The Razer controller was also compatible with TF2 and L4D1 I believe. The motion DLC is actually playable on PC these days via a mod and a VR headset to substitute the weird controllers.
i actually didn't know they had cross play with pc and playstation. probably THE first game to do this for 7th gen aside from ff11 (which is a massive multiplayer) so to have a co op experience like that in 2011 is sick.
Sixense was already building motion controls for industry, arcade, medical, etc. when the Hydra was created. They partnered with Razer to produce a consumer product. I joined Sixense right after this point in time. All the PS3 dev kits were still there but I never got to play with any of them. 😞 Fun days.
The Joycons should be able to handle these controls, and the Switch should run this a bit better than the PS3. It would've been a cool preservation of odd gaming history if the Companion Collection included these
For the physics behind the upside down portal giving you more height: think of it as you arcing towards the bottom of the portal instead of toward the ground, so whn you go out the upside down portal, your momentum carries you toward the ceiling because that's the direction of your arc. Hope that explained it well lol
I have the Sixsense controller. It was one of the more exciting controllers in the early Oculus dev kit days. Eventually hand tracking and the included controllers really implemented better versions of what the sixsense was offering but tho use early days were a lot of fun.
If you don't know, the Razer Hydra controllers were kind of the stepping stone into modern vr controllers. Before we had vr controllers the standard was just the head gear until someone had to idea to implement the hydra controllers into a mod for Minecraft vr so that you could move both hands as well as look around. DanTDM was I believe one of the first to showcase this. Before all that vr was literally just UA-camrs with the headgear using mouse and keyboard at their desks. Let me know if anything I said was inaccurate. This is just from the history as I recall it happening.
CS:GO actually had official support for the Razer Hydra motion controllers too, although I'm not sure how long that lasted. I never had the opportunity to try the controllers myself, but I remember the gameplay footage they showed was pretty neat.
There is a Portal 2 MOD for PCVR - works like a charm and its amazing But... if you have the problem of motion sickness in other games - dont play it ^^
the physics behind upside down portals: If you where to rotate a portal, assuming conservation of velocity, would indeed output the other side rotated, and thus at a different launch angle, the unintuitive part is that it quite blatantly breaks conservation of energy, thus making it less intuitive.
That reminds me, the Novint Falcon was a motion controller with haptic feedback around 2008, and they released a mod of Half-Life 2 called Haptics Life 2 with support for the Novint Falcon. Valve themselves later added support for the Falcon to the Episodes, and to Portal and TF2. I tried it back then, it was pretty cool but very expensive for how few games were supported.
I wonder if the reason behind the upside-down portal creating more speed is because it rotates you from the bottom of the players collision box thus actually making your exit height higher than it would be if you came out normally. Just a thought, nothing really to substantiate it other than I've noticed that it does appear to be doing that from the first person view though that could just be an illusion.
moreso, gravity gives you a downwards momentum, which the flipped portal maintains but in the opposite direction. Theoretically, with good placement you could fall upwards forever using a pair of portals.
I really want to play portal 2 steam workshop maps with all theese forgotten mechanics, its obvious you can figure out how to solve puzzles with standart controlls.
I miss Gabe's involvement in the gaming world. It's what made Valve great and I'm sure I'm not the only one who yearns for his love on the floor once again.
Yeah, I had no idea it existed, I only played the PS3 version a little bit, it's a shame we can't get the PC version of the co-op any more, especially with all the controller support options steam has now, I think it would be worth making it available again for those of us that have weird controllers setup with our PC like Switch Joy-Cons or Wii Remotes... or even PS Move :P
This was actually the first way I played portal 2, we got a PS3 with the move controllers bundled in, and portal was one of the first games we bought for it, I remember having a ton of fun with it, as well as getting frustrated because I was young and my puzzle brain wasn't there yet. I also may be remembering this wrong, but I could've sworn that there was some input you could do with the in motion DLC to "lock" the movement of one to one, making rotating and scaling a lot easier.
Great video. Played some of the single player levels when it first came out, but didn’t get too invested and just forgot about it till now. Think I made it up to the scaling cube and thought it was pretty cool.
