Should I Play Portal 1 Before Portal 2

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Should I Play Portal 1 Before Portal 2 Rating: 4,3/5 3399 votes
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You've heard of Portal 2, but are you ready to play Portal 2? Do you need help determining which part of the game to play first? Want to know how to find the game's coolest hidden items?

May 17, 2011  well if story is important to you, you should play portal 1 before portal 2. I always play game series from the first game because i want to know the whole story. The only exception was resident evil. I play RE 3 first and i really regret it as i don't know what's going on at all. Portal 2 co-op before single player campaign? Just a quick question on Portal 2. I've just got the game and want to play co-op with my mate. The Portal 2 continues the story of Portal 1.

The answers to that and much more are below (some of them hidden behind links, to protect unspoiled eyes.)

Should I play Portal 2?
Yes. It is very good.

Portal 2 Is The Better Portal, But You Better Bring A Friend

You probably won't read much of this review.

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Should I Play Portal 1 Before Portal 2 Free

Before

Console version or computer version, which should I play?
The computer version is supposed to have mod support, so if you really like Portal games, I'd nudge you in that direction. I played it on Xbox 360, however, and had a wonderful time. The PlayStation 3 version is also an excellent option, especially since buying it gets you the PC and Mac editions for free.

Do I need to have played the first game?
No, but it would be nice if you did. It's true that playing the first game will diminish some of Portal 2's magic. The series' ingenious puzzle design can only be brand-new once. But a quick five-hour zip through the first game will give you a good handle on who the few main characters of this series are and why a certain someone feels the way they do in Portal 2. The simpler gameplay of the first will also help train your brain for the tougher portal manipulations of the sequel. (You can find the first one cheap for PC or consoles; the downloadable Portal: Still Alive on Xbox 360 includes bonus challenges.)

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The game has a single-player campaign and a co-op campaign. Which should I play first?
While you are technically able to play either campaign first — without fear of one spoiling the other — I recommend you start with the co-op campaign. The co-op campaign doesn't have much story to it, but the little it contains will do more to inform the story of the solo campaign than vice versa. The drawback to playing co-op first is that you're going into the deepest end of the Portal 2. The game's toughest puzzles are in co-op. (Note: I should point out that, in terms of timeline, the single-player campaign starts first, but I believe it'll be more rewarding to play the game in the order I'm laying out, saving the solo campaign's magnificent final sections for last.)

Where Does Portal 2's Co-Op Campaign Fit Into the Half-Life Universe?

From an interview with Valve Software's Chet Faliszek from Beefjack.com:

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If I play co-op, who should I play it with?
I strongly suggest you play with someone else who is new to the game. Figuring out the puzzles together is more satisfying than being led around (or having to do the leading). That said, on my second play-through of some of the co-op campaign's chapters, I struggled to remember how to solve some of the rooms. The game is tough enough that you'll forget some of its puzzle solutions. So, if you're replaying, I hope you have a short memory.

How long is co-op going to take? And when can I take a break?
The co-op campaign took me about seven hours to complete, but its five-chapter structure encourages players to commit to about one to two hours per session. Once you hit a chapter ending, you might as well take a break. Thankfully, you can actually take a break mid-chapter as well. The game saves your progress after you to the elevator to the next challenge(s) in a chapter's eight or so sections. The game remembers the progress of each player and allows any paired players access to all the challenge areas that the more advanced player reaches. (The game also tracks each player's steps walked, hugs given and other silly stats, combining that data of each co-op pair to show how those numbers add up for the duo you're a part of at the moment.) Add this all up and it means you don't have to worry about playing through the co-op campaign all at once, nor with the same person all the way through.

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But this game has a reputation already for being short?
True. There's heated debate about whether the game's worth a full $60 on consoles ($50 on computers), but with the single-player campaign taking about nine hours for me to finish, and never hitting an unpleasant patch, I say there's plenty of value here. There's less value for people who want to be able to replay their games, though the game does reward repeat players with an option to activate developer's commentary.

The People Are Panning Portal 2

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Any hidden secrets?
A few, including a hidden song and a reference to another Valve game. Here's how to get to them.

How To Find Three Of Portal 2's Best Secrets

Have you already finished Portal 2? If not, maybe you shouldn't watch this video, which shows…

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How's the new song?
One of Portal's claims to fame was its end-credits song, 'Still Alive' by Jonathan Coulton. There is a different song playing during Portal 2's end credits. (Listen here.) I didn't like it as much, but it's still pretty good.

Spoil Your Portal 2 Experience And Hear The Ending Song Now

Haven't finished Portal 2 yet? Go on and listen to the game's ending tune. Do it.

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How To Play Portal

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Did they include a cake joke?
This is a spoiler-free article, so I've put the answer here.

For Those Who Were Expecting Or Fearing A Cake Joke In Portal 2..

Ever hear someone say 'The cake is a lie?' Ever read that in the video game Portal, think …

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I'm stuck on a puzzle and don't know the solution. What do I do?
You can figure it out. I believe in you. (And if it helps, the problem is almost never a matter of timing or finicky angling of portals; you're probably just trying the wrong thing. Shoot those portals somewhere else.)

