[HN Gopher] Portal 2: Desolation is giving the classic puzzle ga...
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       Portal 2: Desolation is giving the classic puzzle game a graphics
       overhaul
        
       Author : sandebert
       Score  : 125 points
       Date   : 2022-03-27 14:30 UTC (8 hours ago)
        
 (HTM) web link (www.pcgamer.com)
 (TXT) w3m dump (www.pcgamer.com)
        
       | ChrisMarshallNY wrote:
       | Sounds great.
       | 
       | Can't help but notice the lack of any concrete data in their
       | press, though. I have no idea if I'll be able to play it on my
       | computer.
        
       | thot_experiment wrote:
       | If anyone needs a fix of Portal related content and hasn't yet
       | played Portal: Prelude I can't recommend it highly enough. It's
       | been a while (10+ years, oof I'm old now) since I've played it so
       | take my gushing with a grain of salt, but I recall it being well
       | written, not enough to rival Portal, but perhaps enough to rival
       | Portal 2. The puzzles however were the most fun of any portal
       | based game I'd ever played.
        
         | willis936 wrote:
         | It really pushed the tools in terms of puzzle challenges. It
         | threw out a lot of soft rules and let players expand their
         | reasoning. I remember some puzzles requiring the player to fly
         | through a complex series of portals that would look like
         | complete chaos from a 3rd person perspective observer.
        
         | l-p wrote:
         | My lame claim to fame.
         | 
         | I was the one who suggested making it a prequel and have
         | scientists watching you and from behind the windows (tough I'm
         | pretty sure Nyko forgot by the time he completed the mod). Odd
         | seeing this mentioned here.
         | 
         | I still have a toe in the Source modding community and I'm
         | watching Desolation with great interest. An absurd amount of
         | effort went into this, augmenting the engine, the editor,
         | inflicting vgui upon themselves...
         | 
         | Source is _not_ a flexible and cooperative engine, lots of
         | hardcoded stuff, necessary workarounds, complicated workflows,
         | but there's still a modding and mapping community and my only
         | wish is for our Lord and Savior Gabe Newell to release the
         | sources of Source (1), GoldSrc, and the tooling around them. So
         | much could be done. I should mail him, iosource needs to
         | happen.
        
           | willis936 wrote:
           | Does source support any sort of hardware-accelerated
           | raytracing? I don't think there have been any other graphics
           | advancements of the caliber of hardware RT since Portal 2
           | came out.
        
             | l-p wrote:
             | No.
             | 
             | The biggest improvement Source saw was in Source 2 with
             | PBR. There's mention of raytracing in Source 2 [1] but I
             | don't think anything was released.
             | 
             | [1]: https://github.com/SteamDatabase/GameTracking-
             | Artifact-Beta/...
        
       | ProjectArcturis wrote:
       | That is ambitious! I wish them the best of luck.
        
       | hkt wrote:
       | There is some extraordinary work that goes on in the modding
       | community. A personal favourite in a similar vein is Portal
       | Reloaded:
       | 
       | https://store.steampowered.com/app/1255980/Portal_Reloaded/
       | 
       | Portal, also with time travel. The puzzles are _excellent_ and
       | the environments are gorgeous. I remain dumbfounded that efforts
       | like these come from people who are volunteering their time.
        
         | geocrasher wrote:
         | I came here to point out Portal Reloaded. It's the most mind
         | bending game I've ever played!
        
       | fartcannon wrote:
       | Valve is great. Especially in comparison to some other game
       | companies. Were this a Nintendo project, the devs would risk at
       | best a Cease and Desist. The vibe I get from Nintendo is that
       | they would probably flog their fan-game devs if they could
       | legally get away with it.
       | 
       | Let's see if Bethesda, under Microsoft, maintains their support
       | of mods.
        
         | 7speter wrote:
         | My head canon says that Valve allows fans of its ips to come
         | out with these sorts of graphical remasters (theres also black
         | mesa) because they are pretty preoccupied with steam.
        
