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Little Boss escribió:2 cosas muy importantes:
1) Creo, por los videos que se han lanzado, que el sentido del humor del juego se mantendrá intacto, a ver que tal le sienta a un juego con más "chicha", con más historia vaya..
y 2) Más importante todavía si cabe ¿Habrá tarta?
la ambientación de los últimos niveles me pareció buenísima, todo el tema "lo que hay detrás de la aparente perfección" es algo que me encantó...
Little Boss escribió:la ambientación de los últimos niveles me pareció buenísima, todo el tema "lo que hay detrás de la aparente perfección" es algo que me encantó...
Totalmente de acuerdo.
Otra cosa; he leido en el primer post algo de que se actualizó el juego original de forma que podíamos ver a nuestra protagonista "arrastrada por algo" y en "hibernación" durante estos cientos de años, ¿Esto es cierto?, de que va exactamente ¿es un video?
Derhelm escribió:¿Que es eso de la tarta?
Derhelm escribió:¿Que es eso de la tarta?
1 (18.25 oz) package chocolate cake mix
1 can prepared coconut frosting
3/4 cups vegetable oil
4 large eggs
1 cup semi-sweet chocolate chips
3/4 cup butter or margarine, softened
2/3 cups granulated sugar
3 large eggs
1 teaspoon vanilla extract
2 cups all purpose flour
2/3 cups cocoa
1/4 teaspoon baking soda
1 teaspoon salt
1/4 teaspoon baking powder
1/3 cups water
1 to 2 (6 oz each) vanilla frosting
Don't forget garnishes, such as:
fish shaped crackers
fish shaped candies
fish shaped dirt
fish shaped solid waste
fish shaped ethyl benzene
pull and peel licorice
fish shaped volatile organic compounds
sediment shaped sediment
a 20-foot thick impermeable clay layer
goldenaxeband escribió:...
http://www.youtube.com/watch?v=e5QveX3-1O8
Derhelm escribió:¿Que es eso de la tarta?
Update: Valve’s told Shacknews that Portal 2 will be hitting North America and Australia on April 20, while Europe will have to wait until April 22.
goldenaxeband escribió:Ya tenemos fecha para comer tarta:Update: Valve’s told Shacknews that Portal 2 will be hitting North America and Australia on April 20, while Europe will have to wait until April 22.
Fuente: VG247
"Este retraso de dos meses no sólo marca el retraso más breve en la orgullosa tradición de retrasos de Valve, sino que representa la convergencia entre el tiempo Valve y el tiempo Real"
VGAs organiser Geoff Keighley tweeted last night the show will feature a new Portal 2 trailer.
“BTW, special treat for Valve / Portal fans at the VGAs this Sat – exclusive new Portal 2 clip will premiere!”
goldenaxeband escribió:Habra un video de Portal 2 en los VGA Awards del próximo sábado.VGAs organiser Geoff Keighley tweeted last night the show will feature a new Portal 2 trailer.
“BTW, special treat for Valve / Portal fans at the VGAs this Sat – exclusive new Portal 2 clip will premiere!”
Portal 2 has got a final release date - and the retail version will be published by EA Partners.
The game will hit retail shelves on April 21, 2011 for PS3, 360, Mac and PC.
"Portal 2 is Valve's most innovative title in the company's history and will be launched with a first-class launch campaign this April," said Doug Lombardi, vice president of marketing at Valve.
"We're excited to be working with Electronic Arts to deliver this title as we expand our platform strategy to include the Mac and PlayStation 3 platforms."
Portal 2 was named the most anticipated game of 2011 at the Spike TV Video Game Awards earlier this month.
It will see players introduced to a host of fresh puzzles and new test chambers in never-before-seen areas of Aperture Science Labs. Players will also be reunited with GLaDOS, the occasionally murderous computer companion from the original Portal.
Meanwhile, co-op mode will feature its own unique campaign and characters, and will force players to both act and think together.
"This is art," says a male voice through an overhead speaker, referring to a small rectangular frame on the far wall in a cramped shoebox of a room. "When you hear the buzzer, stare at the art," the voice commands. With no exit, you've no option but to comply. A metronome-like ticking is audible through the overhead speakers. "You should now feel mentally reinvigorated. If you suspect staring at art has not provided the required intellectual sustenance, reflect briefly on this classical music." The sound of soothing strings is pumped into the room only to be cut off abruptly by a harsh buzzer. You then return to your bed in the Aperture Science Relaxation Center. When you wake up, the world has changed completely. Such are the opening moments of Portal 2.
