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Posted by Joystiq Jun 22 2011 17:17 GMT
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Speaking at Games For Change in New York City (right now), Valve's Gabe Newell casually noted that Portal 2 has sold 3 million copies since its release on April 18. He didn't specify platforms, as it was an incidental reference and not a press release -- but he's probably referring to all platforms (PC, Mac, Xbox 360, and PS3).

Since Newell is one of the only people on Earth with access to Steam sales data, that 3 million number is likely to be one of the most accurate estimates of Portal 2's sales we'll ever see. For comparison, the first Portal had sold four million copies as of Portal 2's launch -- though that number doesn't take Steam into account.

Posted by Kotaku Jun 20 2011 05:30 GMT
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#thescoop The first major downloadable content for Valve's Portal 2 has unexpectedly already been released, but seeing as it's only available for those purchasing a $140 peripheral, most people won't be playing it this week. More »

Posted by Kotaku Jun 17 2011 19:30 GMT
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#fathersday There's a game for every kind of man. So why not show dad some love this Father's Day with a new one? Whether you're a video game know-it-all or can't stand them, dad might enjoy something new to play. Use our handy guide to figure out what game to give him after the barbecue this weekend. More »

Posted by Giant Bomb Jun 17 2011 15:30 GMT
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Portal 2 fans have been eagerly awaiting the promised free DLC from Valve since the game's release. Today, there is DLC for Portal 2, but it's not free, and it's not from Valve.

Dude! They're rescaling the crap outta that cube!

Rather, it's a pack of ten levels developed by Sixense Studios, a collective of motion-sensing evangelists that have partnered with peripheral controller maker Razer to develop the Hydra motion controller. The controller, which vaguely resembles a pair of Wii Nunchuks strung to something that looks like it should be hanging from the ceiling of a Borg cube, is required in order to play these new levels. The good news? It'll only cost you $140! Oh, wait, that's actually the terrible news. The good news is... wait, is there even good news here?

Oh, maybe it's that the levels themselves actually sound pretty cool. Using the Hydra controller, these levels let you do some pretty bananas stuff, like rotate portals and rescale objects, such as custom weighted test cubes. No, that's actually more of a terrible tease than good news. Hmmm.

Could it be that you can buy the hardware directly from Steam, provided you live in North America? Well, I guess that's good news for North Americans, sort of. As for Europeans, you'll be paying 140 Euros, and have to buy it directly from Razer's website. You'll still get the Portal 2 content, though you might have to skimp out on paying your electric bill this month.

Okay, so none of this is really good news. We'll just go ahead and resume our tireless vigil awaiting Valve's first official DLC release. It's gotta be coming soon, right? It's just gotta be...

Source: Rock, Paper, Shotgun


Posted by Giant Bomb Jun 17 2011 15:30 GMT
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Portal 2 fans have been eagerly awaiting the promised free DLC from Valve since the game's release. Today, there is DLC for Portal 2, but it's not free, and it's not from Valve.

Dude! They're rescaling the crap outta that cube!

Rather, it's a pack of ten levels developed by Sixense Studios, a collective of motion-sensing evangelists that have partnered with peripheral controller maker Razer to develop the Hydra motion controller. The controller, which vaguely resembles a pair of Wii Nunchuks strung to something that looks like it should be hanging from the ceiling of a Borg cube, is required in order to play these new levels. The good news? It'll only cost you $140! Oh, wait, that's actually the terrible news. The good news is... wait, is there even good news here?

Oh, maybe it's that the levels themselves actually sound pretty cool. Using the Hydra controller, these levels let you do some pretty bananas stuff, like rotate portals and rescale objects, such as custom weighted test cubes. No, that's actually more of a terrible tease than good news. Hmmm.

Could it be that you can buy the hardware directly from Steam, provided you live in North America? Well, I guess that's good news for North Americans, sort of. As for Europeans, you'll be paying 140 Euros, and have to buy it directly from Razer's website. You'll still get the Portal 2 content, though you might have to skimp out on paying your electric bill this month.

Okay, so none of this is really good news. We'll just go ahead and resume our tireless vigil awaiting Valve's first official DLC release. It's gotta be coming soon, right? It's just gotta be...