           | rockemsockem wrote:
           | I think it's more than that. Surely having a money printing
           | machine like steam makes it easier to ignore stuff like this,
           | but you also have to remember that Counter Strike was a fan-
           | made mod in the beginning and now it's one of the most played
           | games on the planet and Valve produces it itself now. There's
           | got to be a baked in appreciation for how letting fans do
           | these sorts of things can directly boost their profits.
        
             | Bjartr wrote:
             | > that Counter Strike was a fan-made mod in the beginning
             | and now it's one of the most played games on the planet and
             | Valve produces it itself now.
             | 
             | As were DOTA and Team Fortress! Taking well loved mods and
             | giving them some AAA shine has been a rather successful
             | strategy for Valve.
        
       | rasz wrote:
       | Man Im getting old, all I could hear in the attached Video was
       | "We made it slower because our modern >$1K GPUs can run it, sucks
       | to be you".
       | 
       | "no baked lights, reducing compile time from hours to minutes"
       | 
       | Logic error, my brain hurts. If they managed to optimize lighting
       | subsystem to make it run at realtime speed then Light compile
       | time could also take minutes. Why trying to sell it as some kind
       | of speed optimization?
        
       | prezjordan wrote:
       | For what it's worth, the Portal 2 community maps (available to
       | download and play within the game itself!) are really good. Each
       | week there are about 3-4 new really fantastic puzzles to play,
       | and of course there's a healthy back catalog.
        
         | dmr_92 wrote:
         | https://www.thinking.withportals.com/ was (is?) the big
         | community for this. I was part of it around the time Valve
         | released their easy map editor (the "perpetual testing
         | initiative")---more than a decade ago now. I had the pleasure
         | of testing the editor before its release. It was an exciting
         | time!
         | 
         | Sadly that editor was geared towards single-player maps,
         | whereas my interest was always in the coop ones. If you'll
         | forgive the shameless plug,
         | https://steamcommunity.com/sharedfiles/filedetails/?id=89692...
         | was my favourite to make. I put a lot of time into that, but
         | sadly I lost the hard drive with the map's source files some
         | years ago. It's done quite well on the workshop---which always
         | surprises me. I had very little idea about level design or what
         | constitutes a fun puzzle. Beginner's luck, maybe?
         | 
         | It was a lot of fun/pain/curiosity to work with and fight
         | Valve's hammer editor. I remember thinking "this feels like a
         | tool designed to make half-life maps". I can still remember
         | tying brushes to func_detail entities so that they wouldn't
         | contribute visleaves. Good times!
         | 
         | While I'm at it: I'd recommend the "sendificator" series:
         | https://steamcommunity.com/workshop/filedetails/?id=29165303...
         | . These introduce a new puzzle element entirely contained
         | within the map file. I'm guessing it must use some kind of lua
         | script to implement it, since it's entirely contained in the
         | map.
        
       | matthewfcarlson wrote:
       | My only complaint is that I can't put my email in to get updates.
        
         | boastful_inaba wrote:
         | Maybe just follow their Twitter account
         | (https://twitter.com/desolation_mod) or Youtube account
         | (https://www.youtube.com/embersparkgames) ?
        
         | mdaniel wrote:
         | I've never used it, but there's a Follow button on their linked
         | site: https://www.moddb.com/mods/desolation and there's an RSS
         | feed for news updates:
         | https://rss.moddb.com/mods/desolation/articles/feed/rss.xml
        
       | pram wrote:
       | One of my favorite gaming moments ever is the transition from the
       | old test shafts back into the enrichment center (which leads to
       | the finale)
       | 
       | The area is like a bunch of platforms supported by gigantic
       | springs. It made me stop and appreciate how mysterious,
       | thoughtful, and interesting the entire environment was. I really
       | just wanted to explore more of the depths after experiencing it.
        
