Portal 2 Likes/Dislikes
--Likes--
Robotic arm/panel animations
New engine capabilities
Gels (repulsion is my favorite)
No crouch jumping
GLaDOS seems as if she is actually speaking to you instead of it feeling like pre-recorded messages
--Dislikes--
Portal bumping is overused, and is just guiding inexperienced players
Dialogue is very specific to the storyline, and will be hard to incorporate GLaDOS' or Wheatley's lines into custom maps
Lack of Pneumatic Diversity Vents
Lack of crushers in test chambers (see propulsion gel video)
and to Likes: dynamic lighting.
Dislikes: Whatever they did to flings to make them weird D:
Also, no more tunneling and crouch-jumping is very good, in the sense that hopefully all the maps made by this community will rely more on 'clever' than 'insanely difficult'. I loved the fact that so many user levels were made for Portal 1, hated the fact that I could only finish a small handful of them because they relied so heavily on super-precise flings and tunneling tricks that they were more a test of keyboard/mouse dexterity than actually Thinking With Portals. With all the new puzzle elements and more forgiving controls, I'm looking forward to clever look-at-the-puzzle-and-consider-it-carefully mindbenders, not do-everything-with-split-second-timing reflex gauntlets.
add portal funneling for objects
add there is no model for gel (dynamic 3d liquid generation!)
Dislikes:
remove lack of crushers - there are a few in Co-Op.
yohoat9 wrote:
Oh yeah, I forgot. For likes, the little tunes that play for everything you do; Propulsion gel, Aeriel faith plates, Excursion funnels, etc.
Specifically, I love the Wheatley chamber where he's playing classical music (sounds like a harpsichord to me); the AFP music actually turns the classical music all techy. Try it, it's awesome.
elt wrote:
I love the fact that you can fling through a portal, while carrying a box, and the box doesn't get stuck on the portal and dropped. And the fact that it's easier to go through a portal at high speed without hitting the edge yourself. Those were my biggest complaints from the first game.Also, no more tunneling and crouch-jumping is very good, in the sense that hopefully all the maps made by this community will rely more on 'clever' than 'insanely difficult'. I loved the fact that so many user levels were made for Portal 1, hated the fact that I could only finish a small handful of them because they relied so heavily on super-precise flings and tunneling tricks that they were more a test of keyboard/mouse dexterity than actually Thinking With Portals. With all the new puzzle elements and more forgiving controls, I'm looking forward to clever look-at-the-puzzle-and-consider-it-carefully mindbenders, not do-everything-with-split-second-timing reflex gauntlets.
Basically agree with this entirely.