**Official Portal 2 thread**

Just finished SP. Steam says 11 hours and thats with co-op complete as well. I reckon that was about a 7:4hour split (SP:CO). My housemate and I were pretty quick on co-op :)

Edit: Needless to say no cheating...
 
k, im stuck, 3 hrs and still non the wiser
give me a clue pleeeeease
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*SPOILERS*


Left is a switch, it drops 2 laser redirection boxes, they hit flippers and hit each other falling into the water, use the light bridge via portals to block the box coming from the far flipper, this will give you both boxes.

If you are still stuck after that, god help you.

The thing about Portal 2 is remembering every mechanic available to you, this includes bridges/lasers/vortex tunnels/gel/flippers/switched/buttons, a lot of which can be combined. I will give you one big hint because it's the one that bugged me the most when I remembers it after 10 minutes in a later chamber, lasers always DO something, blocking them turns it off.
 
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Can anyone help us out with a problem I'm having even getting started on this game. Basically the start of the game, menus intro etc look fine when I get into the actual game its just showing black and a kind of blurry red. Tried messing with settings to no avail.
This is the steam version of the game.This is on a pair of 6870s with latest 11.4 preview catalyst drivers, tried disabling crossfire etc too and still the same :(.
All I can find on searching is problems with intel integrated graphics and the shader being out of date, but obviously I,m not using that and there wasnt even a suggested solution to that anyway. Maybe its already mentioned in this thread and search isnt bringing it up for me.
Any help would be great.

cheers,

Dave.
 
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I can't help but think I wish the game was more challenging, the trailers for both 1 and 2 show frantic quick gameplay in some sections, these seem to be cut from the final version in both.. Quick save should be removed and more challenging maps should be added

Have to say i agree, i remembered from the trailer there being places where you had to jump through plates that would crush you using the speed gel and i was kinda hoping that there would be more puzzles with elements that needed to be timed correctly for them to work

I remember only 2 places in the game where you have to actually have to get a move on to avoid something killing you (excluding the end boss), all of the escape or scripted sequences you can start around for as long as you like without being in any danger
 
Quite a few saying it's too easy then... no surprise when you think they designed it with focus groups having their input on everything.

I'm not being a snob here, but if you keep designing so that everyone can understand and complete the game, it's always going to be bloody easy isn't it? I wonder how many proper gamers they had playtesting, and how many "I played Poker online once so I'm a gamer too!" types.
 
There's a quick save?

Game is a bit too easy for Quick saving especially when considering it creates an autosave after every few steps.

Indeed, I only saved 3 times, once at the end of each night, and that was only out of habit as I knew that the last auto save would have been no more than 30 seconds previous to where I was upto.
 
To be honest...I didn't think it was that easy. A couple of points it had me pretty stumped for a while. I think it had the right balance, at no point did I feel frustrated but at no point did I feel like I was going through the motions.
 
You're supposed to be posting requests for help in the Spoilers thread...

Been doing the coop today, about 4 hours (ish) so far and halfway through the 5th area, thanks to my brother being an arse and rebooting the router and his pc crashing a couple of times. It really is awesome, some of the puzzles are frigging tricky and the teamwork required is hilarious.
 
Quite a few saying it's too easy then... no surprise when you think they designed it with focus groups having their input on everything.

I'm not being a snob here, but if you keep designing so that everyone can understand and complete the game, it's always going to be bloody easy isn't it? I wonder how many proper gamers they had playtesting, and how many "I played Poker online once so I'm a gamer too!" types.

Well, it'd take a lot more work obviously, but I'm thinking they could've made difficulty levels that actually changed things in the game world significantly.

For example, 'easy' would mean no timing/twitch required and you're also able to put portals in a lot more places. While greater difficulties would gradually ramp up the former and less of the latter.

Great game and well worth it for me, I'm also looking forward to DLC add-ons and what the mod community produce.
 
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There were a few moments that really had me stuck for a while. Even had to post for help, though weirdly the solution came to me right after posting, even though I'd spent nearly 30 mins prior to that going in circles.

Usually the solution was starting me in the face the whole thing. Like missing a portal surface or forgetting that sometimes you need to use a portal and then quicky create another portal before you've landed to complete a puzzle.
 
Well, it'd take a lot more work obviously, but I'm thinking they could've made difficulty levels that actually changed things in the game world significantly.

For example, 'easy' would mean no timing/twitch required and you're also able to put portals in a lot more places. While greater difficulties would gradually ramp up the former and less of the latter.

Great game and well worth it for me, but I'm also looking forward to DLC add-ons and what the mod community produce.

That would require MASSIVE amounts of playtesting. Seriously the difficulty of the game is fine, there are some easy moments, some difficult moments, moments where you walk in and know what you're doing, and so on.

Leave the truly difficult chambers to challenges extra to the game (like they did in Portal, hopefully they're a work in progress) and the Coop puzzles are by no means a walk in the park either. 1 of them in particular i still don't understand how we did it ><
 
That would require MASSIVE amounts of playtesting. Seriously the difficulty of the game is fine, there are some easy moments, some difficult moments, moments where you walk in and know what you're doing, and so on.

Leave the truly difficult chambers to challenges extra to the game (like they did in Portal, hopefully they're a work in progress) and the Coop puzzles are by no means a walk in the park either. 1 of them in particular i still don't understand how we did it ><

This tbh. I think the campaign of the game should be of a difficulty that allows everyone to enjoy the story.

The real melon scratchers and FUUUUUU moments will come from Mods and hopefully DLC. :)
 
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