         | Jasper_ wrote:
         | "Act 3" of Portal 2 is perhaps surprising only by how short it
         | is! I think it sticks in people's heads as the largest part of
         | Portal 2, but it's only 8 levels (2 intro levels, 2 for Blue
         | Gel puzzles, 1 transition, 2 for Orange Gel, 1 finale). By
         | comparison, the wrecked facility afterwards with Wheatley is
         | almost double, at _15_ levels.
         | 
         | sp_a3_03 (the intro to the underground area) and sp_a3_end (the
         | climb you mention, with the new facility hoisted on top of the
         | springs) remain some of my favorite examples of excellent level
         | design in video games.
         | 
         | If you're curious, you can see the level here if you want to
         | study how it works in a bit more detail
         | https://noclip.website/#Portal2/sp_a3_end;ShareData=AY[=[9qH...
        
           | Fabricio20 wrote:
           | Wow, this tool is incredibly well made, you can even interact
           | with map triggers, how had I not found about it sooner?
           | Thanks for sharing!
        
         | jl6 wrote:
         | My Portal 2 moment was thinking that the game was almost over
         | at the point of falling down into the salt mine, only to
         | discover this entirely unknown, enormous whole other
         | environment.
        
       | LichenStone wrote:
       | Personally I never really like graphical overhaul mods that do
       | more than just add subtle technical improvements to what's
       | already there. The art direction is usually such an important
       | part of a game that doing things like changing colours, shadows,
       | and textures always seems to lose something that made the
       | original coherent and unique.
       | 
       | The official remasters of Halo 1 and 2 are good examples of how
       | not to do it, Halo CE Anniversary edition in particular is truly
       | horrid. Initially I was quite warm to Halo 2's treatment, but on
       | a subsequent replay I felt that the new graphics took something
       | away from the composition of many of the scenes.
       | 
       | Games' graphics and level design are designed for a specific
       | level of graphical fidelity at that time in history. Going back
       | to things and adding more greebling everywhere and making the
       | shadows fancier won't necessarily improve the game, signposting
       | is a subtle art and it's easy reduce clarity with additive
       | changes.
       | 
       | Doing graphics overhauls and remasters right, without corrupting
       | the original art direction is really really tough. Most of the
       | time it tends to go wrong, hopefully Desolation turns out great.
        
       | tempodox wrote:
       | Portal 2 is one of my favorite games ever, but it's missing a
       | 64-bit upgrade.
        
         | jordanpg wrote:
         | Upgrading to Catalina has nearly knocked me out of the gaming
         | scene altogether.
         | 
         | It might be enough to ensure that my next purchase is a PC,
         | despite finding Windows loathsome.
        
           | lukifer wrote:
           | Given the Herculean efforts (and superb results) of Rosetta
           | and Rosetta 2, I'm still appalled that Apple couldn't have
           | found a way to keep running 32 bit apps, even at a
           | performance hit through some level of emulation or
           | containerization.
           | 
           | In addition to countless classic games being dead in the
           | water, my Mom was completely blindsided by the change,
           | suddenly losing access to several old-but-trusted
           | productivity apps, and she had to scramble to find
           | replacements. I don't recall there even being a generic
           | warning during the upgrade process, let alone "the following
           | apps will no longer function: [...]; do you wish to proceed?"
        
       | BiteCode_dev wrote:
       | Also give a try to Mel in the same vein, minus the graphic engine
       | swap.
        
       | ahelwer wrote:
       | Recently tried replaying portal 2. The graphics aged just fine
       | over the past decade; unfortunately the same is not true of the
       | writing and humor. Has a very reddit-circa-2010 vibe. I guess
       | comedy is one of the more difficult fields in which to create a
       | real classic, because of changing social mores but also because
       | most humor relies on novelty. Few video game memes have been
       | beaten to a more thorough pulp than "the cake is a lie",
       | companion cube, etc.
        
         | pxx wrote:
         | Isn't this sort of like saying that Shakespeare's works are bad
         | because they're full of cliches?? The game in question is the
         | _origin_ of said memes.
        
           | ahelwer wrote:
           | If your humor relies on novelty and the novelty is gone, the
           | humor is gone. It is different with story structures. It
           | isn't just those examples, though. Play the game or watch a
           | video of the intro sequence and see for yourself. It's just a
           | lot of "snark" type humor that was prominent at the time.
        
