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I am not a big fan of any plot device that upright states "X was fiction" or even those that only imply that it might be. In the laws of narrative, it's important not to ask the audience "Is this real?" (without a very good reason) because when they start discussing whether something was real or not they will stop discussing what it meant or the characters.
For Portal 3 I really can't think how we'll involve Chell again. Her story was told. Her journey is complete. Maybe she'll join Freeman in HL3 and there'll be a subplot where she discovers Wheatley in space, then in Portal 3 she can try to reunite Wheatley with his home... or something. Anyway, enjoy Portal 2 guys, Portal 3 isn't a priority.
kinda simple but could work
You know what? Let's step out of the box. Let's think back.
How did Half Life transition into Half Life 2? The answer: it did not. So let's say for the sake of argument that Chell will be a character in HL3, and ... She Gets Abducted By The G-Man.
Suddenly our possibilities are limitless. She can be sent to Xen. She can be sent to some other place. She can even team up with Adrian (Opposing Force) and go rescue Wheatley!
I think Portal 3 should be about our glorius team of Glados, Wheatley and Chell in a completely new environment doing something utterly different than Portal 2. I am certainly not implying that Portal 1, 2 were bad settings or stories, but we are FINISHED with them. Now, let' go to SPACE!
In the first game, GLaDOS first teaches Chell what she needs to know in order to kill her; then she makes Chell feel justified in doing so. She was trying to end the nightmare that is being hooked to the main computer.
So in the second game, when she realizes that won't work; she sets Chell free, so at least one of them can escape.
====
Now for P3, here's my idea:
GLaDOS realizes the Combine is still out there; Chell won't last long alone, and the Combine must've detected the reactivation of the AS ruins. So she turns the AS facilities into a city-sized mecha (which I like to call Scienza), and brings Chell back in.
The game will involve countering the sabotages of combines, and preventing their advance inside Scienza; you'll have a portal gun (perhaps even a portal everywhere gun; which would still need flat non-reflective surfaces, so the level designers would still be capable of restricting portal placement by using irregular, rounded or metallic/wet surfaces, while making the player feel like they got an upgrade). But additionally, now that you're working with instead of against AS; you will be able to give instructions to the turrets and perhaps a few other things, like certain doors, panels etc. Using the pointing mechanic from the P2 coop, plus perhaps a pie-menu; you would tell the turrets to walk to a certain location (we've seen with the frankenturrets that their legs are functional), tell them to deactivate/reactivate (so their laser sights won't tip-off the enemy of their presence until after they fall in your trap), which way to look etc), tell certain doors to not open, or to stay open, trigger cube dispensers, toggle the direction of excursion funnels etc (though perhaps, they might need a transceiver, or perhaps have energy limitations, or could be affected by sabotage etc; to make it so you won't always be able to talk to them, so the level designers have more freedom to narrow down what can be done in order to avoid letting the player go out of the intended playing area and to not make it too easy). And you'll be capable of manually rebooting defeated turrets (when they're tipped over) by coming closer (the other stuff is all line of sight, but this would need you to be near them).
The enemy will be restricted to inside the chambers and similar areas most of the time; you on the other hand will occasionally be capable of going around in the "backstage" areas, bypassing the puzzles and threats they are forced to face and being able to go around the enemies undetected.
Or perhaps, instead of it starting with GLaDOS bringing you back; Wheatley falls from the sky, he's very sorry and provides the exposition needed for the player to understand Chell coming back to rescue GLaDOS from the main computer (and alternatively, if the player doesn't get close and picks him up; just make the ground open after a while, making Chell fall into the forming Scienza anyway; providing two alternative beginnings that lead to the same game).
In addition to the regular coop mode; there could also be a cross-franchise coop mode where you'll be able to play with someone that got HL3; they would play Gordon with the gravity gun, and you Chell; fighting the combines and stuff, and overcoming puzzles, sometimes inside Scienza, and sometimes in a more HL-like environments (for this the portal-everywhere gun would definitely be needed).
And instead of, or in addition to, Peabody and Atlas, GLaDOS could've put the brain of some of the birds into bird-bots, with portal guns in place of beaks, and hard-light wings (since they're robots, GLaDOS would be capable of deactivating certain features, so if for example the puzzle would be too easy to solve with flight, the wings could be deactivated)
It is wrong in this case. Why would you want a 3rd Portal, there is NO need, Portal 2 wrapped up the series, and a 3rd installment would just be forced and they'd have to go back, mess with the previous games and prequel it, full phantom menace.