After playing Tag (the DigiPen project that inspired the physics gels), I was a bit disappointed that
there wasn't a gel which allowed you to walk on walls and ceilings.
I mean, I understand it's difficult to make a challenging puzzle which includes such a powerful tool, but come on. It could be done, and done well.
Maybe the mod tools will allow things like this.
I think that'd defeat the point of having portals to be honest. I can't think of any compelling puzzles they could make with that, outside of "just doing it for the sake of doing it." In which case you are removing portals from the equation which kind of defeats the purpose.
I feel the white gel in portal 2 serves the same purpose as the blue gel (right?) in Tag, only fitting in the Portal theme.
It allows you to put a portal on any surface as opposed to walking on any surface. Which is more fitting. There are already light bridges and funnels that use portals to get around. I'd rather see more puzzles involving the current elements than more elements, really.
Where'd my unstationary scaffold go?
And where's my signed copy of 'The girls of Aperture Science'?
Which pit is the Pit Boss acheivement referring to?
The one where Wheatly tries to kill you with a ton of spikey mashers. After you escape, he asks you to come back. If you actually come back, he asks you to jump in the pit as he cannot actually reset his trap.
I recommend hanging around first before jumping in (and gaining the achievement) as this is quite possibly some of the funniest dialog in the game if you let him ramble trying to convince you to jump in
Which pit is the Pit Boss acheivement referring to?
It's at The Part Where He Tries to Kill You, after you escape the mashy spike plates and he asks you to come back, come back and listen to what he has to say, and then follow his advice because ponies amirite?
Which pit is the Pit Boss acheivement referring to?
The one where Wheatly tries to kill you with a ton of spikey mashers. After you escape, he asks you to come back. If you actually come back, he asks you to jump in the pit as he cannot actually reset his trap.
I recommend hanging around first before jumping in (and gaining the achievement) as this is quite possibly some of the funniest dialog in the game if you let him ramble trying to convince you to jump in
There's another sequence like this and he has the same response.
Willeth on
@vgreminders - Don't miss out on timed events in gaming! @gamefacts - Totally and utterly true gaming facts on the regular!
Overall I thought it was outstanding but the final boss fight sucked, at least until the moon bit.
There was a demo puzzle during last year's E3 that I was disappointed didn't make the final game. You had to use the speed gel to coat a corridor lined with spiked smashy plates and slide through them.
Overall I thought it was outstanding but the final boss fight sucked, at least until the moon bit.
There was a demo puzzle during last year's E3 that I was disappointed didn't make the final game. You had to use the speed gel to coat a corridor lined with spiked smashy plates and slide through them.
They removed mashy spike plates from the test chambers because apparently they were upsetting the play testers and breaking up the pacing of the game.
After playing Tag (the DigiPen project that inspired the physics gels), I was a bit disappointed that
there wasn't a gel which allowed you to walk on walls and ceilings.
I mean, I understand it's difficult to make a challenging puzzle which includes such a powerful tool, but come on. It could be done, and done well.
Maybe the mod tools will allow things like this.
I forget where I ready it, but
the wall walking gel was in there, but it made playtesters motion sick
In this game? Really?
Yeah, that hardly seems like a good reason to remove it from a game like this. :P
Oh well, at least that gives me hope that mods could add it back in. I can already think of at least one dastardly puzzle that would make good use of it.
Overall I thought it was outstanding but the final boss fight sucked, at least until the moon bit.
There was a demo puzzle during last year's E3 that I was disappointed didn't make the final game. You had to use the speed gel to coat a corridor lined with spiked smashy plates and slide through them.
They removed mashy spike plates from the test chambers because apparently they were upsetting the play testers and breaking up the pacing of the game.
Though, they did make it into co-op.
It seems like they removed a LOT of things because of play tester complaints. I think their play testers may have been a pack of 5 year old girls.
Overall I thought it was outstanding but the final boss fight sucked, at least until the moon bit.
There was a demo puzzle during last year's E3 that I was disappointed didn't make the final game. You had to use the speed gel to coat a corridor lined with spiked smashy plates and slide through them.
They removed mashy spike plates from the test chambers because apparently they were upsetting the play testers and breaking up the pacing of the game.
Though, they did make it into co-op.
Valve seems to be a little too concerned with what the play testers think.
Krathoon on
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Warlock82Never pet a burning dogRegistered Userregular
Overall I thought it was outstanding but the final boss fight sucked, at least until the moon bit.
There was a demo puzzle during last year's E3 that I was disappointed didn't make the final game. You had to use the speed gel to coat a corridor lined with spiked smashy plates and slide through them.
They removed mashy spike plates from the test chambers because apparently they were upsetting the play testers and breaking up the pacing of the game.
Though, they did make it into co-op.
Valve seems to be a little too concerned with what the play testers think.
To be fair, the first game was made the exact same way. Many test chambers were completely redesigned due to playtester feedback.
Overall I thought it was outstanding but the final boss fight sucked, at least until the moon bit.
