Sunday, June 5, 2011

PORTAL 2 REVIEW

A mind-bending marvel.



The original Portal had the element of surprise. Its style of first-person physics-based puzzle gameplay was unique. GLaDOS, the murderous robotic villain, was new and vibrant and evil in the most charming way. Cake jokes and songs about surviving dismemberment were still hilarious. It was short, succinct and essential. Creating a sequel without playing all the same notes and making it feel like Portal: The Longer Version is a tough task. For Valve, it's apparently no problem.

From the first moments of waking up in the rusting Aperture Science facility to right before the credits roll, Portal 2 rarely falters. The world is bigger, the story thicker, and the character development more surprising. The mania of GLaDOS, the facility's operator, is molded into unexpected forms alongside a host of brutally funny personalities. The history of the Aperture Science facility is filled in, character origins discussed, and though its pacing suffers as it occasionally strikes a more serious tone, an abundance of cruel jokes and cheerfully sincere death threats prevent it from losing its sarcastic charm. When you're not staring at your screen with wrinkled, pained expression on your face trying to figure out a puzzle, expect to be laughing.




You still play as Chell, dragged back into Aperture after the events of the first game. You soon meet Wheatley, a spherical robot, voiced by Stephen Merchant (The Ricky Gervais Show, Extras) who helps you through the early stages. It's difficult to overstate how Merchant's obvious enthusiasm for the role benefits the game. No word Wheatley speaks is without witty inflection, and the consistently clever writing perfectly complements the onscreen action. It's easy to be be just as concerned about missing lines of dialogue as about progressing through the puzzles, especially during Wheatley and GLaDOS' verbal sparring matches.

The attention to detail throughout is nothing short of stunning. The facility is in a state of disrepair at the beginning. Once GLaDOS whirs into action, so does the facility, becoming an extension of her body and personality. When you enter a room mechanized crane arms and wall plates spin and shift with an urgency like you walked in on them with their pants down. As Portal 2 progresses, the environments expand from claustrophobic test chambers to yawning underground chasms. Metal girders and structural supports break and crash into each another, snapping apart in chaotic and natural ways, consistently serving not only to entertain the eye but to expand our understanding of the game's characters. The core appeal of something like Portal will never be the visuals, but it's still impressive how much mileage Valve is getting out of its Source technology first used for Half-Life 2 in 2004.



Though there's a much bigger emphasis on story and character development in Portal 2, you'll spend a lot of time tangling with spatial reasoning puzzles in test chambers. Valve brings back the same portal gun while greatly expanding the number of gameplay toys. The gun shoots two linked portals through which you and objects can pass and momentum is maintained. To get from one test chamber to the next and through the guts of Aperture's vastness, you'll use your portals to redirect energy beams, coat surfaces with globular gel that makes you bounce or run at high speeds, pass over gaping pits with bridges of light and manipulate cylindrical tractor beams. Arriving at a solution will require quick reactions just as often as clear thinking, as portals sometimes need to be repositioned while soaring through the air or before timers run out. This isn't a first person-shooter in the traditional sense, but at times it can feel like one as you zoom in with your portal gun to spy distant targets and frantically adjust your aim and fire with precision.

No matter how complicated the puzzles get, the solutions are always sensible. Sometimes you'll "get it" right away and adjust lasers with lens blocks to activate platforms to reach switches. Other times you'll have no idea what to do, exhausting seemingly all possible options until, eventually, a solution so plainly obvious sparks in your brain and you curse yourself for being such a dolt. Valve does an excellent job of presenting you with all the necessary clues without slapping a set of instructions onscreen to explain the way forward. Even when multiple mechanics are mixed into puzzles like jump pads, tractor beams, light bridges and gels, I never felt getting stuck was due to unreasonable or poor design, only my ability to decipher it.



As good as the single-player story is, the co-operative is the real highlight of Portal 2. The beginning of the co-op picks up right after the end of the single-player game, giving you and your partner control of two robots, and serves as a continuation of the story of Aperture Science. It features fewer characters than the single-player mode but is still filled with enough sharp writing, deadpan jokes and absurd humor to keep you entertained between puzzle sections and provide motivation toward an end goal. Better yet, instead of simply recycling puzzle designs from the single-player portion, the inclusion of another player significantly alters the way you need to think.

That's because each of the robotic co-operative characters carries a portal gun, which means two guns and four portals. Valve takes full advantage of the increased capacity for dimensional holes by raising the level of challenge and coordination required. As is obvious if you've ever played Left 4 Dead, Valve knows how a good co-operative mode requires a game design that doesn't simply encourage but requires you to work together. In Portal 2, communication is vital to success.