Strategy Guide/Walkthrough/FAQ
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Cheat Codes

At the main menu, select 'Options', then choose the 'Keyboard/Mouse' selection. Enable the 'Allow Developers Console' option. While playing the game, press ~ to display the console window. Enter 'sv_cheats 1' to enable cheat mode. Then, type one of the following codes and press [Enter] to activate the corresponding cheat function:

Result Cheat Code
Invincibility god
Player can take damage but cannot die buddha
No clipping mode noclip
Toggle placing portals anywhere sv_portal_placement_never_fail [0 or 1]
Spawn Companion Cube ent_create_portal_companion_cube
Spawn dune buggy ch_createjeep
Spawn reflector cube for lasers ent_create_portal_reflector_cube
Turrets will not shoot at you notarget
Set game speed; default is 1 host_timescale [0.1 through 2]
Set gravity; default is 600 sv_gravity [number]
First person view firstperson
Third person view thirdperson
Shoot Conversion Gel out of your face ent_create_paint_bomb_portal
Shoot Propulsion Gel out of your face ent_create_paint_bomb_speed
Shoot Repulsion Gel out of your face ent_create_paint_bomb_jump
Shoots water out of your face ent_create_paint_bomb_erase
Set minimum speed in seconds Portal Gun shoots when click is held; default is '0.5' portalgun_held_button_fire_fire_delay [number]
Set minimum speed in seconds Portal Gun is fired; default is '0.20' portalgun_fire_delay [number]
Set acceleration of the speed gel; default is '500.0f' sv_speed_paint_acceleration [number]f
Set maximum speed obtainable from speed gel; default is '800.0f' sv_speed_paint_max [number]f
View frame rate cl_showfps 1
View your position and speed cl_showpos 1
Toggle cheat mode sv_cheats [0 or 1]
Alternate title screen

Successfully complete the game to change the title screen.

Bonus store items

Successfully complete the indicated task to unlock the corresponding item for purchase at the store:

    Bionic Beanie: Successfully complete 'Lunacy'.
    WCC Flag: Successfully complete 'High Five'.
Singing turrets

There is a turret inside a ventilation grate just past the elevator in Test Chamber 16. Jump over it, get the Refraction Cube, then use the laser to destroy that turret to open the grate. Enter the new area to find four turrets singing a song.

Easy 'Door Prize' achievementBefore

In Chapter 6: The Fall, there are six sealed metal doors marked 'VITRIFIED' (Vitrified Doors) that have buttons in front of them that play unique audio clips of Cave speaking. At the beginning of Chapter 6, you will have to penetrate the 1960s Aperture facility. After flying through the Aperture logo, you will come to an area with a tall elevator. You must use the elevator shaft as a gravity boost to get across a chasm. On one end of the chasm is a platform with three of the Vitrified Doors. Listen to the audio that plays when you hit the buttons in front of each of the sealed doors. Then, play through the level until you reach the 1971-era test facility. When Cave starts talking about testing on hobos, below one of the test spheres and a giant Aperture logo is a room marked 'CONTROL ROOM' in yellow lettering. You can use a portal to get high above the Control Room and enter a small office. In the corner of this office is a cabinet with a door behind it. Enter this door to find a secret hallway that leads to a dock (where you get the 'Ship Overboard' achievement). The final three Vitrified Doors can be found in this area.

Easy 'Final Transmission' achievement

In Chapter 2, Test Chamber 6, carry a radio (which shows up in a clump of garbage after you hit a button) into a window above the chamber. Once you get the radio, backtrack through the level, and place a portal on the pad across from the window. Use the launchers to get through the portal and into the room beyond the window with radio in hand. Once there, carry the radio up to the wall to get the 'Final Transmission' achievement.

Easy 'No Hard Feelings' achievement

Play through Chapter 5: The Escape until you reach the conveyor belts carrying droids to the incinerator. Use a portal to get onto the conveyor belt, then walk on it until a droid with a working laser beam appears. Pick it up to get the 'No Hard Feelings' achievement.

Easy 'Overclocker' achievementEasy 'Pit Boss' achievement

At the beginning of Chapter 9, after Wheatley's Surprise, you will need to use a portal to get away from the platform just as Wheatley sends a bunch of arms to crush you. Instead of continuing to run away on the catwalks, stay nearby. Wheatly will plead with you to come back. Stand at the edge of the pit overlooking his trap, and he will ask you to jump in the pit. Do so to get the 'Pit Boss' achievement.

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Easy 'Portrait Of A Lady' achievement

At the beginning of Chapter 7: The Reunion, while facing the entrance to the 02 room on the catwalks between tests 1971-01 and 1971-02, place a portal on the wall to your right, and look for another pad you can shoot a portal onto through the gate and past the stairs to the left. On the other side of the portal is an office with a large portrait of Cave Johnson and Caroline. Stare at the portrait, and GLadOS will comment on it, and you will get the 'Portrait Of A Lady' achievement.

