After the outlandish setting, ingenious gameplay, and hilarious dialogue had all run their course, Portal left you with some pretty big unknowns. Portal 2 sets out to answer these questions, and in doing so travels both forward and backward from the conclusion of Portal. Rather, it expands upon that original experience, creating something that feels initially familiar. Like that of its predecessor, Portal 2's writing is a standout. It's not long before you find an Aperture Science Handheld Portal Device (colloquially known as a "portal gun") and start slinging portals like it was 2007. Those unfamiliar with this technology need not fear: Portal 2 has a nice learning curve that quickly brings you up to speed. The basics are these: Using this gun, you can create two distinct portals on certain walls, ceilings, and floors. Aperture Science has seen better days, and the broken test chambers, malfunctioning robotics, and encroaching plant life are an early sign that Portal 2's environments are much more varied and ambitious than its predecessor's. Later levels reveal the true scope of the Aperture facilities to great effect, piquing your curiosity and spurring you onward. While you are getting reacquainted with the basics of portals and trying to escape with your new friend, you run into your old test-administrator-slash-nemesis, GLaDOS.
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