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One of my favorite gaming moments ever is the transition from the old test shafts back into the enrichment center (which leads to the finale) The area is like
by pram 5y ago
One of my favorite gaming moments ever is the transition from the old test shafts back into the enrichment center (which leads to the finale)
The area is like a bunch of platforms supported by gigantic springs. It made me stop and appreciate how mysterious, thoughtful, and interesting the entire environment was. I really just wanted to explore more of the depths after experiencing it.
- Jasper_ 5y ago"Act 3" of Portal 2 is perhaps surprising only by how short it is! I think it sticks in people's heads as the largest part of Portal 2, but it's only 8 levels (2 intro levels, 2 for Blue Gel puzzles, 1 transition, 2 for Orange Gel, 1 finale). By comparison, the wrecked facility afterwards with Wheatley is almost double, at 15 levels. sp_a3_03 (the intro to the underground area) and sp_a3_end (the climb you mention, with the new facility hoisted on top of the springs) remain some of my favorite examples of excellent level design in video games. If you're curious, you can see the level here if you want to study how it works in a bit more detail https://noclip.website/#Portal2/sp_a3_end;ShareData=AY[=[9qH]%2884:3ZUF~r%28Vc68%28Q_$9VUg%7b3!T0GQ%29WlC1Z9HxorT?%28D49uXK7V%5B https://noclip.website/#Portal2/sp_a3_end;ShareData=AY[=[9qH...
- Fabricio20 5y agoWow, this tool is incredibly well made, you can even interact with map triggers, how had I not found about it sooner? Thanks for sharing!
- jl6 5y agoMy Portal 2 moment was thinking that the game was almost over at the point of falling down into the salt mine, only to discover this entirely unknown, enormous whole other environment.
- danhau 5y agoFully agree. Even Portal 1 did it for me starting right with the first chambers. Those pipes and cables emerging through the orange glow behind or underneath some platforms. What is that glow? Why orange? Where is that coming from? Where does it lead to? What's going on behind these white, sterile walls? The Portal games have this mysterious, unnerving feeling of being trapped and it makes you want to explore and peek behind the curtains. And the Devs let / make you do that. They knew what they were doing. I'm starting to think that the environment / facility is the real antagonist. GLaDOS merely enhances it.