Source: Rock, Paper, Shotgun


Posted by Rock, Paper, Shotgun Jun 17 2011 10:34 GMT
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This is all a bit odd. And slightly infuriating too. Remember Razer’s Hydra motion controller for PC, and how it was going to have a special version of Portal 2 created for it? Well, that’s happened. The wavy-wandy gamepad er…thing is now being sold via Steam in the US, for the utterly absurd price of $140. However, it also includes access to 10-level Portal 2 DLC designed specifically for its six-way air-gesturing. This involves Portal rotation and, most excitingly, includes object resizing: ” Resize custom weighted cubes to harness their size and mass properties to crush turrets, bridge gaps, and solve puzzles in a new and exciting way.”

Whaaat?(more…)


Posted by IGN Jun 16 2011 17:36 GMT
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Valve, creator of best-selling game franchises (such as Half-Life, Portal, Left 4 Dead, and Counter-Strike) and leading technologies (such as Steam and Source) and popular recording artist The National, today announced a music video making contest based on The National's song "Exile Vilify" which is featured in Valve's best-selling game, Portal 2...

Posted by Joystiq Jun 16 2011 18:20 GMT
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Valve and The National are teaming up for a music video contest based on the band's "Exile Vilify" track from Portal 2. Using whatever means necessary -- they don't even have to think with portals -- participants have until July 15 to submit a music video for the song on YouTube with the tag "PORTAL2NATIONALEXILE." Valve, The National and "the community" will select the winner, who'll receive a fabulous prize package of Portal 2 merch and a guitar autographed by The National.

That's all the rules, so go nuts. If you need to give the track a listen before letting those creative juices flow, check out the song after the break. If you want the full Portal 2 soundtrack, you can download that from your buddies at Joystiq right here.

Posted by Rock, Paper, Shotgun Jun 15 2011 23:40 GMT
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I love grumpytrousers mumblers The National, so was particularly excited when I found out the band would be contributing a specially written song to Portal 2. And somewhat disappointed when Exile Vilify appeared in the form of the broadcast of a tinny radio in a hidden corner. Then I found this and listened to it eight hundred times in a row. Soon there will be excuses to listen to it many times over again, as Valve have set the challenge of making a video to go with the song. The winner will receive a prize pack, including a guitar signed by the band, and some Portal 2 merch. Videos need to be up on YouTube (tagged “PORTAL2NATIONALEXILE”) by July 15th. Let’s see an RPS reader win this one.


Posted by Kotaku Jun 13 2011 11:00 GMT
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#fancypants I couldn't bear another week of kids dressed up as Final Fantasy characters. So for this instalment of Fancy Pants, we're looking at a single person in a single costume. More »

Posted by Kotaku Jun 06 2011 05:30 GMT
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#toybox You know, it's probably more of a "doll", but whatever. Flickr user nael has built himself a Portal 2 action figure/doll, and as you're about to see, it's amazing. More »

Posted by Kotaku Jun 02 2011 05:00 GMT
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#commencetesting Atlas, one of Portal 2's co-operative testing robots, is making the jump from the monitor screen to the real world, courtesy of some amazing work at Technically Magic. More »

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Posted by Popple May 31 2011 11:24 GMT
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DarkBlueAce
Using portals to get out of bed and scratch your back. Chell is a genius.
Fortran
Where was she and why was everything Aperture brand?

Posted by Joystiq Jun 01 2011 03:00 GMT
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This Portal performance by NOTN Cosplay may lack the precise execution of synchronized movement that is sure to send drama majors into a nerdy rage, but conceptually it's got a lot of heart.

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Posted by Kotaku May 31 2011 20:20 GMT
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#alittleportallingmusic Need a reason to learn how to play the electric guitar? YouTube musician FamilyJules7X demonstrates how well mad guitar skills and gaming go together in his triumphant electric cover of Jonathan Coulton's "Want You Gone." More »

Posted by Rock, Paper, Shotgun May 25 2011 19:46 GMT
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Attention, test subjects. There is a soundtrack to Portal 2, and it is now available for you to download. It is free (FREE!), and comprises 22 MP3s with a bitrate of 320kbps – which is a number than means it doesn’t sound like a man yodelling into a fish tank. Appears to be purely the instrumental soundtrack, not the Coulton or The National songs, but that means it’s full of bleepy, technoid wonder. You can get it from here.

