"Portal 2" Review: Diving into Aperture Science
Portal 2,
released by Valve in 2011, is a
complex puzzle game built around a simple concept. This game sees players navigating
through the abandoned halls of Aperture Laboratories using the portal gun, a
tool that allows the player to create portals to teleport from one point to
another. Throughout the game, a variety of disembodied voices encourage the player
to continue, whether those voices belong to the crazed AI GLaDOS, the idiotic
AI Wheatley, or the prerecorded messages left behind by the late CEO of
Aperture Science, Cave Johnson. These characters are the key motivating factors
behind the game’s story progression and, at times, teach the player more about
the history of the mysterious facility. Portal
2 combines eerie yet fun music, thoughtful and varied level design, and an
expansive backstory involving interesting characters to create a unique
atmosphere that has become characteristic of the series.
Portal and Narbacular Drop
The
original Portal, released in 2007 as
part of The Orange Box bundle, was a
small test that received good reviews across the board. Chris Watters of
Gamespot, for example, states in his review of the game “Portal is a fantastic
game that should be played by anyone interested in unique, well-crafted
gameplay and a witty, whip-smart script…Portal may not last much longer than
some feature films, but pound for pound it remains one of the best games on
store shelves.” Few people, then, would expect this critically acclaimed game to come from the minds of a group of
college students in their senior year. In 2005, seven students from the Digipen
Institute of Technology created a demo they dubbed Narbacular Drop. This senior-year project showed off the now-famous
portal mechanic and was presented during the Digipen career fair. Robin Walker,
a developer at Valve that happened to be at the event, showed interest in the
project and offered the students a chance to show it off to the CEO of his
company. They obliged and the impressed Gabe Newell hired them on the spot to
work on Portal (Dudley).
Narbacular Drop was
a primitive-looking game due to what the students at the time had at their
disposal. Valve’s Source engine, by contrast, allowed the team to create pretty
portal effects and improve the graphics as a whole. The act of shooting portals
in Portal is very satisfying due to
the sounds and effects that come with it, but the same action in Narbacular Drop has no such effect. Portal also does a better job of
presenting its puzzles. Portal makes
it so that players can only shoot portals on white surfaces; because of their
color, these surfaces contrast well with the environment and stand out. Narbacular Drop, however, makes any
earthy material capable of accepting a portal; this can be overwhelming due to
the amount of earthy material surrounding the player at all times (CoffeeCube).
Looking
at these games side-by-side really illustrates the influence large game
companies had at the time. Indie games and student projects nowadays, because
of the availability of powerful engines such as Unity, are much more capable of
achieving solid graphical performance and becoming successful in the game
market on their own. Narbacular Drop,
meanwhile, doesn’t come close to Portal
and wouldn’t have been able to succeed in its original state. More and more
people are making games by themselves, yet this simply wasn’t feasible back in
2005. Valve thus allowed for this small team of students to bring their unique
idea to the market and eventually create Portal
2.
Portal 2 and Improving a Sequel
Portal 2 thus
had the difficult task of living up to the hype generated by Portal. How would they innovate the
already-established puzzle mechanics? How would they expand on the lore of
Aperture Science? How would they keep the charm of the original game? The team
found the answers to all of these questions and managed to make an even better
sequel. Increasing the team of eight people to 30, there was a lot more leeway
in terms of the game’s scale (Wolpaw). The developers placed a lot of importance
on continuing the protagonist’s rocky relationship with GLaDOS and showing
players the destruction they caused at the end of the first game. Portal 2 begins with rubble everywhere
that GLaDOS cleans up overtime, giving players a good picture of the damage
they dealt to the facility at the end of Portal.
To further convey this, GLaDOS, who was deceptively kind and encouraging in the
first game, is now rude and bitter because the player “murdered” her.
Throughout Portal 2, her tone is
sarcastic and aggressive, which establishes an interesting shift in tone from
the first game.
Characters
and Narrative
Portal 2’s
characters are constantly rude and disrespectful. GLaDOS calls you fat, makes
fun of you for being adopted, and reminds you that you’ll never be able to see
the light of day. Wheatley talks to you as if you were mentally challenged and eventually
betrays you after taking control of the facility. Cave Johnson doesn’t care
about the well-being of his test subjects and doesn’t even seem to care about
the advancement of science at all. Because of all this, I see these characters
as some of the most memorable and lovable characters in video game history; I
find that GLaDOS, in particular, develops into a very interesting character
once more is revealed about her past. Portal
2 makes the interesting narrative choice of teaming the player up with the
main antagonist. Stripped of her power, GLaDOS has no choice but to join the
player in stopping Wheatley from destroying the facility. From this point on,
she becomes more “human” and develops an unlikely friendship with the
protagonist. In my opinion, this simple plot point adds a lot of depth to the
narrative and makes the lore of Aperture Science much more interesting.
I
felt encouraged to take the extra step of searching for plot clues in the
environment, which is a consistently rewarding experience in this game.
Throughout the game, you can find hidden information on the facility’s past,
secret dens created by Aperture’s only surviving scientist, and a variety of
other easter eggs that give cryptic details on the plot. Because you start the
game with no understanding of the environment you’re in or even the character
you’re playing as, this type of storytelling has a really potent effect on its
players. In his review of Portal 2,
Chris Watters of Gamespot states “it's amazing how Portal 2 manages to tell a
better story with disembodied voices and spherical robots than most games can
with full-on humans.” I agree with this statement wholeheartedly; Portal 2’s characters are just voices,
yet their mysterious origins and complex characters make them so much more than
that.