Never heard of this in my life up until now and must say its a very interesting idea.. I love the aspect of being able to utilise a GMOD-esc prop based physics and manipulation.. I do hope the idea behind the Portal gun being able to do this or atleast a version of the Portal gun with this feature would be canon to the story since after all it does sound very Aperture to add something like this to try and compete against Black Mesa's Phys Gun..
they could have easily added this to the Switch version Edit: now that i have seen the actual DLC perhaps there are not enough buttons on the Switch joycons
i'm surprised that a dlc campain based entirely around motionn controls wasn't added to the switch version of the game, especially since portal 1 on switch did get all of it's dlc on switch
Ah, the Hydra... is it weird to say I still prefer it? It's tracking was god teir, and the number of buttons on it meant you weren't sacrificing anything. Now a days, there are fewer buttons on VR remotes and having to cut corners with certain concepts. Anyway, I can validate the levels are the same as the Sixense stuff. I contacted Valve support to get the key when my hydras arrived, and it was a smooth experience. It still works, and the on screen cursor aiming heavily changed things up for TF2, almost making it feel like a cheat code at times. As for Portal 2, it absolutely is a cheat code in a way: being able to move portals means portal deployment challenges were knee capped. Sixense had plans to build a newer set of wireless versions, but to my knowledge, they were never finished, which is a shame.
Ex Sixense-er here. After being acquired, the new parent company took all of Sixense's stuff down. 😞 As it's just mods, you should be able to copy it from someone else who has a "purchased" version that is still in their library.
I literally bought a PS Move two weeks ago just to play this DLC, and it's so fun. I really enjoyed it, since Portal 2 is one of my favorite games of all time. I found the full campaign being played with the PS Move is also so good, I loved how it felt to play and I ended up going through the entire game with it. Such a fun way to play on such a great console. I love it! For some reason you seem to have had your controllers drop a lot. For me, the only time they weren't detected was when I moved them away from the screen. It's so weird we had such different experiences because it never lost detection for me and I found these to be the most precise and accurate motion controls I've ever used, it made the game control almost better than mouse and keyboard for me. That's so strange.
Also a small note, the PS3 controller will charge on other devices that aren't PS3, it just needs to have a data connection like a PC USB port or another console. The chargers that are power only without data won't work.
@@thecamobot I edited my comment with an update about the accuracy of the PS Move as well (didn't realize you gave it a heart before I did that lol) so it's strange to see that we had such different experiences with it. Portal 2 is great though, and this is a great video!
the thing about ps3/ps4 controllers is that they need the exacts power conditions as the console's usb port. I only have one cable and one adapter that charges my ps4 controller, no other combination will work
I want to try out this dlc, but I don't have a ps3, the move controllers, razer controllers, or vr controllers (as they can be utilized with a mod). A normal gyroscope can't do some of the things necessary things in it (although the original campaign can be done the same way that it is in this dlc, I just prefer gyro aiming in thid case since it functions more like a mouse).
Me; hello; I played through the entire campaign with PS-Move. I already had all the single-player achievements so I decided it would be more fun to re-play on PS3 and I find the Move controller to give me more control than the dual-shock, allowing me to do flinging maneuvers. I never had your issue of the controller being uncomfortable, but I can understand having issues if you didn't already like the move. Also, thank you for letting me know there's more than 7 chambers. I was upset I spent $10 on the DLC for what was essentially a tutorial that only had two "real tutorials". Definitely going to play those extra chambers soon.
I had a Razer Hydra which came bundled with a code for the motion DLC, Steam still let's me download it and launch it, but some stuff Valve added later to the main game breaks when doing so, like the test chamber maker not working properly (already had the base game, so the code gave me a giftable copy of the base game which i gifted to my now ex girlfriend, she ended up loving the game) I remember the only games that natively supported the Razer Hydra being Valve games, all implemented in the same way as Portal. (even Team Fortress 2 used to support it) apart from the Valve games, Surgeon Simulator 2013 also used to support it, along with the Oculus Rift Development Kit 2. The Hydra could be used on pretty much any game though, it's drivers came with a lot of premade controller profiles and you could also make your own for games. (but i don't count the driver controller profiles as ''natively supported'') note that the Hydra's track in 6dof, not 3dof. (i think the Move also does this, but the Wii doesn't, the Wii is mostly 3dof unless it sees the Sensor Bar in it's line of sight)
weirdly I knew about the razer thing but never that it got ported to Move. I need to go find some of those navigation doodads so I can try it out with portal because atm I just have the balls for vr.