The original Portal in 2007 was a surprise. Packed in as part of The Orange Box alongside Half-Life 2: Episode 2 and Team Fortress 2, it was an unforgettable but brief adventure. You played as Chell, a prisoner in the Aperture Science facility. Though you were given a gun and the perspective was first-person, it was not a shooter. The gun could punch holes in the environment, one for entry and one for exit. You used these portals to move through puzzle challenges monitored by a robot named GLaDOS.
Portal 2 Video Preview
By the end you manage to escape the Aperture Science facility, but only temporarily. In an update to the PC version last year, the ending was adjusted so it fades out just as you're being dragged away, which attempts to explain why you're back in the facility for the sequel. Though the puzzles were unquestionably the focus of the original, what wound up catching on was the story and characters. GLaDOS' lovably transparent murderous intentions became more memorable than the gameplay challenges. We remembered the fiction, the tragedy of the Companion Cube, and how we neglected to willingly assume the party escort submission position. With Portal 2, Valve is building a game that, at least in its opening moments, feels like it's set in a far more detailed world with a greater focus on story.
I suppose that's to be expected. Portal 2 is not wedged into a content pack with other high profile sequels. This time it has to stand on its own as a complete game. According to Valve, the single-player story mode in Portal 2 will be roughly two and a half times as long as Portal. Then there's the all-new co-operative mode, which in total will be about two times longer than the original game. Of course that's entirely relative. If you get stuck, it could take a lot longer. Or if you're a super-human and can speed-run Portal in under 10 minutes, then I really don't know what to tell you. I guess 25 minutes?
This is Wheatley. He is awesome.
So what exactly has changed in the sequel? Valve's added in plenty of toys to help you solve puzzles, including spreadable globs of bouncy goo and jump pads and light bridges and more. But what really stands out is the sound. Trapped in your room at the start, you're awakened long after the shiny and clinical cleanliness of the Aperture Science facility has rusted. It's in the process of being gobbled up by grasses, vines, and trees. It turns out you're a forgotten survivor, and your room is only one of many hanging in a Matrix-like storage facility where other test subjects were placed to await their trials.
No longer is GlaDOS one of the few things you hear. Instead, the facility sprawls before you and throughout its grassy expanse chirp birds over a drone of crickets. Depending on the level of action, music on the soundtrack can range from soothing arrangements of wind instruments to pulsing electronic synths. The prerecorded messages of a male voice follow you throughout the opening simple test chambers. A portal gun is made available very quickly after starting out. Like in the first game, it can initially shoot only one portal, slowly easing you into the mechanics. Veterans will be able to breeze through while newcomers will no doubt appreciate the simple lessons taught early on.
It's not instantly recognizable while playing, but Valve has designed the game so that no characters talk when it comes time to solve a puzzle. This means there'll be as few distractions as possible while you're lining up long-distance jumps and transporting cubes through portals to trigger switches and open doors to the next testing chamber. When the puzzles are over, though, there's a character talking at you almost every step of the way.
In the opening parts that character is Wheatley, a friendly spherical robot voiced by The Office co-writer Stephen Merchant. Merchant's sublime wit meshes perfectly with the franchise's sense of humor, where the characters cope with the absurd frequency of fatal traps and obstacles by projecting a disarmingly cheerful demeanor. He greets you at the game's beginning to say hi, but mostly to guide you out of your room to safety. "You might have a very minor case of serious brain damage," he says after you wake up. "But don't be alarmed. Although if you do feel alarmed, try to hold on to that feeling because that is the proper reaction to being told that you've got brain damage."
The facility has a new look.
The writing and voice acting are undeniably endearing. In a sequence where you come across one of Portal's chatty turrets stuck in a pipe, Wheatley urges you to speed past as though it's an unexpected meeting with an ex, while in the background the turret whimpers "I'm different." The prerecorded male voice greets you at the beginnings of the tutorial test chambers and theorizes about potential disaster states of the world outside Aperture's walls, including a world government helmed by "any manner of animal king." At the outset of an especially deadly test chamber, the male voice is there to promote calm. "To help you remain tranquil in the face of almost certain death, smooth jazz will be deployed in 3...2...1...," at which point smooth jazz, complete with a soloing saxophone, is indeed deployed at a high volume, though moments later it slows and detunes until fading into a crackling hiss.
