Lab In The Dark: Portal 2 – Designed For Danger:
![designeddanger](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_uecm666eu-H_CI0W_SlBHTTWRHlAnoiMmugBliLXf9Yl5rF5zoH7ZiDsZp7UA85tXGFsjPb0ur_rZOh8n7dWcy0IdPD-hDlb7YLP-vCfiBW7jcZqjtWE4GLUlfWR2RR63DMIE=s0-d)
Until this weekend, I hadn’t revisited Portal 2 since the release of the Perpetual Testing Initiative. I vaguely assumed that user-built test chambers would fall, broadly speaking, into two types: so easy that they made me appreciate the complex genius of the originals, or so difficult that they made me appreciate the simple genius of the originals. Replaying Portal 2 at the end of 2011 also made me realise that the puzzles were the bits in between the prattling robots and the archaeological ascent through Aperture. I spent more time smiling than thinking with furrowed brow. Naturally, then, a set of user-made levels that form a story appeal more than standalone levels. Designed for Danger is such a thing and, from the little I’ve played of the eight levels, it’s high quality stuff.
(more…)
Until this weekend, I hadn’t revisited Portal 2 since the release of the Perpetual Testing Initiative. I vaguely assumed that user-built test chambers would fall, broadly speaking, into two types: so easy that they made me appreciate the complex genius of the originals, or so difficult that they made me appreciate the simple genius of the originals. Replaying Portal 2 at the end of 2011 also made me realise that the puzzles were the bits in between the prattling robots and the archaeological ascent through Aperture. I spent more time smiling than thinking with furrowed brow. Naturally, then, a set of user-made levels that form a story appeal more than standalone levels. Designed for Danger is such a thing and, from the little I’ve played of the eight levels, it’s high quality stuff.
(more…)
Comments