Hey man. Good video. Just some things i could recommend to help make yout stuff better. The first one is, maybe don't give a play by play of what it took to get Portal 2's DLC to run. It makes the video feel sluggish to watch. I wish you the best and hope you continue learning your craft
as someone who used these controllers for the original ps vr its waaaaay more barable on your wrists when your standing, now i cant say anything for the left controller as the ps vr uses two of the right one
I was pretty undecided which version of Portal 2 I should buy, PC or PS3... on PC I could buy it right on steam from Valve, on PS3 I would be playing on my most familiar platform and could get the collectors edition with the little rubik's cube... when I heard there was a free PC code with the PS3 copy, that settled it SO damn hard XD
I was aware of the Sixthsense controller and package, however didn't realize the PS3 had it too. Actually i thought the entire catalogue of PS3 valve games was handled by EA.
this dlc is just overall such a bummer, the puzzles are not really well designed, and the controls just bring the whole experience down, it feels like the difficulty comes more from trying to fight the controls than actually trying to solve puzzles.
The PS move was a weird device (like most motion controls). Each time I used it I always thought "wow I could do that with a normal controller more precise". Same was with the six axis function. I never owned a PS move (but a friend did). I saw Pprtal in motion and to this day don't understand why they didn't release it in any other form
My favourite part of the move controller is that at some point in the lifespan of them they did a hardware revision to make them worse at staying calibrated but never bothered to tell anyone or even rebrand them so you can tell the difference.
If I were to say, Ps3 or Pc are the best way to play Portal 2. This is because there are achievements locked behind multiplayer and although you can play split-screen, it's a bit more fun to play online. Why does the console matter for online? Because on Pc and (I'm pretty sure) Ps3, you don't need to pay for online but on switch and xbox, you do.
I always wondered what the gimmick for f-stop was? why was it so unportal like they made portal 2 instead? would there be a night/day alternate dimension system? apparently, the scaling objects would have been the main focus of the game. this disappointed me so greatly when I remembered this dlc.
i feel the exact same way about the base switch joycons if i’m not using the pro controller my wrist and hands always start to hurt bad when i tried playing though portal
Portal 2 coming with a free Steam copy in the PS3 case was great, but it had another shitty side to it. I bought a PC copy of Portal 2 at a local retailer and upon entering the activation code, I was prompted to link my PSN account in order to continue, which was a really weird way of fucking over consumers.
The Razer controller was also compatible with TF2 and L4D1 I believe. The motion DLC is actually playable on PC these days via a mod and a VR headset to substitute the weird controllers.
Not L4D1, but 2 (unless that was just a minor typo). But yeah, these three were part of the Sixense deal
@@GrandSleuth oh I thought it was One. Guess I was wrong. Either way it's kinda cool history around these iconic Valve titles.
I couldnt stop thinking about how well could this dlc worked in vr and then i read this
I can validate TF2. I still have a functioning Hydra and used it back in the day as an early hand controller in VR.
@@FlameSoulis that's pretty cool. I hope to try it some day
6:00 i love how the alyx scene syncs perfectly with this cutscene
As far as I know, they have reused that camera movement so many times. Its a valve staple.
It looked dreamlike, as if something was in the wrong place, but I couldn't tell what
It's like the right man was in the wrong place and it made all the difference in the world.
i actually didn't know they had cross play with pc and playstation. probably THE first game to do this for 7th gen aside from ff11 (which is a massive multiplayer) so to have a co op experience like that in 2011 is sick.
It's far from being the first 7th gen title to do it. Lost Planet had 360 and PC crossplay all the way back in 2007 for example
I've played portal 2 with the motion controller, I think it's amazing
I played portal 1 with the razer hydra and the controls were horrible
I played it at 0% charge, I think it’s amazing
Sixense was already building motion controls for industry, arcade, medical, etc. when the Hydra was created. They partnered with Razer to produce a consumer product. I joined Sixense right after this point in time. All the PS3 dev kits were still there but I never got to play with any of them. 😞 Fun days.
