Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There wasn't enough room for that last room! I couldn't make the test chamber big enough! :(
First off: there are ways to have timed switches. This would allow for things like the original moving platform (a task I believe can be easily accomplished). Basically, out of screen you would have a cube dropper and an excursion funnel, and you would link it to the receiver in the turret room (which could be shielded by using glass panels and non-portalable surfaces). This would control the moving platform by moving it back and forth, and make it time-independent.
Second: there's no flinging room! I would squee to see that in this chamber.
Otherwise, I think it's a very good recreation of a familiar area, and it's very nostalgic. I personally thought Portal 1 was a little better than 2, and seeing this was a very good flash to the past.