How Portal 2 Stole Half-Life 2’s Valor
(This article was made possible by the tips from kind folks on ko-fi. If you'd like to see more articles like this from me, consider donating from my ko-fi page. Every $100 adds a new article to the queue: https://ko-fi.com/jeremysignor [https://ko-fi.com/jeremysignor])
It wasn’t supposed to be like this. Having just released the thrilling cliffhanger that was Half-Life 2: Episode 2, was primed to ride to the planned conclusion of the long-running Half-Life story. Episode 2 itself was a take on the Half-Life formula that started to push its boundaries just a little bit, and was the centerpiece of The Orange Box, a collection of games intended to cement Valve’s mastery and dominance of video game development. But something unexpected happened: Portal, a small puzzle game intended to add value to The Orange Box, became the breakout hit of that same collection. This put Valve in an awkward position where they needed to strike while the iron was hot and follow up on Portal’s unexpected success. And while we won’t entirely know what happened behind the scenes as this transition happened, one thing remained clear: Valve used signature tropes and design choices from Half-Life 2 to make Portal 2, merging the two styles and instantly making a probable Episode 3 redundant.
Portal 2’s ascendancy to the top of Valve’s game development slate was easy to see even if you never paid attention to games industry prerelease hype, if only because it was coupled by the complete absence of any sign of Episode 3. But even without that absence being felt, Valve and Portal 2 became inextricably tied together in every public facing event Valve attended. E3 was dominated by Portal 2, with an exuberant surprise appearance at Sony’s press conference to announce the game would be coming to PS3 complete with cross-saves. Current Game Awards figurehead Geoff Keighley published a multimedia look behind the end of the development of the game with the omnipresent Portal 2 – The Final Hours. There was no escaping Portal 2.
And there was a good reason for that: Portal became not just the biggest hit of The Orange Box unexpectedly, but also a cultural phenomenon, complete with omnipresent memes in an age before the omnipresence of memes. This was where we learned that the cake is a lie, that series antagonist GLaDOS is Still Alive, and a million different ways to think with portals. Meanwhile, the best the collection’s centerpiece could pull off, an optional challenge to transport a ceramic garden gnome cleverly named Gnome Chompsky to be launched into space via rocket at the end of the episode, saw some chatter and meme creation among diehards, but nothing comparable to the cultural shockwaves of Portal’s potent touchstones.
So, it’s easy to see why Portal 2 quickly stole Episode 3’s thunder in the public eye, but it didn’t stop there. Playing the finished game of Portal 2 makes it extremely apparent that Valve transplanted its core design philosophies from the Half-Life 2 template into Portal 2. At first blush, the game appears to be the usual sequel material, like the original game but bigger and better. But Portal was remarkably free from the usual Valve paradigms, like Half-Life 2’s penchant to employ what amounted to in-engine cutscenes sporadically placed through the campaign.
These all worked the same way, with other characters talking to fill in the lore and advance the plot by telling you where you’re going next, but you can still move around during the talking. You can’t go anywhere or do anything of consequence until the game decides it’s done with the exchange, but at least you can move around and feel like you’re doing something. Portal didn’t do that for the most part. GLaDOS talked to you throughout, but the game never stops you to make you hear what she has to say. The dialogue and the gameplay are largely decoupled without barriers from one preventing you from engaging with the other. Not so in Portal 2, though. The game is built in Half-Life 2’s image when it comes to stopping you from playing the game to listen to the story and dialogue, though to its credit, it doesn’t happen as often as it does in the franchise’s older sibling. The stops along the way are shorter and punchier. But they exist nonetheless, betraying a sort of lack of confidence that the structure of the first Portal could work in a full-sized AAA game.
The other big difference that Portal 2 inherited from the Half-Life series is the mere presence of lore and a story that wasn’t the barest of skeletons. In the first Portal game, the narrative was simple: You wake up trapped in a facility, so you need to find a way out. The only bit of true lore that you could glean from the game is that the facility belongs to Aperture Science, a rival corporation to Black Mesa, the lab responsible for kicking off the events of the Half-Life series in the first place. This simple narrative gave the writing the space to breathe and thus take on meme-worthy status. In making Portal 2 a bigger, more expensive experience, Valve fleshed the world around Portal out, creating a story with multiple characters and expansive lore, at least in comparison to the first game. Again, this puts the Portal franchise more in line with the content of what a Half-Life game would have, albeit starting from a less complex place.
In taking on the characteristics of Half-Life games, Portal 2 succeeded in becoming bigger and more complex. The game employed an all-star cast of actors, too, like Stephen Merchant and J.K. Simmons. The game was positioned as a blockbuster and featured all the slick trappings of one. Meanwhile, Half-Life was nowhere to be seen. Suddenly, Portal was at the vanguard, but endured by cannibalizing many of the features of Half-Life as a whole. But in doing so, in taking on the bulk of AAA, fleshing out a story, and inserting cutscene walls stopping the action, Portal 2 becomes something else. It’s no longer the compact, breezy experience that made Portal the phenomenon it was. Instead, it became the replacement for Half-Life 2 at a time when its story was still incomplete. Now, people still draw memes from the first game and not so much the second. Meanwhile, people are still asking for a Half-Life 2: Episode 3 that’s never coming. Portal 2 ended up a high-quality, fun game, but one can’t help but feel something was lost in the process on both ends.