The goal throughout is simply to escape, though doing so requires you to pass right by GLaDOS's deactivated body, which doesn't stay slumped over for long. What dangers wait for you and Wheatley and whoever else beyond that point remain to be seen. The short, tutorial-style challenges separated by elevators that comprise the first 30 or so minutes of gameplay feel highly reminiscent of the first game, but the connecting story sections leave me hopeful that there's a lot more to this sequel in terms of puzzle complexity and entertaining character interaction.
Has Portal 2 been worth waiting for throughout all the delays? Based on what I've seen, I'd be willing to give Valve all the time it needs.
Valve’s just confirmed that Portal 2 will feature cross-platform play between PS3 and both PC and Mac owners of the game when it releases in April.
Features also confirmed a “persistent cloud-based storage of PS3 saved games” as well as cross-platform chat on PS3, PC and Mac.
goldenaxeband escribió:Valve’s just confirmed that Portal 2 will feature cross-platform play between PS3 and both PC and Mac owners of the game when it releases in April.
Features also confirmed a “persistent cloud-based storage of PS3 saved games” as well as cross-platform chat on PS3, PC and Mac.
Radeon_7200 escribió:goldenaxeband escribió:Valve’s just confirmed that Portal 2 will feature cross-platform play between PS3 and both PC and Mac owners of the game when it releases in April.
Features also confirmed a “persistent cloud-based storage of PS3 saved games” as well as cross-platform chat on PS3, PC and Mac.
NO solo eso, sino que segun indican en vandal, llevara steam play entre las tres plataformas al comprar la version de PS3 y vincular psn y steam, es decir, que comprando la fisica de PS3 podras bajarte la version steam de pc y mac. tomaaa!
http://www.vandal.net/noticia/52912/usu ... -portal-2/
pabloartista escribió:Me pasé ayer en dos o tres horas Portal, y estoy deseando ya que salga el 2º.
Pero tengo una enooorme duda. ¿Lo pillo para PS3 o PC?
Dek2 escribió:Valve: Portal 2 console versions to be “identical,” but PS3 to be better updated
http://www.vg247.com/2011/01/29/valve-p ... tent=games
Speaking in an interview with VideogamesDaily, Faliszek said the development team didn’t want the sequel to have the same puzzles with the difficulty raised, and instead expanded the puzzle bits out, by giving players more to do. Plus, with the added co-op, puzzles will be “equally solvable because you have two people looking at it.”
“We didn’t want to just take the same puzzles and make them more difficult – we expand that out by giving you more to do, more complexity but not necessarily difficulty,” he said. “So that you have all these different elements you have to pull in – you have hard light bridges now, you have tractor beams, you have all these different elements that you’re using in the game, and you add them all up and run with it.
“We bring in a lot of outside testers in to test, and it depends on the person. Some things people struggle on one person will get, some things that are super easy people will just flail at… And we try to make sure that if you know how to solve it, if you’ve figured the puzzle out, you can solve it. You don’t have this dexterity problem that you’re not going to be able to do it. And co-op is just weird, because what you see is, with two people, one person will have a block on certain kinds of puzzles, and the other person will be able to see it and get through it.
“And there’s a lot of ‘just shut up and listen – follow my way, this is the way to do it’. And you’ll have these situations where you’ll say ‘OK, that was one way to do it, but I bet we could have done it this way and I want to go back and play that puzzle’. There may be more complexity in co-op, but probably [the puzzles] are equally solvable because you have two people looking at it, and just having that one person help you break through when you get stuck.”
Portal 2 hits North America and Australia on April 20, and Europe on April 22 for PC, PS3, and Xbox 360 and will contain over 13,000 lines of dialogue.
Dek2 escribió:Valve: Portal 2 console versions to be “identical,” but PS3 to be better updated
http://www.vg247.com/2011/01/29/valve-p ... tent=games
Now everything would be created in-house, we have a separate console for geschafffen Department. "So, step on the Playstation 3 is coming late, we are sorry. But as a small remedial measures there's this PS3-exclusive cloud storage stands, free code for PC and full Playstation Move-support," added Chet Faliszek from Valve. The original message to Portal 2 with Move-control reads it in the PlayStation blog.
