[QUOTE=s0beit;29331387]That, on top of co-op which took about 4 hours. It really isn't that bad for a single player game. Co-op could have been better, though. Especially if they made some kind of built in editor and allowed users to create their own puzzles and upload them to a randomized master server. I love games that let you do that.
Otherwise not many legit complaints except the re-playability (SP has some, co-op has hardly any at all)[/QUOTE]
They will release an SDK at some point.
It wouldn't be Valve anymore if they didn't.
[QUOTE=Pachengo;29328000]beat it in about 5 hours, give or take 30 minutes.
game was good, but low to no replay value. Co-Op is ok.[/QUOTE]
I beat it in about 6 hours myself and I was really stuck some few select times and checked out many things so I don't doubt people can manage 5 hours easily.
And I have to say Co-Op was very disappointing in terms of how fun I thought it would be. If they didn't have Glad0s speaking to us I would probably be too bored to finish it.
they is no point in rushing though a game then complaining about it, why dont you just take it a bit slower and enjoy it
and my time was 8 hours taking my time
[QUOTE=Pachengo;29328000]beat it in about 5 hours, give or take 30 minutes.
game was good, but low to no replay value. Co-Op is ok.[/QUOTE]
heh i felt like playing the entire game one more time when i had finished it
Wake Up Call: 1:31pm
Lunacy: 9:02pm
Other than a few breaks and getting stuck momentarily facing a few puzzles, most of that time was spent marvelling at the environments, patiently listening to dialogues and looking for hidden goodies.
First game this year that I couldn't play through in one sitting. I'm very pleased.
And I'm still eagerly waiting for my co-op buddy to get home.
I completed it in around 7 or 8 I think
Two sittings, one was from 11:30 to about 1 in the morning, the other was most of wednesday.
[QUOTE=dgg;29331635]They will release an SDK at some point.
It wouldn't be Valve anymore if they didn't.[/QUOTE]
Like Gabe said, the SDK is painful. The reason why i described a "built-in" editor specifically is because puzzle maps (and portal maps specifically) are fairly easy to design, i think, as opposed to a L4D map or something with a complex environment.
A built-in editor would allow any normal user to make their own maps and puzzles (Think N+ for the 360 or Happy Wheels) which would allow for a LOT of variation over allowing just mappers to design them.
My opinion, anyway.
I rushed through it because the tone of the game seemed to imply I ought to.
[QUOTE=s0beit;29336371]Like Gabe said, the SDK is painful. The reason why i described a "built-in" editor specifically is because puzzle maps (and portal maps specifically) are fairly easy to design, i think, as opposed to a L4D map or something with a complex environment.
A built-in editor would allow any normal user to make their own maps and puzzles (Think N+ for the 360 or Happy Wheels) which would allow for a LOT of variation over allowing just mappers to design them.
My opinion, anyway.[/QUOTE]
And it would take much faster and easier to download them.
Would be cool if we had a happy wheels/like ui in portal to play custom maps
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