It's been over 3 years since Episode 2 now, so I really think they must be working on something substantial.
I thought we knew for sure that Episode 3 is on the way, as in, it will exist.
Then we also knew for sure that HL3 will exist as well...
I just want more Half-Life and I don't care how we get it.
I've been playing through HL2 again here at work. They reeeeeeeeally need to up their game on the storyline front. It's amusing to me that their two least "story-based" games, Portal and Left 4 Dead, have infinitely more character and story to follow than HL2.
To be fair, HL2 still blows me away with some of the detail they put into it. I remember thinking it was the most amazing looking game of all time when it first came out. Now... well... not so much. But it's still impressive.
I've been playing through HL2 again here at work. They reeeeeeeeally need to up their game on the storyline front. It's amusing to me that their two least "story-based" games, Portal and Left 4 Dead, have infinitely more character and story to follow than HL2.
To be fair, HL2 still blows me away with some of the detail they put into it. I remember thinking it was the most amazing looking game of all time when it first came out. Now... well... not so much. But it's still impressive.
I still remember the first time messing around with the physics using console commands. Making barrels fly around was so cool!!!
Now it had better be standard or the game flops, apparently.
I've been playing through HL2 again here at work. They reeeeeeeeally need to up their game on the storyline front. It's amusing to me that their two least "story-based" games, Portal and Left 4 Dead, have infinitely more character and story to follow than HL2.
To be fair, HL2 still blows me away with some of the detail they put into it. I remember thinking it was the most amazing looking game of all time when it first came out. Now... well... not so much. But it's still impressive.
I still remember the first time messing around with the physics using console commands. Making barrels fly around was so cool!!!
Now it had better be standard or the game flops, apparently.
To be a fair, a lot of time has passed since the Source engine came out. While it's still great for mods, that doesn't change the fact that physics are often more elaborate in other shooters.
That, and thousands of exploding barrels are....pretty much the oldest physics trick ever.
I've been playing through HL2 again here at work. They reeeeeeeeally need to up their game on the storyline front. It's amusing to me that their two least "story-based" games, Portal and Left 4 Dead, have infinitely more character and story to follow than HL2.
To be fair, HL2 still blows me away with some of the detail they put into it. I remember thinking it was the most amazing looking game of all time when it first came out. Now... well... not so much. But it's still impressive.
I still remember the first time messing around with the physics using console commands. Making barrels fly around was so cool!!!
Now it had better be standard or the game flops, apparently.
To be a fair, a lot of time has passed since the Source engine came out. While it's still great for mods, that doesn't change the fact that physics are often more elaborate in other shooters.
That, and thousands of exploding barrels are....pretty much the oldest physics trick ever.
Exploding barrels are still awesome though. I love watching guys fly around from 'splosions.
Skull2185 on
Everyone has a price. Throw enough gold around and someone will risk disintegration.
I've been playing through HL2 again here at work. They reeeeeeeeally need to up their game on the storyline front. It's amusing to me that their two least "story-based" games, Portal and Left 4 Dead, have infinitely more character and story to follow than HL2.
To be fair, HL2 still blows me away with some of the detail they put into it. I remember thinking it was the most amazing looking game of all time when it first came out. Now... well... not so much. But it's still impressive.
I still remember the first time messing around with the physics using console commands. Making barrels fly around was so cool!!!
Now it had better be standard or the game flops, apparently.
To be a fair, a lot of time has passed since the Source engine came out. While it's still great for mods, that doesn't change the fact that physics are often more elaborate in other shooters.
That, and thousands of exploding barrels are....pretty much the oldest physics trick ever.
It shakes the level? I dunno, I tried it a couple times but it didn't do much. I'm also facing off against the striders outside of the old government building, so I doubt it affects them much.
I've been playing through HL2 again here at work. They reeeeeeeeally need to up their game on the storyline front. It's amusing to me that their two least "story-based" games, Portal and Left 4 Dead, have infinitely more character and story to follow than HL2.
To be fair, HL2 still blows me away with some of the detail they put into it. I remember thinking it was the most amazing looking game of all time when it first came out. Now... well... not so much. But it's still impressive.
I still remember the first time messing around with the physics using console commands. Making barrels fly around was so cool!!!
Now it had better be standard or the game flops, apparently.
To be a fair, a lot of time has passed since the Source engine came out. While it's still great for mods, that doesn't change the fact that physics are often more elaborate in other shooters.
