Alternate Reality Game puzzle design - Adam Foster of Valve talks about the design of the Portal 2 ARG, (previously) and do's and don'ts for future ARGs.
25 extra minutes of Cave Johnson - taken Portal 2's Perpetual Testing Initiative DLC.
No GLaDOS. No Chell. No portals. Set in the 1980s. Competitive multiplayer. Multiple endings. The Portal 2 That Could Have Been.
Portal 2 has finally hit the streets, and despite a somewhat rocky start with their controversial promotional ARG (previously), it looks to be a huge success. Interestingly for such a critically-acclaimed blockbuster, the title's core ideas steam from a pair of concept projects from student design school DigiPen: the original portal system from Narbacular Drop (video - download - previously) and the sequel's physics-altering gels from Tag: The Power of Paint (video - download - previously - previouslier). Combine these innovative ideas with some Lost-meets-Life After People level design, excellent voice acting, and top-notch writing, and it's easy to see why so many people called in sick this past week. But playing the game is just the beginning -- look inside for a collection of easter eggs, story theories, videos, and other goodies from the post-mortem. [more inside]