           | majewsky wrote:
           | The trope you are looking for is called "Seinfeld is
           | Unfunny": https://tvtropes.org/pmwiki/pmwiki.php/Main/Seinfel
           | dIsUnfunn...
        
       | smoldesu wrote:
       | This is really cool! Not to detract from how awesome it is that
       | Valve lets fans do this to their games without fear of legal
       | repurcussions, but I've always been impressed by how little Valve
       | games require visual overhauls. Even Half Life is stylized in
       | such a way that it really doesn't _need_ any changes, with it 's
       | bright cartoony color palette and angular space-age laboratory
       | designs. I recently played through Black Mesa, and while it
       | really is an accomplishment (completely remaking an entire game
       | in a new engine is no small feat), it only made me more excited
       | to go back to the original and remember how well it still holds
       | up.
       | 
       | Half Life 2 and (to a lesser extent) Portal are in much the same
       | boat. HL2 is a very gritty, filthy game that uses it's detail to
       | expand on the story. By comparison, Portal is more sterile and
       | mysterious with it's white plaster walls surrounding you on all
       | sides, evoking feelings of solitary confinement or an insane
       | asylum. In either case, their art direction utterly _carries_ the
       | visuals of these games, and neither one feels particularly
       | outdated (though Portal could probably use some better lighting).
       | Compared to the other mid-2000s games that came out alongside it,
       | these two titles still feel comparatively fresh.
       | 
       | What else is there to even say? Team Fortress 2 is a modern
       | classic, and probably has the most "timeless" art style of their
       | entire catalog. Dota 2, albeit not my cup of tea, also recognizes
       | the merits of having a strong visual presence. Portal 2 might
       | have the strongest art direction of them all, contrasting the
       | perfectly and meticulously arranged design of dozens of test
       | chambers with the ramshackle, decomposing internals of a
       | forgotten facility. I'm sure there's still some improvements to
       | be made, but even today I think Portal 2 holds up marvelously.
        
         | kawsper wrote:
         | I can really recommend playing through Half Life 2 Lost Coast
         | with the Developer Commentary enabled.
        
         | pjerem wrote:
         | I relaunched Portal 2 recently (on the Steam Deck) and the game
         | is as gorgeous as it used to be. It could be a game released
         | today and nobody would notice anything. And this game can run
         | on any nowadays potato.
        
         | thot_experiment wrote:
         | I don't disagree. I will say that I deeply wish Valve enforced
         | the guidelines more fiercely with the community created items.
         | The original games (I mostly play DotA 2, but some TF2 as well)
         | were essentially aesthetically perfect and I really wish there
         | was a way for me to turn cosmetics off entirely.
         | 
         | In particular, this document is a fucking masterclass, I've
         | learned more about making good visual choices from that FAQ
         | than I have from any other single resource. I just wish it were
         | law, not just guidelines.
         | 
         | [Dota 2 Workshop - Character Art Guide](https://help.steampower
         | ed.com/en/faqs/view/0688-7692-4D5A-19...)
         | 
         | P.S. Don't play DotA 2, but it's also the deepest multiplayer
         | game ever made, except maybe Go, and I'll be playing it till
         | the day I die.
        
           | ss108 wrote:
           | Recent Dota 2 quitter checking-in
        
             | smoldesu wrote:
             | I bet you could make a killing on Etsy selling MOBA
             | abstinence coins a-la Alcoholics Anonymous sobriety chips.
             | There's a nice sizable market of League of Legends players
             | who could probably use one.
        
         | BiteCode_dev wrote:
         | It's not a remake, it's a sequel of sort.
        
       | Datenstrom wrote:
       | Tangentially, my main game for almost the past year has been
       | Splitgate which is heavily inspired by Portal (and Halo). If you
       | like portal and arena shooters it is definitely worth a try.
       | 
       | At the top competitive level especially having Portals in a FPS
       | makes for interesting, intense, and fast paced games. It also
       | makes camping essentially impossible.
        
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