The Joycons should be able to handle these controls, and the Switch should run this a bit better than the PS3. It would've been a cool preservation of odd gaming history if the Companion Collection included these
Such a missed opportunity cuz gyro aim is so much better than sticks
@@Luna-Foxthey do support gyro, sucks they didn’t port this dlc tho
For the physics behind the upside down portal giving you more height: think of it as you arcing towards the bottom of the portal instead of toward the ground, so whn you go out the upside down portal, your momentum carries you toward the ceiling because that's the direction of your arc. Hope that explained it well lol
Gorgeous freeman
Morgan freeman
Someone should add support for this in the VR mod, that would be sick
They did! It’s not very good, but if that’s to bad you can also use a vr headset with modded portal 2!
I have the Sixsense controller. It was one of the more exciting controllers in the early Oculus dev kit days. Eventually hand tracking and the included controllers really implemented better versions of what the sixsense was offering but tho use early days were a lot of fun.
Thank you you are the first youtuber i ask him for a video idea and he does that idea ❤
Hey, thanks for such an awesome video! I really love the detail about the move ball changing colours xD
you're the only person that I've subscribed to after watching one video
If you don't know, the Razer Hydra controllers were kind of the stepping stone into modern vr controllers. Before we had vr controllers the standard was just the head gear until someone had to idea to implement the hydra controllers into a mod for Minecraft vr so that you could move both hands as well as look around. DanTDM was I believe one of the first to showcase this. Before all that vr was literally just UA-camrs with the headgear using mouse and keyboard at their desks. Let me know if anything I said was inaccurate. This is just from the history as I recall it happening.
CS:GO actually had official support for the Razer Hydra motion controllers too, although I'm not sure how long that lasted. I never had the opportunity to try the controllers myself, but I remember the gameplay footage they showed was pretty neat.
Imagine Portal 3 in VR with these mechanics.
I believe there is a portal 2 mod for vr, and i think it works like that!
I guess Portal in VR would give an extrem motion sickness but if adjusted the correct way could work.
There is a Portal 2 MOD for PCVR - works like a charm and its amazing
But... if you have the problem of motion sickness in other games - dont play it ^^
There is a mod for portal 2 that makes pcvr possible but oh boy the motion sickness hits hard
the physics behind upside down portals:
If you where to rotate a portal, assuming conservation of velocity, would indeed output the other side rotated, and thus at a different launch angle, the unintuitive part is that it quite blatantly breaks conservation of energy, thus making it less intuitive.
That reminds me, the Novint Falcon was a motion controller with haptic feedback around 2008, and they released a mod of Half-Life 2 called Haptics Life 2 with support for the Novint Falcon. Valve themselves later added support for the Falcon to the Episodes, and to Portal and TF2. I tried it back then, it was pretty cool but very expensive for how few games were supported.
The upside down portal part works because you were beginning to fall down before entering, which is then flipped to be up instead of
I wonder if the reason behind the upside-down portal creating more speed is because it rotates you from the bottom of the players collision box thus actually making your exit height higher than it would be if you came out normally. Just a thought, nothing really to substantiate it other than I've noticed that it does appear to be doing that from the first person view though that could just be an illusion.
21:39 The entry portal is angled, so your exit momentum will be angled as well.
moreso, gravity gives you a downwards momentum, which the flipped portal maintains but in the opposite direction. Theoretically, with good placement you could fall upwards forever using a pair of portals.
This just makes me want a VR Portal game
Portal : Chell
portal peer review on switch is included in the switch version of the game
This dlc be having some weird arcade control nonsense
I really want to play portal 2 steam workshop maps with all theese forgotten mechanics, its obvious you can figure out how to solve puzzles with standart controlls.
I miss Gabe's involvement in the gaming world. It's what made Valve great and I'm sure I'm not the only one who yearns for his love on the floor once again.
Yeah, I had no idea it existed, I only played the PS3 version a little bit, it's a shame we can't get the PC version of the co-op any more, especially with all the controller support options steam has now, I think it would be worth making it available again for those of us that have weird controllers setup with our PC like Switch Joy-Cons or Wii Remotes... or even PS Move :P
I had the ps3 version of portal 2 and I always saw the dlc and I really wanted to play it, so least I get to know what it truly was thanks to this
This was actually the first way I played portal 2, we got a PS3 with the move controllers bundled in, and portal was one of the first games we bought for it, I remember having a ton of fun with it, as well as getting frustrated because I was young and my puzzle brain wasn't there yet.
