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You are currently reading a thread in /v/ - Video Games

Thread replies: 39
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What went wrong?
>>
>>318067495
too short and easy
>>
>>318067495
nothing

>>318067584
>too short
nigga WHAT? It's like four times longer than P1, which many agree was just the right length
>>
>>318067495
Nothing, it's better than the first.
>>
>>318067495
It made Portal 1 look bad by comparison
>>
>>318067495
It was too good of a game so it attracted contrarian shitters to dislike it for no reason.
>>
>>318067724
this desu senpai
>>
>>318067495
too long
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>>318067495

Nothing, but the game gets praised irrationally by the press. I see it in greatest games of all time lists and I can't see why. It was a great game, but once I was done with the main game and the co-op I was just done. It's just more Portal.
>>
>>318067642
>It's like four times longer than P1
Yeah, which makes it about 10-12 hours, and it was sold as a full retail game.
>>
>>318067884
>once I was done with the main game and the co-op I was just done
that's the standard fare for puzzle games, no?

once you know the solutions and where to go, it sorta loses the appeal
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>>318067884
>once I was done with the main game and the co-op I was just done
>once I was done with the game, I was done with the game
>>
Have there been talks or news about a Portal expansion or even Portal 3? Or are the jews at Valve satisfied to have the community make all the new maps in the workshop?
>>
>>318067884
It had great writing and characters, but that was it. As far as "game" went, strip out the dialogue and it'd be dull, much like games like Braid or World of Goo.

It's kind of like how Telltale is praised for their "games" because their stories are so good, despite having the gameplay depth of a DVD menu.

Not a great game, but great characters which were presented perfectly through gaming platform. I don't think they would have been nearly as fun if shown in a movie or TV series.
>>
>>318068024
I think they're saying there is no replay value. I have tons of hours on Hitman games because I'm always trying to figure out different solutions to their puzzles.
>>
>>318068025
There's a free portal expansion made by some random guys. It's bretty gud. It's also significantly harder than Portal 1 and 2, but some of the solutions require some fuckery you'd never have thought of. The most egregious example I can think of was one solution that required you to cover a small square in bouncy goo, then put a portal on top of that, then bounce on the tiny sliver of square not covered by the portal to get momentum to clear a jump when exiting the portal.

http://store.steampowered.com/app/317400/
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It was the first ever memegame and created the cancerous genre.
>>
>>318068024

>>318068360 What this guy said basically.

The game didn't blow my mind or anything. All I wanted was more Portal to play and that was that. I did come back to play custom maps when that came out but other than that it was simply a great game to me, and nothing more.
>>
>>318068616
Shit I actually started that a few months ago but got stuck and completely forgot about it, thanks for reminding me m8
>>
>>318067942
10-12 hours is valve's standard, and nowadays you'd be lucky to get that length in a non-rpg campain
>>
>>318068163

Braid had dialogue? I can see your point, but Braid was definitely a gameplay-focused game, and very minimal on story.
>>
>>318067495
When I realized they'd made the walls destroyed to limit the places you could place the portals so casuals wouldn't get lost, it got laughably easy. Really soured the experience.
>>
>>318067495
They tried too hard to be funny, I believe.

The dev commentary also proves that they intentionally toned down the difficulty because of playtesters.
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>>318067942
That's twice more than most modern games have to offer for a SP campaign these days.
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>>318069559
That's not even something you need a commentary to see. The design of the puzzles changed fundamentally to make it so you could only put portals on limited areas that were connected to the solution.
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>>318067495
Nothing, the levels and puzzles felt fresh and exciting, dialogue and banter was entertaining as hell, and it didn't look bad. Mechanics are polished and I never felt frustrated. Solid 8.5/10.
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>>318069559

To be fair, nearly every video game ever made does this. The devs who spend every day with their game and usually blind to how difficult their game is. That's why NES games were hard as balls, with the few exceptions being Mario games.
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>>318069874
And it's been proven again and again that it makes for shit games.
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>>318067495
going deep underground and exploring the ruins of the older Aperture Labs is one of my favorite parts of a game
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>>318069685
This makes a lot of sense to me on reading it. I just finished breezing through Portal 2 and hald the time I was wondering why things were going so smoothly. I guess restricted options had a lot to do with it.

About the only time I really had to tickle my brain was I think the first spiral pipe room. About the only time I ever felt the game forced you to think in a "portally" way.
>>
>>318069874
True, but most of the Portal 1 chambers are covered with white and make you think a little bit harder about where to put a portal.

Portal 2's chambers are mostly black, with the white areas being the blatantly obvious solutions.
>>
>>318070215
That Itagaki tho.
Fucking Ninja Gaiden was insanely difficult in the hardest mode.
>>
>>318067495
steven merchant
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>>318069874
And that's why you filter out tester feedback, otherwise you get games even a braindead retard can't find excitement in.
When your playtesters are running in circles, like the commentary says literally happened in those bug caves in HL2 Episode 2, you should consider putting them in the fucking street, not listening to their feedback.
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>>318071118
I ran around in circles in those caves for quite some time. I just kept searching until I found the item/way out. It was a little annoying, but what's the alternative to a maze section exactly?
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>>318071281
>I ran around in circles in those caves for quite some time.
>maze section
Fucking how? As if one of those friendly aliens even holds your hand throughout the place wasn't enough, it's FUCKING LINEAR.

Were you a special needs child or are we not talking about Half-Life 2 Episode 2?
>>
>>318067495
1) The level design eventually stopped being about puzzles and became "look at this huge destroyed and abandoned level! now look real hard for the ONE fucking white surface in the entire level that you can place a portal on, because the solution to this "puzzle" is literally just placing a portal there and the difficulty is literally just finding it".
2) They tried to monetize co-op.
>>
Handholding
>>
>>318067495
Valve
Thread replies: 39
Thread images: 6

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