Getting through can be frustrating, especially if you're playing with someone you don't know, because there's no diffusion of responsibility here. You can't hide in a corner and wait for someone else to do all the work. The contributions of each person involved are plain to see, and Valve's developed numerous tools to help make communication as smooth as possible.

You can set context-sensitive markers on parts of the environment to wordlessly indicate where a portal should be placed, where a partner should move, and even trigger a countdown clock to synchronize when switches should be hit or buttons pressed. The indicators may feel superfluous at first, but once you're setting up four portal chains of light bridges to block turret fire or redirecting edgeless safety cubes as they fly through open air over bottomless pits, it's obvious how useful they can be. Barely a moment will go by in silence while playing Portal 2 with another, except when you're listening to GLaDOS belittle your intelligence with endearing sarcasm.



Really the only place Portal 2 falters is in the second act of its single-player mode, where the pacing sags and the story becomes more concerned with the past than anything else. Even so, as compared to many other linear first-person games where the stories are little more than shrink wrap and glorify a blood-is-progress philosophy, Portal 2's mid-game doldrums are relatively far more creative and confidently original. Valve's sequel serves as the anti-Call of Duty. Portal 2 is a first-person thrill ride from beginning to end that challenges you to think without failing to entertain.

Friday, June 3, 2011

SPIDER-MAN EDGE OF TIME



Watch Spider-Man Die in Edge of Time

Spider-Man: Edge of Time revolves around the timelines of both The Amazing Spider-Man and Spider-Man 2099 as they must work together to prevent the death of Peter Parker.



That's why I find myself drawn to Spider-Man: Edge of Time. The haunting image of Spider-Man 2099 carrying the broken body of the Amazing Spider-Man was how Beenox Studios introduced Spider-Man: Edge of Time to the world in April, and it has stuck with me ever since. Yes, I gave the game some good natured ribbing by making sure to point out that while this game is not Spider-Man: Shattered Dimensions 2 it sure seems like it is (same voices, art style, Spidey-switching idea), but the thing I took away from that initial taste was a desire to dive deeper into this story that hinges on the wallcrawler's death, and that's exactly what the E3 demo gave me.

Maybe I'm jumping ahead of myself, though. Spider-Man: Edge of Time follows up on Beenox's success with Spider-Man: Shattered Dimensions. Here, a scientist from the future travels back in time and kills the Amazing Spider-Man (that's the red and blue hero we all know and love). This sends a shockwave through the universe that instantly changes the timestream. The time-traveling scientist sets up an evil company that shouldn't exist for dozens of year and molds the future in his image.

Spider-Man 2099 is the only one who knows how things used to be -- how things are supposed to be -- because he went through the time portal with the evil scientist. Now, Spider-Man 2099 has to work through time and a telekinetic link with Amazing Spider-Man to keep the hero from getting killed and unspooling everything.

Players take on the role of Amazing Spider-Man and use his web hammers and such to quell enemies from a distance. Spider-Man 2099 is much more melee based and meant to get up close and personal with the bad guys. As I've said before, though, that's not all that shocking as that's how both of those characters played in Spider-Man: Shattered Dimensions, but the E3 demo introduced "Hyper Sense." This ability allows Spidey to slow down time and dodge enemy attacks while getting in some shots of his own.

Hyper Sense is critical because it's needed to take on Anti-Venom. Of course, Anti-Venom is Eddie Brock. In the comics, Brock used to be Venom and be a bad guy, but as Anti-Venom he's a force for good and can cure people of aliments. That doesn't matter here as the evil scientist has taken control of Anti-Venom and is going to use him to fight the Amazing Spider-Man. That fight might sound like every other fight in a video game, but Anti-Venom can "cure" Spider-Man by removing the radioactivity from his blood. Basically, if he gets his hands on Spidey, he can make him a normal dude.







This is what kills Spider-Man. Activision confirmed that Anti-Venom is the foe that takes Spider-Man's life and kicks off the entire game. I'm not sure if what I saw in the demo was the second time Spider-Man faces off against Anti-Venom or if this truly was the fight that ends his life, but when I found out this is the man that would finally kill Spider-Man, the fight meant so much more. Anti-Venom kind of hulks up and lunges at Spider-Man. The hero tries to talk him down, but eventually Anti-Venom pins him down and -- the demo ends in desperation.

It sucked for me, but it was a good place for Beenox to stop it. Back in April, I saw Spider-Man: Edge of Time for the first time and didn't think too much of it other than that image of a dead Spidey. Now, I want to see that Anti-Venom fight end. Were those the final moments of Parker's life? Do you play through them? I assumed the game started with a cutscene of Spidey dying and then players took over the task of Spider-Man 2099 trying to stop that from occurring. Now, I'm thinking we start on a fool's errand to beat an unbeatable foe.

I know Spider-Man's going to fail, and this time I don't just want to watch, I want to play.