
Portal 2
Fourteen-plus hours of Aperture Science across two complete campaigns, and the co-op half might be the best argument for puzzle games as a social activity ever made.
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I've gone back to Portal 2 more times than I can count, and every single run reconfirms the same thing: the opening hour feels slow until it absolutely does not. Valve built the single-player campaign like a good math course, layering each mechanic in isolation before trusting you to synthesize them under pressure. You start with the basics of the portal gun, blue portal in, orange portal out, then the game quietly introduces Aerial Faith Plates, Excursion Funnels, Light Bridges, Discouragement Redirection Cubes, and the three gels. The blue Repulsion Gel makes you bounce, the orange Propulsion Gel accelerates you across surfaces, and the white Conversion Gel lets you paint portals onto surfaces that would otherwise reject them. By the time the late-game chambers start combining all of these at once, you feel like a completely different player than the one who walked in, and the game earns that. The writing is the other engine running underneath all of this. Wheatley, voiced by Stephen Merchant, is immediately funny and immediately untrustworthy in exactly the right proportions. GLaDOS returns with a layered arc that takes her somewhere genuinely strange and earns its comedy through character logic rather than one-liners. Then there is Cave Johnson, the deceased founder of Aperture voiced by J.K. Simmons, whose recorded monologues scattered through the underground sections are some of the most efficient comedy-plus-worldbuilding in any game. The story is delivered almost entirely in motion, with almost no cutscenes interrupting play, which keeps the pacing tight through an eight-to-ten hour runtime. The co-op campaign deserves its own paragraph because it is not a bonus mode bolted onto the back of a single-player game. It is a fully separate campaign with its own story, its own characters (the robots Atlas and P-Body, each carrying differently colored portal pairs that interlock), and its own escalating puzzle logic. The mechanics of having four portals in the room simultaneously, two belonging to each player, open up spatial problems that the solo campaign could never set up. Communication tools built into the game, a ping system that marks geometry for your partner and a picture-in-picture view, mean you can coordinate even without voice chat, though voice makes everything richer. GLaDOS's running commentary on the two of you, her attempts to fracture the partnership with pointed favoritism, becomes its own comedic layer once you stop falling for it. The honest caveats: replayability is genuinely limited once you know the solutions, the Source engine shows its age in places, and players who are exceptionally strong on spatial reasoning may find parts of the middle third underwhelming before the difficulty properly escalates. The first two chapters of the solo campaign also ask returning players to sit through re-introduction content that feels optional in retrospect. None of this meaningfully dents the experience. The Workshop integration means community-made test chambers are sitting there if you exhaust the official content, and the game's Metacritic score of 95 reflects something real rather than just release-window enthusiasm. If you have a puzzle-friendly friend you can drag into the co-op campaign, even better. If you are going in alone, the single-player is still a complete and satisfying thing. Either way, this is a game that knows exactly when to end, and ends well.

Indie & narrative
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Requisitos del sistema
Mínimos
- Processor
- 3.0 GHz P4, Dual Core 2.0 (or higher) or AMD64X2 (or higher)
- Memory
- 2 GB RAM
- Graphics
- Video card must be 128 MB or more and with support for Pixel Shader 2.0b (ATI Radeon X800 or high…
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Información del juego
- Desarrolladora
- Valve
- Distribuidora
- Valve
- Fecha de lanzamiento
- 19 abr 2011
- Clasificación por edad
- PEGI 12E10+