There was a demo puzzle during last year's E3 that I was disappointed didn't make the final game. You had to use the speed gel to coat a corridor lined with spiked smashy plates and slide through them.
They removed mashy spike plates from the test chambers because apparently they were upsetting the play testers and breaking up the pacing of the game.
Though, they did make it into co-op.
Hm, since I just finished this game, I have an opinion on that matter.
I was having lots of fun with the puzzles and even said in the previous thread that I was grateful for the fact that the puzzles were rarely required fatal experimentation and a reload. I was free to experiment because there were rarely any dangers. Wheatley takes over, and suddenly I'm jumping over bottomless pits and dodging spiky mashing things while frantically looking for a place to portal. I died on that part 5 times before noticing the spot RIGHT IN FRONT OF ME. It just made things a tad aggravating for me. I was OK with it because the tone of the game changed at that point and I knew I was close to the finale. In that context it was fine, but if there were spiky mashing things in every level I think I would have spent most of the game frustrated and perhaps not finished so quickly.
I think it's terribly awesome that Valve does play testing beyond simple QA to find out what makes the game fun. They will have my money every time because of this.
Overall I thought it was outstanding but the final boss fight sucked, at least until the moon bit.
There was a demo puzzle during last year's E3 that I was disappointed didn't make the final game. You had to use the speed gel to coat a corridor lined with spiked smashy plates and slide through them.
They removed mashy spike plates from the test chambers because apparently they were upsetting the play testers and breaking up the pacing of the game.
Though, they did make it into co-op.
Valve seems to be a little too concerned with what the play testers think.
To be fair, the first game was made the exact same way. Many test chambers were completely redesigned due to playtester feedback.
I'm surprised one section survived.
The lasering the neurotoxin supply lines. It's been beaten into us that portals can't be placed on moving surfaces, and there are even occasions beforehand where surfaces will move and destroy portals. It's really counter-intuitive and almost tripped me up.
Maybe the developer commentary explains it.
Willeth on
@vgreminders - Don't miss out on timed events in gaming! @gamefacts - Totally and utterly true gaming facts on the regular!
There's some hilariously absurd sounding dialogue in the commentary.
Something similar to "Players forgot they had a portal gun in this room because they saw the funnel first." Isn't the whole game about thinking with portals? The playtesters needing to be reminded that makes me sad.
Also, the "we switch the portal colors for you so you can't mess up!" on the Aristotle vs. Mashy Spike Plate section. Even if you forget, you can always looks right behind you...
It made sense for the moon part, mostly because it was interactive cinematic at that point. No way to fix it if you mess up.
Overall I thought it was outstanding but the final boss fight sucked, at least until the moon bit.
There was a demo puzzle during last year's E3 that I was disappointed didn't make the final game. You had to use the speed gel to coat a corridor lined with spiked smashy plates and slide through them.
They removed mashy spike plates from the test chambers because apparently they were upsetting the play testers and breaking up the pacing of the game.
Though, they did make it into co-op.
Hm, since I just finished this game, I have an opinion on that matter.
I was having lots of fun with the puzzles and even said in the previous thread that I was grateful for the fact that the puzzles were rarely required fatal experimentation and a reload. I was free to experiment because there were rarely any dangers. Wheatley takes over, and suddenly I'm jumping over bottomless pits and dodging spiky mashing things while frantically looking for a place to portal. I died on that part 5 times before noticing the spot RIGHT IN FRONT OF ME. It just made things a tad aggravating for me. I was OK with it because the tone of the game changed at that point and I knew I was close to the finale. In that context it was fine, but if there were spiky mashing things in every level I think I would have spent most of the game frustrated and perhaps not finished so quickly.
I think it's terribly awesome that Valve does play testing beyond simple QA to find out what makes the game fun. They will have my money every time because of this.
There's some hilariously absurd sounding dialogue in the commentary.
Something similar to "Players forgot they had a portal gun in this room because they saw the funnel first." Isn't the whole game about thinking with portals? The playtesters needing to be reminded that makes me sad.
Also, the "we switch the portal colors for you so you can't mess up!" on the Aristotle vs. Mashy Spike Plate section. Even if you forget, you can always looks right behind you...
It made sense for the moon part, mostly because it was interactive cinematic at that point. No way to fix it if you mess up.
Silly playtesters, basically.
I think I did that first one at times.
Suddenly realizing, "oh right, I can go through portals too".
People are going to think that countdown is officially from Valve and then get butthurt when it turns out it isn't.
All in all I think Portal 2's biggest downfall is that it was simply far too easy. Not to go full neckbeard but I guess this is what we have to look forward to in a post Angry Birds world where most people need things to be simplified to the point of being one button clicky clicky.
I know I've repeatedly 'forgot' about the portal gun when introduced to a new mechanic - sometimes you focus so hard on solving everything with the new toy you forget about the basics.