This is but Volume 1, which suggests a further volume to come (edit – two more, in fact). If you’re the sort of person who likes annoying people on the bus, you can also download snippets of some of the tracks as ringtones for your personal communication device.


Posted by Kotaku May 25 2011 18:40 GMT
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#musictotestby While the brilliant and mostly dead scientific minds at Aperture Science aren't busy coming up with new ways for robots to kill you, they like to kick back and relax with a little testing music. Now you can too, with the first of three "downloadable aural stimulus packages" featuring the music of Portal 2. More »

Posted by Joystiq May 25 2011 19:47 GMT
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A generous free offering from Valve will allow you to reflect on all those great times you had with Portal 2. Or, if you haven't gotten it yet, it'll allow you to get a preview of some of those great times you'll have sometime in the future. Or maybe it'll allow you to think about the great times you're having, as you're having said great times.

For you non-sentimental types, it's a bunch of free Portal 2 music.

The publisher posted "Volume 1" of "Songs to Test By," containing 22 tracks from the game. It also posted a set of six iPhone/Android ringtones made from recognizable soundtrack snippets. As a bonus, if you play them all at the same time, you'll hear exactly what this year's PAX will sound like.

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Posted by Francis May 24 2011 13:58 GMT
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Posted by Kotaku May 23 2011 05:00 GMT
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#portallemonswhatever My wife hates Portal. Hated the first, despises the second. It's the whiny robot voices, and the whooshing of the portals, and especially the gravity-defying leaps that make her sick. More »

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Posted by Kotaku May 19 2011 05:30 GMT
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#watchthis You'd think that Portal 2's co-operate levels were designed specifically so that they could only be completed by two players working together. Turns out that's only half right. More »

Posted by IGN May 18 2011 23:06 GMT
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We know you're sick of listening to nerdy boys talk about games, so we've gathered together all the female editors to give you a different perspective. Girlfight is the place to hear Nicole Tanner, Dana Jongewaard, Kristine Steimer, Stephanie Lee, Audrey Drake, and Meghan Sullivan talk about the games they love as well as serious issues about women in gaming and the games industry in general...

Posted by Giant Bomb May 18 2011 19:00 GMT
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Hearing about another Valve project so soon after Portal 2 seemed unlikely, but when it comes to Half-Life: Episode 3 (or whatever it's called), hope springs eternal. Unfortunately, Valve has tossed some cold water on any substantial showing at E3 next month, telling the press it's not showing anything.

"We are not showing any titles at this year's show," said the company.

Okay, sure, technically, it doesn't rule out some surprise at one of the big press conferences. Valve debuted Left 4 Dead 2's trailer at Microsoft's event and Gabe Newell appeared on stage with Sony last year, promising the PlayStation 3 version of Portal 2 would be the best console version of the game.

But like the G-Man, hope springs eternal. Just temper your expectations.


Posted by Giant Bomb May 18 2011 15:00 GMT
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You're a new student at the all-male Wabash College in Crawfordsville, Indiana. As a freshmen, you're required to enroll in a course called "Enduring Questions." No choices here.

Professor Michael Abbott. Spring 2011. MWF. 11:20. Hey, bonus: at least you can sleep in. And then you see the always-dreaded syllabus.

"This is a course about what it means to be human, focused on some of the enduring questions our existence inevitably raises for us. The goals of this course reflect this focus."

You roll your eyes, figuring the next four (or five (or six)) years were supposed to be about shaping your own destiny, learning how to drink alcohol without throwing up and playing a bunch of games until some ungodly hour in the morning. Grudgingly, you look at the reading list. Gilgamesh, Aristotle, Goffman, Donne, Portal.

...Portal. No, you haven't misread. But understandably, you look closer.

Week 4
February 7: Montaigne, Essays, selectedFebruary 9: Goffman, Presentation of Self, Introduction and Ch. 1February 11: Portal (video game developed by Valve Software)

If you follow video game criticism, you know who Michael Abbott is, though perhaps by his alter go, Brainy Gamer. In addition to offering insightful commentary about video games, Abbott's a theater professor at Wabash College, and after posturing that video games could be a useful teaching tool on his blog, he put his money where his mouth was and proposed getting Portal on a reading list. This spring, it was.

