From the folder titled âWait, what?â comes word that Valveâs initial concept for Portal 2 was a bit avant garde â even for Valve, the studio that brought us such hits as âMIT Scientist Fights Aliens,â âCartoon Mercenaries Kill Each Other for Hats,â and âMIT Scientist Fights Aliens Again.â See, Portal 2 was going to give the portal gun the weighted companion cube treatment. Thatâs right: no more portals.
âOne of the ideas was: what if the Portal franchise is, instead of always being about Portals â whichâd be tough because itâs called Portal â but what if it was always about introducing a new puzzle element that youâre going through? itâs about Aperture Science, and now youâre going through this new testing track with this new element,â writer Erik Wolpaw told PC Gamer.
You can probably already see, however, where this is going. Wolpaw continued:
âWe pretty quickly found that, even though we had a couple of pretty interesting mechanics, that people would always, to a person, every play tester we had would say, âYeah this is alright, but whereâs my portal gun?ââ
As a result, gameplay mechanics like puddles of goo paint with different, gameplay altering properties switched from being central mechanics to a secondary ones, and thus, the Portal 2 we all know and love was born.
So hooray for that. Sure, we love a good brain teaser and all â so we can understand where Valve was coming from — but it doesnât take too much gray matter to figure out that maybe removing the feature that made your game so popular in the first place isnât the best idea — especially when you’re dealing with a horde of easily outraged gamers.

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