I also may be remembering this wrong, but I could've sworn that there was some input you could do with the in motion DLC to "lock" the movement of one to one, making rotating and scaling a lot easier.
Great video. Played some of the single player levels when it first came out, but didn’t get too invested and just forgot about it till now. Think I made it up to the scaling cube and thought it was pretty cool.
When I was watching the xbox 360 portal dlc video I was wondering if you had a ps3 dlc video
It's so nice to see that a developer can talk shit about a company and the company will still work with him , very mature
Everybody including Sony knew the ps3 was a bitch to develop for 💀
This guy needs more exposure
Never heard of this in my life up until now and must say its a very interesting idea..
I love the aspect of being able to utilise a GMOD-esc prop based physics and manipulation..
I do hope the idea behind the Portal gun being able to do this or atleast a version of the Portal gun with this feature would be canon to the story since after all it does sound very Aperture to add something like this to try and compete against Black Mesa's Phys Gun..
they could have easily added this to the Switch version
Edit: now that i have seen the actual DLC perhaps there are not enough buttons on the Switch joycons
8:29 using BEEmod, you can heavily extend the standard map editor 🌞
2:55 man I thought I'd never hear Spiralmouth in the wild
Oh shit i thought i dreamed this
i have 2 ps move controllers. wierdly enough they seem to be the same one but twice
It would be interesting to see this as a speedrun category!
I really liked the PS3 version of this, well spent money! If you can, give it a try!
i'm surprised that a dlc campain based entirely around motionn controls wasn't added to the switch version of the game, especially since portal 1 on switch did get all of it's dlc on switch
I have never heard of this PS3 DLC until today :O
The companion collection actually runs 60fps for both games!
the switch port of both games was surprisingly an amazing 1080p 60fps port, plus it was only around 6 bucks when I picked it up!
Ah, the Hydra... is it weird to say I still prefer it? It's tracking was god teir, and the number of buttons on it meant you weren't sacrificing anything. Now a days, there are fewer buttons on VR remotes and having to cut corners with certain concepts.
Anyway, I can validate the levels are the same as the Sixense stuff. I contacted Valve support to get the key when my hydras arrived, and it was a smooth experience. It still works, and the on screen cursor aiming heavily changed things up for TF2, almost making it feel like a cheat code at times. As for Portal 2, it absolutely is a cheat code in a way: being able to move portals means portal deployment challenges were knee capped.
Sixense had plans to build a newer set of wireless versions, but to my knowledge, they were never finished, which is a shame.
i remember that one i think there was one for your webcam too if i remember correctly
You're correct. I did the motion input for that version! 🙂 It was part of Intel's "Perceptual Computing" project.
I never knew the sixense pack got taken off steam, i still have it in my library just don't have the controller to play it.
Ex Sixense-er here. After being acquired, the new parent company took all of Sixense's stuff down. 😞 As it's just mods, you should be able to copy it from someone else who has a "purchased" version that is still in their library.
I literally bought a PS Move two weeks ago just to play this DLC, and it's so fun. I really enjoyed it, since Portal 2 is one of my favorite games of all time. I found the full campaign being played with the PS Move is also so good, I loved how it felt to play and I ended up going through the entire game with it. Such a fun way to play on such a great console. I love it!
For some reason you seem to have had your controllers drop a lot. For me, the only time they weren't detected was when I moved them away from the screen. It's so weird we had such different experiences because it never lost detection for me and I found these to be the most precise and accurate motion controls I've ever used, it made the game control almost better than mouse and keyboard for me. That's so strange.
Also a small note, the PS3 controller will charge on other devices that aren't PS3, it just needs to have a data connection like a PC USB port or another console. The chargers that are power only without data won't work.
@@NottJoeyOfficial good to know!
@@thecamobot I edited my comment with an update about the accuracy of the PS Move as well (didn't realize you gave it a heart before I did that lol) so it's strange to see that we had such different experiences with it. Portal 2 is great though, and this is a great video!