And yeah, the reason Valves games are polished as hell and get like 95+% positive reactions is because they have a ton of people testing stuff out and responding to that feedback - again, you probably aren't going to get the most radical designs that way, but you will get something that almost everyone will enjoy.
catch it before it touches ground you get an achievement. I did this by positioning myself far away from one of the glass cube sides, dumping the blue stuff on, and then quickload whenever it didn't go in my direction.
Luckily I only had to quickload once!
Easier way:
1) Drop repulsion gel
2) wait for glass to start breaking
3) Drop water, it stops bouncing, stays on that platform and probably breaks some glass
4) pick it up
5) achievement get with very very little trial and error.
@Maddoc: its not that much harder imo. Maybe 3 or so puzzles that left my partner stumped for a bit. Still great fun.
Co-op really isn't too hard, I'd say the most challenging part is communicating well enough. If you play on skype or vent or whatever it shouldn't be an issue, though
it's really great fun though. especially the later puzzles
I about died laughing on the one where you have to have your partner catch a refractor cube in mid air after using speed gel to take off, and then they bounce up and down to shoot those turrets. i got my partner killed like 4 times
I'd say GLaDOS' insults are funnier in co-op though
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Where'd my unstationary scaffold go?
And where's my signed copy of 'The girls of Aperture Science'?
Origin: Viycktor
I never finish anyth
I recommend hanging around first before jumping in (and gaining the achievement) as this is quite possibly some of the funniest dialog in the game if you let him ramble trying to convince you to jump in
Edit: Late, this tread's a speedy one.
There's another sequence like this and he has the same response.
@gamefacts - Totally and utterly true gaming facts on the regular!
gotta get them cheetos mang
And for the record Cheetos are horrible. Cheezies are where the good flavour is at.
I never finish anyth
I forget where I ready it, but
There was a demo puzzle during last year's E3 that I was disappointed didn't make the final game. You had to use the speed gel to coat a corridor lined with spiked smashy plates and slide through them.
They removed mashy spike plates from the test chambers because apparently they were upsetting the play testers and breaking up the pacing of the game.
Though, they did make it into co-op.
In this game? Really?
@gamefacts - Totally and utterly true gaming facts on the regular!
Yeah, that hardly seems like a good reason to remove it from a game like this. :P
Oh well, at least that gives me hope that mods could add it back in. I can already think of at least one dastardly puzzle that would make good use of it.
It seems like they removed a LOT of things because of play tester complaints. I think their play testers may have been a pack of 5 year old girls.
Valve seems to be a little too concerned with what the play testers think.
To be fair, the first game was made the exact same way. Many test chambers were completely redesigned due to playtester feedback.
Hm, since I just finished this game, I have an opinion on that matter.
I think it's terribly awesome that Valve does play testing beyond simple QA to find out what makes the game fun. They will have my money every time because of this.
I'm surprised one section survived.
Maybe the developer commentary explains it.
@gamefacts - Totally and utterly true gaming facts on the regular!
Also, the "we switch the portal colors for you so you can't mess up!" on the Aristotle vs. Mashy Spike Plate section. Even if you forget, you can always looks right behind you...
It made sense for the moon part, mostly because it was interactive cinematic at that point. No way to fix it if you mess up.
Silly playtesters, basically.
in regards to your second spoiler.
I think I did that first one at times.
And I forgot to save, and the auto-save has been over-writen. FFFFFFFUUUUUU. Now I need to start at the begining of the chapter.
I never finish anyth
however, it is also a reason why a lot of their game design decisions, while innovative, are what i would call "safe"
personally i think it always works out for the best
but i could see why people could wish for them pushing the envelope more
either way, i think they did pretty damn well on portal 2
I can actually totally see that happening to me.
It also makes it easy to get disoriented. I remember that happening in Prey. Still, that is a gameplay element in a way.
More countdowns, if history is any indication.
All in all I think Portal 2's biggest downfall is that it was simply far too easy. Not to go full neckbeard but I guess this is what we have to look forward to in a post Angry Birds world where most people need things to be simplified to the point of being one button clicky clicky.
if you open the dev console, you can try 'changelevel' command and then switch to the map section. the sp maps start with sp_
I know I've repeatedly 'forgot' about the portal gun when introduced to a new mechanic - sometimes you focus so hard on solving everything with the new toy you forget about the basics.
And yeah, the reason Valves games are polished as hell and get like 95+% positive reactions is because they have a ton of people testing stuff out and responding to that feedback - again, you probably aren't going to get the most radical designs that way, but you will get something that almost everyone will enjoy.
I am a freaking nerd.
Looking forward to giving it a go this weekend.
Easier way:
2) wait for glass to start breaking
3) Drop water, it stops bouncing, stays on that platform and probably breaks some glass
4) pick it up
5) achievement get with very very little trial and error.
@Maddoc: its not that much harder imo. Maybe 3 or so puzzles that left my partner stumped for a bit. Still great fun.
it's really great fun though. especially the later puzzles
I'd say GLaDOS' insults are funnier in co-op though