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Portal 2 pictorial - the awsome and the not so good [This thread is a Spoiler Alert]

post #1 of 3
Thread Starter 
I have played Portal 2 SP and loved it - from the storyline to the whole ambiance Valve is so successful at creating, to the brilliant level design and great physics, the game is truly a memorable experience. And I bet there are hidden things only a second playthrough will reveal.

As I'm a fan of photography, I took the best camera I could find - a Canon Steam F12 - with me on the journey.

Game settings are as follows:

- resolution 1680x1050 (my current monitor's max resolution);
- AA: 16xQ CSAA;
- Filtering Mode: Anisotropic 16X;
- Wait for Vertical Sync: Enabled (Triple Buffered);
- Multicore Rendering: Enabled;
- Shader Detail: Very High;
- Effect Detail: High;
- Model/Texture Detail: High;
- Paged Pool Memory Available: High

- In-game FPS: constant 60

I have to say Valve did a wonderful job with the lighting, and the game looks amazing - but some of it only from a distance.

I'll try to dessicate the awsome and the not so good over the following pictures:

Let's first get the not so good out of the way. Some of the textures are simply too 2004 to be in this game. They are most probably the same as the ones used on the consoles.



The door has this terrible green status light.



These red buttons are also a bit crude. When you watch the promotional videos they are much more polished.


Two more unpolished bits from the beginning of the game:





I know this is DX9, but DX9 doesn't have a line where it says "High Res Textures are forbidden":




These two screenshots were taken very close to each other, in the same area:






This next one is somewhat debatable, but these objects are clearly not very developed either, True they are not central to the gameplay, but are nonetheless part of the story being told.




Now for these big ceiling lamps:



Does anybody recall the beautiful chandelier from Half-Life: Lost Coast, from 2005 ? I'm not asking for a chandelier here, but instead something with proper detail.



Looking at Aperture's History on display is very interesting. The border however is hideous:




So, hopefully Valve can correct some of these easily solvable mistakes.


Now onto the good stuff:


As I had said earlier, Valve did a terrific job with the lighting. Here are four good examples:







The water quality is also great.






Now that the game also takes place in a bigger setting, it's time for some beautiful decadence portrayal:















I can now look at these and start hearing Huey Lewis singing "Gotta go back in time"




Want some more eeriness ? Portal 2 has it:






Portal 2 has this thing about it, it can just convey so well that the Aperture testing facilities are almost an endless place underground. And many times I actually felt fear of falling into the infinite:





How about some of the test chamber's level design ? Some beautiful shots on the way:











Sophisticated, clean, appeasing:




That's about it. Wouldn't want to post the 1.130 screenshots I took during gameplay ( yes, that too can get addictive ). Hope you liked these.


Oh, just a question, food for thought, for those who have played the SP: if Cave Johnson has supposedly died in the 80's, how come is he making the promotional videos for the game ? He describes turrets, but we didn't get to see any in the old test chambers; only in the new ones. Hmmm.... gotta be thinking about Portal 3
Edited by tpi2007 - 4/22/11 at 4:07pm
 
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post #2 of 3
You're really nitpicking on textures when this game was never meant to be crysis. I haven't once looked at walls or things to see if the textures were crappy or not because I was concentrating on solving the puzzles and drawn in by the story line and dialogs. Portal was never meant to be an epic graphical phenomenon. Just a pure good old fun game.
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post #3 of 3
Thread Starter 
Quote:
Originally Posted by calavera View Post
You're really nitpicking on textures when this game was never meant to be crysis. I haven't once looked at walls or things to see if the textures were crappy or not because I was concentrating on solving the puzzles and drawn in by the story line and dialogs. Portal was never meant to be an epic graphical phenomenon. Just a pure good old fun game.
And it is a good old fun game. I never said the opposite, I pretty much said I loved it really, in case you missed that part right at the beginning. But some things should just not be there in 2011. Especially because they are inconsistent with the general graphical quality of the game, as I pointed out - graphically speaking - in the second part of the post.
Edited by tpi2007 - 4/22/11 at 4:01pm
 
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