Last night, at a rave nightclub in New York City, I walked up the stairs towards the back of the dance floor — covered with game stations, at the time — to find Portal 2 being demoed on a large television in a back corner. I made my way towards the station intrigued. I didn’t know Portal 2 would be at this EA event, nor did I ever dream it would be hands-on. So hands-on I went — and it was better than cake.
You’re Chell, the protagonist from the first Portal that has no personality we know of. You start the game in what appears to be a hotel room; to your right is a bed, to your left, a small hallway leading to the door. You’re free to walk around the room, look at the painting on the wall, or hit the sack for a quick nap. Sleeping is actually the only way to progress from this point. So you go to sleep. Moments later, you wake up to an accented rambling coming from the other side of the door. Opening it up makes way for Wheatley, a “personality core” robot, to enter the room.
Wheatley is voiced by Stephen Merchant, known for co-writing and co-directing Britain’s version of the hit TV series, The Office. His role in the game is not only to act as a guide, but to humor and entertain the player. ‘Nod if you understand,’ Wheatley says. An action appears on screen, telling you to click A in order to nod. You click A, but rather than nod, Chell jumps. ‘Uhm, alright… why are you jumping?’ he asks. ‘Okay, say apple.’ Once again, the player is prompted to click A, this time to say the word “apple”. Chell’s going to speak, you think. You’re giddy with excitement at finally hearing Chell’s voice. But she doesn’t speak. No. She jumps. And Wheatley is again confused by your actions; you can clearly tell he thinks you’re nuts.
But he’s come for another purpose. He’s not here only to entertain, but to warn. The room is about to go loco, and you need to hang on tight. The room begins to tremble, then swing. The walls crack and you realize you’re “hotel room” is actually a small cube inside a tremendous room, filled with hundreds of others. Your room begins to swing back and forth, Wheatley telling you to hang on every now and then. The room smashes into a wall towards the far right of the bigger room, and you make your way back into Aperture Labs’ test chambers. You start off by falling in a familiar holding cell — the holding cell where Chell began her escape in the first game. This time, like the rest of Aperture Labs, it’s worn out and torn apart. You can see grass growing through cracks in the walls and floor. The timer on the outside of the room is broken; like a VCR, it blinks 12:00 repeatedly. A portal opens and you advance onward.
After this point in the demo — in order to keep the mysteries of Portal 2‘s entire opening sequence a secret — we’re skipped ahead a few stages. We’re not told exactly where, but due to the facility of the portal puzzles, we’re guessing it’s still relatively early in the single-player’s 6-8 hour campaign.
Wheatley’s gone in this bit, and GlaDOS, who Chell killed in the first game, is back on the loudspeaker. She’s been busy, while she was gone, and has done wonders to Aperture Labs (sort of). She’s rebuilt the place but, as I mentioned earlier, its flaws are still present. There’s grass growing in the walls and floor, tiles falling from the ceiling, glass shattered on the floor, and an amusingly annoying GlaDOS constantly mocking into your ears.
This bit is all about introducing you to faith plates. They won’t trade food for prayer, but they will propel you high into the air (this rhyme should be trademarked). Walking on the plate in this stage propels you onto another, which will then propel you once more. On the fourth or fifth plate, walls — which you can shoot your orange and blue portals at — are clearly visible ahead. You must act quick or start over, as one portal needs to be shot to propel, and another shot to land. Pulling it off correctly sends you where you need to go. A button is located on this new platform; clicking it sends trash flying your way, using the faith plates and portals you, yourself just used. You must catch a cube, and use it to keep down a button that will open the door to the exit. Progressing through the elevator, the demo ends, leaving me depressed. “Why can’t I take this home with me?” I asked Valve’s DJ Powers. He laughed.
Valve is known for nothing less than triple-A. The company’s not let us down yet; Half-Life, Left 4 Dead, Team Fortress, Counter-Strike are all Valve properties more than positively received by the media and consumers. Portal (the first game) was nothing less. Portal 2, on the other hand, is something more. Something so excitingly well-crafted, as far as I can tell.
Portal 2 is out for PlayStation 3, Xbox 360, and PC on April 18, 2011. The PlayStation 3 version of the game includes a free copy of the PC version and Steamworks support.
You may have heard that PlayStation Move support would be included in Portal 2 at launch. But don’t get your hopes up, you’ll be GLaDOS you didn’t.
Speaking with the German PlayStation Blog, Chet Faliszek supposedly dropped a big bombshell for Valve’s first-person puzzler, stating that Portal 2 would feature PlayStation Move support.