That, and thousands of exploding barrels are....pretty much the oldest physics trick ever.
Posts
It was pretty funny.
I'll guess that you'll also get it if you pre-purchase on Steam, just like with the L4D2 baseball bat.
I've been missing out!
New York, eat all the hostages!
For the live demo I saw at PAX, they gave one of the controllers to a guy dressed up as Gordon Freeman. He was killed by the Valve guy. And lasered a few times.
Of course it sucked, since it ignored the two really important bits of Portal: the puzzles and the story. Now, the obvious solution was to do a co-op campaign, but I had a thought:
What if they did a gameplay mode where a few people (I dunno how many) are on different teams: and there goals are to solve a specific team puzzle. Nothing super complex, since it's going to be repeated ad nausum anyway. The compative element comes from using the resources and shifting the level itself to open up the solution to puzzles, which would often be in contradictary ways for each team. For example: One team may need to focus a laser into a certain point on the map to open up a door, but the laser cuts through a tunnel the other team needs to get through, so while the first team is scrambling to get that portion of the level done, the second team are concerned with disrupting that laser so they can continue on with their goal.
Basically each team would be scrambling to complete stages of a puzzle (or maybe one team is just trying to prevent them from completing the puzzle) while the other team tries to disrupt them. It would be complex as hell, and require a LOT of balancing and testing, but I think through refinement it could generation something awesome and VERY unique.
EDIT: Maybe I should actually have watched that before watching. There doesn't appear to be any actual new info or footage.
GT: Tanky the Tank
Black: 1377 6749 7425
Oh man.
I can't wait.
Carrying a single Weighted Companion Cube through the entire game should be an optional (and hella difficult) achevement; like L4D2's Gnome. If you fail to bring one into a test chamber that requires one; one is provided; so it's not required, but as a way to make challenges more interesting...
If it is an 'Orange Box' type deal, have Gordon and Chell's paths cross, but not meet; such as Gordon using a pair of portals that vanish just afterwards (as Chell would be deploying new ones elsewhere). Or Gordon crossing a wobbly steel beam over a chasm-o-death which falls down just after he crosses; while Chell enters a room with no visable ceiling with some deadly device she has no hope of surviving but suddenly a huge steel beam falls from the sky crushing/blocking it.
That is, the Characters (and players, when first playing one game) would have no idea why/how these things are happening at first.
Progressing to where the enemy is talking about 'the other one' and the player, in both roles, takes deliberate actions to help the other. Fleeting glympses of each other (during moments when the other wouldn't be under player control; like Gordon knocked out, temporarally captured; or Chell hurtling through the air into a portal.
Oh and G-Man is actually Chell's Dad.
I am a freaking nerd.
Eli is his grandson
And John Freeman is Gordon's brother. Enter Full Life Consequences.
But we have no idea when/how/if Gordon and Chell are going to cross paths at all. It isn't unlikely, really, but I don't see why Gordon would be in an Aperture facility.
What? This is Half-Life we're talking about here. They've done weirder things.
I was thinking on the Borealis.
Put the RED logo ontop of the BLU one.
Look at the result.
Also, Portal 2 delayed. Again.
And it crosses over April first. That is a dangerous time for game announcements.
I thought we knew for sure that Episode 3 is on the way, as in, it will exist.
Then we also knew for sure that HL3 will exist as well...
I just want more Half-Life and I don't care how we get it.
To be fair, HL2 still blows me away with some of the detail they put into it. I remember thinking it was the most amazing looking game of all time when it first came out. Now... well... not so much. But it's still impressive.
I still remember the first time messing around with the physics using console commands. Making barrels fly around was so cool!!!
Now it had better be standard or the game flops, apparently.
Best console command ever.
To be a fair, a lot of time has passed since the Source engine came out. While it's still great for mods, that doesn't change the fact that physics are often more elaborate in other shooters.
That, and thousands of exploding barrels are....pretty much the oldest physics trick ever.
I'm not at home right now what does this do?
Exploding barrels are still awesome though. I love watching guys fly around from 'splosions.
This is very true, I miss those days...
Wait, they're still here!
I never get tired of them.
http://www.youtube.com/watch?v=OO_1fIjME5E
As for Portal 2, I told my friend earlier that the delay is great for me. It gives me time to buy a computer that can run it :P
Isn't rik rolling a bannable offense around here?