The class just wrapped, actually. Final papers were due on May 3.

"I was betting the farm," said Abbott during a Skype conversation last week, the second time we've talked about this project. "This is the first time we've done it. I've obviously trying to push this forward as a legitimate kind of content to be a part of our curriculum. I was nervous. I gotta say I was nervous about it."

I last spoke to Abbott in October, as part of a piece for EGM called "Aperture Science University."

Video games are just part of Abbott's teaching career, which largely focuses on theater.

"I wanted to provoke the students with some ideas and I wanted it to be a very well-designed game," he said at the time, months before the idea became reality, "something that I felt that was about as perfectly designed as a game that I could think off. [...] If you can just get the group of people playing the game through how to navigate a 3D space, ultimately it just becomes about solving puzzles and making your way through the narrative that emerges. I just thought that mountain was climbable."

The mountain was climbable, though not without lessons along the way. Valve lent Abbott a hand, providing licenses for PC and Mac versions of the game. Coincidentally, that spurred the first errant assumption, in which Abbott discovered today's college students haven't been fed a steady diet of keyboard and mouse.

"These guys are mostly console players," he said. "They're just not PC gamers--for the most part. [...] It never occurred to me that it would be a problem. It was a problem. A bigger problem than I expected. They are adaptable, they got over it, and it turns out that a couple of guys did get a hold of console versions and they shared their Xbox version with a couple of the other guys or whatever."

Prior to playing and discussing Portal, Abbott set the stage with Dr. Erving Goffman's A Presentation of Self in Everyday Life, wherein Goffman dissects our desire to present different versions of ourselves, showing one (our public face), while hiding a very different one (our private one). It's a facet of villainess GLaDOS, a bit that's especially elaborated on during the events of Portal 2, but one very much part of the original.

"She's got her forestage and she's got her backstage, the stuff she doesn't want you to see," he said. "The game does an amazing job of slowly peeling back her venire, and the stuff she doesn't want you to see or know is so slowly revealed. Those students started to exchange stories about what they saw behind the scenes or writing on the walls, little stuff they would find, little artifacts. That really provoked a lot of interesting connections between the Goffman text and GLaDOS as a character, as a personality, and the way that the environment is an extension of her and her personality. That really clicked."

And while you may have smiled at the prospect of participating in a class where one discusses a video game, remember that not everyone is even aware video games are capable of telling a decent story.

Try to remember when Portal went off the rails. Imagine not knowing games were capable of that.

"It's fair to say that a couple of the guys [were hesitant]," he said. "Their resistance was mainly before they ever played it, and it had to do with 'why are we taking this so seriously? So we're going to play a video game and read into that?' They have a built-in resistance because they think they've grown up with their parents and basically American popular culture saying video games equals waste of time."

"The reality is that is what they think," he added, "and it's a valid response because you're hit over the head so many times. You're just going to avoid getting hit again and it hurts and it's bad. How do you address that expectation and get them to open their minds? I think Portal and a few other games might have done it. [...] We talk about all these games all the time because this is our cannon when we talk about this stuff, but a lot of these guys haven't played these games. A bunch of my students haven't played BioShock. Only a few had played Portal. They've played Call of Duty, they play sports games."

Abbott said most students came around. Most them did not end up playing Portal by themselves, instead playing it like many of us sometimes did, with over-the-shoulder co-op. There was an online discussion board for students to talk amongst themselves. Abbott pressed the students to ask one another for help when they became stuck, rather than running towards GameFAQs at the first sign of some frustration.

When it came time to talk about the experience, there were surprising responses. Who didn't want to know the fate of Chell at the end of Portal, before we knew she was dragged away? As it turns out, a number of Abbott's students never managed to figure out they were playing as a defined character. They never discovered Chell, so when it came time to talk about their own feelings playing the game, it varied. Some identified as Chell, hoping to escape this bizarre, sadistic facility. Others figured they were escaping. The breakdown was roughly one-third identifying as Chell, the rest never bonding with the character.

"There were a couple of students who just somehow missed or never got that glimpse of Chell going through a portal and you can see yourself," he explained. "They really never saw her. I think it's possible to play the game--if you just blow through it or aren't playing real close attention, especially that first moment, when you go through the opening portal and you go through it and don't look--it's possible you might not see her. It came as a surprise to a couple of the guys--'What, what? A chick?'"