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Easy 'Preservation Of Mass' achievement

At the end of Chapter 2, Test Chamber 7, shoot a blue portal on the other side of the entrance to the exit of the area. Then, grab the Companion Cube that is depressing the button, and use an orange portal to get the Companion Cube to the exit without it getting disintegrated and get the 'Preservation Of Mass' achievement.

Easy 'Schrodinger's Catch' achievement

Play through Chapter 6: The Fall until you reach the 1958-28 room. In this room is a cube trapped in a glass box, with Blue Gel streaming out of a pipe in a corner. Save the game when entering this room so you can retry the puzzle if you fail. You must shoot a portal under the gel and over the crate to coat the cube in goo. The cube will then bounce around until it breaks the glass. Eventually it will break out of the glass. You must catch the cube before it touches the ground to get the 'Schrodinger's Catch' achievement. Stand between the entrance and the gel spout to hopefully catch the cube when it comes flying out.

Easy 'Ship Overboard' achievement

Play through Chapter 6: The Fall until you reach the 1971-era test facility. When Cave starts talking about testing on hobos, below one of the test spheres and a giant Aperture logo is a room marked 'CONTROL ROOM' in yellow lettering. You can use a portal to get high above the Control Room and enter a small office. In the corner of this office is a cabinet with a door behind it. Enter this door to find a secret hallway that leads to a dock. At the end of the walkway by the docks, you will find an orange life preserver marked 'BOREALIS'. Examine this to get the 'Ship Overboard' achievement. This is a reference to the Aperture ship Borealis seen at the end of Half-Life 2: Episode 2.

Steam achievements

Successfully complete the indicated task to unlock the corresponding achievement. To view your achievements and stats in Steam, select 'Community', 'My profile', 'View all my games', then the game and view stats.

    Air Show: Perform 2 aerial gestures before touching the ground in co-op.
    Asking for Trouble: Taunt GLaDOS in front of a camera in each of the five co-op courses.
    Bridge Building: Complete all test chambers in the Hard-Light Surfaces co-op course.
    Bridge Over Troubling Water: Complete the first Hard Light Bridge test.
    Can't Touch This: Dance in front of a turret blocked by a hard light bridge in co-op.
    Confidence Building: Complete all test chambers in the Mass and Velocity co-op course.
    Door Prize: Examine all the vitrified test chamber doors.
    Drop Box: Place a cube on a button without touching the cube.
    Dual Pit Experiment: Do the same test twice.
    Empty Gesture: Drop your co-op partner in goo while they are gesturing by removing the bridge under them.
    Final Transmission: Find the hidden signal in one of the Rat Man's dens.
    Four Ring Circus: Enter 4 different portals without touching the ground in co-op.
    Friends List with Benefits: While playing co-op, hug 3 different people on your friends list.
    Gesticul-8: Perform all 8 gestures of your own volition in co-op.
    Good listener: Take GLaDOS' escape advice.
    High Five: Celebrate your cooperative calibration success.
    Iron Grip: Never lose a cube in Chamber 6 of the Mass and Velocity co-op course.
    Lunacy: That just happened.
    Narbacular Drop: Place a portal under your co-op partner while they are gesturing.
    No Hard Feelings: Save a turret from redemption.
    Obstacle Building: Complete all test chambers in the Excursion Funnels co-op course.
    Overclocker: Complete Test Chamber 10 in 70 seconds.
    Party of Three: Find the hidden companion cube in co-op test chamber.
    Pit Boss: Show that pit who's boss.
    Portal Conservation Society: Complete Chamber 3 in the Hard-Light Surfaces co-op course using only 5 total portal placements.
    Portrait of a Lady: Find a hidden portrait.
    Preservation of Mass: Break the rules in Test Chamber 07.
    Professor Portal: After completing co-op, complete Calibration Course online with a friend who hasn't played before.
    Pturretdactyl: Use an Aerial Faith Plate to launch a turret.
    Rock Portal Scissors: Win 3 co-op games of rock-paper-scissors in a row.
    SaBOTour: Make a break for it.
    Scanned Alone: Stand in a defective turret detector.
    Schrodinger's Catch: Catch a blue-painted box before it touches the ground.
    Ship Overboard: Discover the missing experiment.
    Smash TV: Break 11 test chamber monitors.
    Stalemate Associate: Press the button!.
    Still Alive: Complete Course 4 with neither you nor your co-op partner dying.
    Stranger Than Friction: Master the Propulsion Gel.
    Talent Show: Never lose a cube in Chamber 6 of the Mobility Gels co-op course.
    Tater Tote: Carry science forward.
    Team Building: Complete all test chambers in the Team Building co-op course.
    The Part Where He Kills You: This is that part.
    Triple Crown: Solve 3 co-op chambers in the Mass and Velocity course in under 60 seconds each.
    Tunnel of Funnel: Master the Excursion Funnel.
    Vertically Unchallenged: Master the Repulsion Gel.
    Wake Up Call: Survive the manual override.
    White Out: Complete the first Conversion Gel test.
    You Made Your Point: Refuse to solve the first test in Chapter 8.
    You Monster: Reunite with GLaDOS.
    You Saved Science: Complete all test chambers in all courses of co-op.
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