Unfortunately, this was a poor translation and Valve has just issued a statment clearing things up. Here’s the email we were just sent from Valve:
There’s a story making the rounds regarding Portal 2 support for PS3 Move.
Unfortunately this quote was “lost in translation” — Portal 2 does not include support for Sony’s motion controller.
So let’s break down what the PS3 version of Portal 2 does have:
* Steamworks Integration
* Cloud Saving
* Free Steam PC Version with PS3 copy of the game
* Cross-Platform Play
* As well as Cross-Platform Chat
Yeah, this game is going to rock, with or without PlayStation Move support.
Pit Boss – Show that pit who’s boss. – 30G
Preservation of Mass – break the rules in Test Chamber 07. – 20G
Pturretdactyl – Use an Aerial Faith Plate to launch a turret. – 5G
Lunacy – That just happened. – 20G
Drop Box – Place a cube on a button without touching the cube. – 20G
Overclocker – Complete Test Chamber 10 in 70 seconds. – 30G
No Hard Feelings – Save a turret from redemption. – 10G
Schrodinger’s Catch – Catch a blue-painted box before it touches the ground. – 20G
Ship Overboard – Discover the missing experiment. – 10G
Final Transmission – Find the hidden signal in one of the Rat Man’s dens. – 20G
Good Listener – Take GLaDOS’ escape advice. – 5G
Scanned Alone – Stand in a defective turret detector . – 5G
The Part Where He Kills You – This is that part. – 20G
Bridge Over Troubling Water – Complete the first Hard Light Bridge test. – 10G
SaBOTour – Make a break for it. – 10G
Stalemate Associate – Press the button! – 15G
Wake Up Call – Survive the manual override. – 5G
You Monster – Reunite with GLaDOS – 5G
Undiscouraged – Complete the first Thermal Discouragement Beam test. – 10G
White Out – Complete the first Conversion Gel test – 15G
Tunnel of Funnel – Master the Excursion Funnel. – 15G
Dual Pit Experiment – Do the same test twice. – 15G
Tater Tote – Carry Science forward. – 15G
Vertically Unchallenged – Master the Repulsion Gel. – 15G
Stranger Than Friction – Master the Propulsion Gel. – 15G
Professor Portal – After completing co-op, complete Calibration Course online with a friend who hasn’t played before. – 75G
Air Show – Perform 2 aerial gestures without touching the ground in co-op. – 20G
Portal Conservation Society – Complete Chamber 3 in the Hard-Light Surfaces co-op course using only 5 total portal placements. – 20G
Empty Gesture – Drop your co-op partner in goo while they are gesturing by removing the bridge under them. – 25G
Party of Three – Find the hidden companion cube in the co-op test chamber. – 25G
Narbacular Drop – Place a portal under your co-op partner while they are gesturing. – 25G
Asking for Trouble – Taunt GLaDOS in front of a camera in each of the five co-op course. – 10G
Rock Portal Scissors – Win 3 co-op games of rock-paper-scissors in a row. – 20G
Friends List With Benefits – While playing co-op, hug 3 different people on your friends list. – 50G
Four Ring Circus – Enter 4 different portals without touching the ground in co-op – 25G
Triple Crown – Solve 3 co-op chambers in the Mass and Velocity course in under 60 seconds each. – 15G
Still Alive – Complete Course 4 with neither you nor your co-op partner dying. – 15G
Can’t Touch This – Dance in front of a turret blocked by a hard light bridge in co-op. – 10G
Smash TV – Break 11 test chamber monitors. – 75G
High Five – Celebrate your cooperative calibration success. – 5G
Team Building – Complete all test chambers in the Team Building co-op course. – 10G
Door Prize – Examine all the vitrified test chamber doors. – 20G
Portrait of a Lady – Find a hidden portrait – 10G
You Made Your Point – Refuse to solve the first test in Chapter 8. – 10G
You Saved Science – Complete all the test chambers in all courses of co-op. – 100G
Iron Grip – Never lose a cube in Chamber 6 of the Mass and Velocity co-op course. – 20G
Gesticul-8 – Perform all 8 gestures of your own volition in co-op. – 15G
Confidence Building – Complete all test chambers in the Mass and Velocity co-op course. – 10G
Bridge Building – Complete all test chambers in the Hard-Light Surfaces co-op course. – 15G
Obstacle Building – Complete all test chambers in the Excursion Funnels co-op course. – 15G