Can you imagine finishing Portal and not knowing who Chell was? For many students, it happened.

The reaction to the game largely resulted from each student's perspective, as well, with some of the math whizzes running wild with the possibilities the portal gun afforded, ignoring the "right" solution. On the flip side, the Call of Duty crowd had no problem pointing out they wished portals weren't the only option.

"A few of the guys really wanted that gun to be more destructive," laughed Abbott.

Not all students who were part of the "Enduring Questions" course played Portal. In was required in Abbott's section, consisting of 16 students, but that was not the case across all sections. He wasn't sure how many students were ultimately exposed to Portal through this ("a fair number"), but from early conversations with other professors who included Portal on the required list, the feedback's been positive. It means Portal should be taught in semesters to come, a huge weight off Abbott's back; the experiment was a success. Plus, he now has a tiny army of students ready to evangelize games in the classroom.

Abbott intends to continue teaching Portal at Wabash College. As for other games? Perhaps!

By the end, Abbott felt like he'd helped Valve sell some copies of Portal 2, with many students excited at the prospect of playing co-operatively with their friends. And while it might be natural to assume Portal 2 could work equally well for teaching via gameplay, Abbott wasn't so sure.

"Portal 2 may be a little less interesting because, in terms of its narrative, it gives you so much more," he said. "It tells you so much more. I think the whole middle section in Cave Johnson's old facility is basically like a travelogue. There's not much to interpret there. In Portal, there's enough ambiguity about it it's primitive compared to the second game in a kind of beautiful way. There's enough left to your imagination that, I think, it makes a bit more fun to use as a teaching tool."

When I asked Abbott to summarize the most useful lesson out of the experience, besides simple logistics of what did and din't work, there was a long pause, as he collected his thoughts.

"I learned that the students, if you treat them with respect," he said, "and you give them something provocative to think about, that they're naturally inclined to do that and make it feel like it's worth doing. I learned that they're not really any different from any of the rest of us, hardcore gamers or otherwise. They can love something just as much as we do, even if they don't come to it from the same kind of fanboy background that some of us do. Does that make any sense?"

I'd say so.

(If you'd like to scope the entire syllabus for Abbott's course, I'd included it below!)



Posted by Kotaku May 18 2011 01:00 GMT
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#spoileralert What could one possibly find offensive about the critically lauded Portal 2, an inventive, all ages-friendly game? Are those turrets too violent? Is the jazz too smooth? No, it's the jokes about adoption that have one Portal fan (and one local news team) riled up. More »

Posted by IGN May 17 2011 21:15 GMT
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Valve president and co-founder Gabe Newell is paying close attention to the mobile and social gaming spaces. In an interview with Develop Magazine, the gaming veteran said there's "a lot to draw on," and that the company is looking at both spaces as "pieces of a bigger puzzle." "We tend to think ...

Posted by Kotaku May 17 2011 11:00 GMT
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#manthatistrouble We've already seen our fair share of Portal 2-inspired art around these parts, but this series of miniature personality spheres by Chris Myles certainly takes the, ahem, cake. More »

Posted by Rock, Paper, Shotgun May 17 2011 09:23 GMT
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I think it must have crossed the mind of every person who’s played Portal what they’d do if they had a Portal gun. Me, I’d put one portal in Chicago, another in Bath, and then smash the gun so they’d never get removed. Oh, how I yearn for teleportation to the States. But it does seem reasonably obvious that after about, maybe five minutes, we’d all start using them for practical jokes. Take a look at the video below from YouTube SFXers Final Cut King and the VFX Bro.

(more…)


Posted by Kotaku May 16 2011 20:00 GMT
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#guesteditorial Note from Kotaku: We recently republished an article by video game journalist and critic Tom Chick, who complained that a review about the game Portal 2 on a site called Christ-Centered Gamer lacked a "shred of insight, much less Christian insight." More »

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Posted by Kotaku May 16 2011 19:40 GMT
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#watchthis This is an A Capella version of the "turret opera" from late in Portal 2. I don't really know why you'd sing this, but vocalizing music as beeps and boops is a big part of A Capella, so it works just fine. More »