|Title:||Portal 2 Full Save Game|
|Platform:||Windows, OS X, Linux, PlayStation 3, Xbox 360|
- Save Details:
The game done 100 % Complete
- Extract the archive file & Copy all savegame files
- Paste To C:\Program Files (x86)\portal 2\portal 2\SAVE
Portal 2 Full Save Game:
Portal 2 Full Save Game: Portal 2 is a 2011 first-person puzzle-platform video game developed and published by Valve Corporation. It is the sequel to Portal (2007) and was released on April 19, 2011, for Microsoft Windows, OS X, Linux, PlayStation 3, and Xbox 360. The retail versions of the game are distributed by Electronic Arts while online distribution of the Windows, OS X and Linux versions is handled by Valve’s content delivery service Steam. Portal 2 was announced on March 5, 2010, following a week-long alternate reality game based on new patches to the original game. Before the game’s release on Steam, the company released the Potato Sack, a second multi-week alternate reality game, involving 13 independently developed titles which culminated in a distributed computing spoof to release Portal 2 several hours early.
The game retains Portal ’s gameplay elements, and adds new features, including tractor beams, laser redirection, bridges made of light, and paint-like ‘gels’ accelerating the player’s speed, allowing the player-character to jump higher or place portals on any surface. These gels were created by the team from the Independent Games Festival-winning DigiPen student project Tag: The Power of Paint. In the single-player campaign, the player controls protagonist Chell, awoken from suspended animation after many years, who must navigate the now-dilapidated Aperture Science Enrichment Center during its reconstruction by the reactivated GLaDOS, a powerful supercomputer. The storyline introduces new characters, including Wheatley (Stephen Merchant) and Cave Johnson (J. K. Simmons). Ellen McLain reprised the role of GLaDOS. Jonathan Coulton and The National each produced a song for the game. Portal 2 also includes a two-player cooperative mode, in which the robotic player-characters Atlas and P-Body are each given a portal gun and are required to work together to solve puzzles. Valve provided post-release support for the game, including additional downloadable content and a simplified map editor to allow players to create and share test chambers with others.
Konami SHORT REVIEW:
After the success of Portal, Valve decided to make Portal 2 a standalone product, partly because of pressure from other developers within Valve who wanted to work on a Portal product. Work began almost immediately after the release of Portal. Valve committed more resources to Portal 2 ’s development than they had for the first game; Portal had a team of seven or eight people, but Portal 2 had a team of 30 or 40. The initial team of four was expanded as subgroups formed to devise game mechanics and to plot the story. Participants in internal review processes were inspired by what they saw to join the project. According to Erik Wolpaw, some Portal 2 developers worked on the Left 4 Dead games to help them meet milestones, but returned to Portal 2, “with extra people in tow.” Kim Swift, Portal ’s designer, left Valve for Airtight Games halfway through Portal 2 ’s development.
Project manager Erik Johnson said Valve’s goal for Portal 2 was to find a way to “re-surprise” players, which he considered a “pretty terrifying” prospect. In March 2011, one month before the game’s release, Valve president Gabe Newell called Portal 2 “the best game we’ve ever done.” After Portal 2 ’s release, Geoff Keighley wrote that according to Newell, “Portal 2 will probably be Valve’s last game with an isolated single-player experience”. Keighley later stated that the use of the word “probably” suggests that “this could change.” Newell said that Valve is not “giving up on single-player at all”, but intends to include more social features on top of the single player experience, akin to the cooperative mode in Portal 2.