Sound
Design
Portal 2’s
soundtrack is very quirky and distinct. It blends eerie, atmospheric noises
with fun techno beats to create music that works well with the game’s
industrial atmosphere. The soundtrack always succeeded in making me feel
whatever emotion the game developers wanted me to feel. Songs with lighter tones
accompany the repaired portions of Aperture and encourage me to think more
carefully about the puzzles at hand. Songs with slightly distorted and
unsettling tones, meanwhile, play in destroyed areas and work well in
establishing the atmosphere. Simple metal clangs echo in the older wings of the
laboratory and make me feel the loneliness of those levels. The game ends with
a beautiful orchestra that makes me feel triumphant in my victory yet upset the
experience has to end. GLaDOS then ends it off by singing a song that makes me
laugh and leave the game on a good note. Portal
2 definitely wouldn’t have the same level of charm without its soundtrack;
the same goes for the sound effects the game uses.
Shooting a portal, for example, makes a cool sound;
shooting a second portal feels like a continuation of that sound and brings the
sound effect to completion in a sense. Because they’re the main mechanic of the
game, I imagine that the developers really wanted to perfect the sounds portals
made so that players wouldn’t get tired of hearing them. The cool thing about Portal 2 is that every action makes a
satisfying sound. From picking things up to riding up elevators, every action
makes an appropriate noise. Music may even play alongside the events happening
on-screen at times. For example, some puzzles will use a tool called a Faith Plate,
which propels the player into the air. Whenever the player is launched by these
Faith Plates, the music becomes more “techno” and slowly fades out as the
player loses momentum. This effect really adds to the feeling of soaring
through the air and makes the experience more fun and immersive. Portal 2’s sounds have a heavy impact on
its mechanics, and I feel that many other games would benefit from following
this same principle.
Innovating
Mechanics
Portal was
built on a simple concept with few mechanics. You place portals, place cubes
onto buttons, avoid turrets, and use momentum to your advantage. Bringing in
new mechanics that didn’t overcomplicate the game must’ve been difficult, yet
the team managed to do it. Erik Wolpaw, lead writer of Portal 2, revealed in an interview that the team’s starting point
was with the co-op mode. He found that a lot of people would play the first
game together, so a dedicated mode for two players seemed like a logical next
step. Portal 2’s co-op mode is
separate from the main story and follows two robots, Atlas and Peabody, made
for testing. By introducing the new mode in this fashion, the developers could
still make a dedicated single-player campaign while also creating an experience
where two people could go through GLaDOS’s crazy tests together.
Aside from co-op, new mechanics needed to be introduced
to keep the game fresh. One such mechanic was actually taken from another team
of Digipen students. This team created a project called Tag: the Power of Paint and was hired by Valve to work on a game.
The developers of Portal 2 eventually
discovered that the project’s main mechanic would work perfectly in the context
of Portal, and they thus implemented
the gel system (Wolpaw). Gels can cover various surfaces and hold different
properties depending on the color; blue gel makes the player bounce, orange gel
makes the player run fast, and white gel creates surfaces in which you can
shoot portals. While this new mechanic is interesting and allows for more
intricate puzzles, using the gels can be tedious at times. There are puzzles where
you must use portals to spray a white gel onto a surface; you must then use
this white gel to gain access to other gel sources and, in turn, use those gel
sources in different parts of the room. Because of the scope of these puzzles,
they can become overwhelming or boring very quickly. The gel mechanic brings a
lot of cool puzzle ideas to the game, but it can simultaneously be really
annoying at certain points.
Along with the gels, the game introduces new reflective
cubes, lasers, the aforementioned Faith Plates, and more. What’s interesting
about these mechanics is that they are all environmental. The central mechanic
of shooting portals remains exactly the same, yet Portal 2 is still very different from its predecessor. Because the
central mechanic involves manipulating the environment, the idea of only
introducing environmental mechanics is brilliant. The act of shooting portals
shouldn’t be muddled with other crazy mechanics; in the case of this series,
the best way to innovate is to change the environment around the player. By
doing this, the developers managed to create an inventive sequel that built
upon what the first game established.
Conclusion
Portal 2 has
come a long way since its origins with Narbacular
Drop. The team posed an interesting idea, which led to a
critically-acclaimed test project, which led to an absurdly well-known triple A
title. With its unique story-telling, immersive sound design, and innovative
mechanics, Portal 2 fills all of the
marks of a good game. Due to the lack of indie games at the time, this series
would not have been made possible without the opportunity Valve gave to a group
of random students. Watters says it best in his review: “As you journey through
the massive Aperture facility, it becomes clear that Portal 2 does not merely
come after Portal. Instead, it radiates outward from its predecessor,
simultaneously illuminating the world that gave rise to Portal and continuing
the adventure that began there…Your return to Aperture Science is a joyful one
in this immensely appealing, laugh-out-loud funny, and thoroughly satisfying
sequel.” Valve’s approach to making games is admirable, and I can only hope
that more developers will take inspiration from the development of the Portal series.
Works
Cited
Dudley, Brier.
"Backstory to Blockbuster Game 'Portal 2' Is a Real Cinderella Tale."
The Seattle
Times.
The Seattle Times Company, 17 Apr. 2011. Web. 07 Mar. 2017.
Narbacular Drop (Gameplay
Only). Dir. CoffeeCube. YouTube. YouTube, 7 Mar.
2016. Web. 7
Mar.
2017.
Watters, Chris.
"Portal 2 Review." GameSpot. GameSpot, 18 Apr. 2011. Web. 07
Mar. 2017.
Watters, Chris.
"Portal Review." GameSpot. GameSpot, 10 Oct. 2007. Web. 07
Mar. 2017.
Wolpaw, Erik.
"Synthesizing Portal 2." Interview by Chris Remo. Gamasutra: The
Art &
Business
of Making Games. Gamasutra, 20 Sept. 2010. Web. 7 Mar.
2017.
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