@@NottJoeyOfficial All good haha, I still had a better time with the exclusive levels
@@NottJoeyOfficialI guess same deal with the Dualshock 4 controller.
the thing about ps3/ps4 controllers is that they need the exacts power conditions as the console's usb port. I only have one cable and one adapter that charges my ps4 controller, no other combination will work
Portal in motion would be amazing with vr
I actually have the portal 2 sixense pack for some reason, i dont remember what i did to get it but it just showed up in my steam library one day
Me and my dad would play the dlc verrsion all the time, and although i was young, i would always be having a blast
I didn’t even know this existed. Interesting
wait till he finds out you can scale turrets and explode them
I wonder how fun this could be in VR, i have vague memories of it on ps move but i barely remember any games that thing had besides golf and bocce
Would be fun to see in motion ported to VR like the base game
I want to try out this dlc, but I don't have a ps3, the move controllers, razer controllers, or vr controllers (as they can be utilized with a mod). A normal gyroscope can't do some of the things necessary things in it (although the original campaign can be done the same way that it is in this dlc, I just prefer gyro aiming in thid case since it functions more like a mouse).
when I was young in 2012 I saw this sixense dlc on steam and my reaction was wow
Also the portal compainion pack for switch also had motion controlles with is pritty good since it uses a gyro sencor
12:28, It should not have taken that long to get to the subject of the video
And there’s a ad when you get there… wtf dude
Me; hello; I played through the entire campaign with PS-Move. I already had all the single-player achievements so I decided it would be more fun to re-play on PS3 and I find the Move controller to give me more control than the dual-shock, allowing me to do flinging maneuvers. I never had your issue of the controller being uncomfortable, but I can understand having issues if you didn't already like the move.
Also, thank you for letting me know there's more than 7 chambers. I was upset I spent $10 on the DLC for what was essentially a tutorial that only had two "real tutorials". Definitely going to play those extra chambers soon.
There's no reason whatsoever that this couldn't have been included in the Switch version
feels just like it should
I played portal 2 using a steam controller with gyro mode on: it was actually fantastic and completely surpassed my expectations
You should make a video about the Novint Falcon and it's involvement with The Orange Box
I had a Razer Hydra which came bundled with a code for the motion DLC, Steam still let's me download it and launch it, but some stuff Valve added later to the main game breaks when doing so, like the test chamber maker not working properly (already had the base game, so the code gave me a giftable copy of the base game which i gifted to my now ex girlfriend, she ended up loving the game)
I remember the only games that natively supported the Razer Hydra being Valve games, all implemented in the same way as Portal. (even Team Fortress 2 used to support it)
apart from the Valve games, Surgeon Simulator 2013 also used to support it, along with the Oculus Rift Development Kit 2.
The Hydra could be used on pretty much any game though, it's drivers came with a lot of premade controller profiles and you could also make your own for games. (but i don't count the driver controller profiles as ''natively supported'')
note that the Hydra's track in 6dof, not 3dof. (i think the Move also does this, but the Wii doesn't, the Wii is mostly 3dof unless it sees the Sensor Bar in it's line of sight)
weirdly I knew about the razer thing but never that it got ported to Move. I need to go find some of those navigation doodads so I can try it out with portal because atm I just have the balls for vr.
I never played this game from beginning to end with the move, but I did for epic Mickley 2, it wasn't that bad, for everything but the camera controls
To be fair, PS Move kind of was the VR before actual VR, at least for me
Why haven't we gotten a vr portal game yet? These mechanics would be so cool to expand on
Hey man. Good video. Just some things i could recommend to help make yout stuff better. The first one is, maybe don't give a play by play of what it took to get Portal 2's DLC to run. It makes the video feel sluggish to watch. I wish you the best and hope you continue learning your craft
I’d like to see a video on the best intake valve cleaner
Had no idea that was a thing. Wonder if it can be worked into the VR mod.
Apparently there is a vr mod for these levels!
as someone who used these controllers for the original ps vr its waaaaay more barable on your wrists when your standing, now i cant say anything for the left controller as the ps vr uses two of the right one
You should make a video on Move games from the ps3- early ps4 era.
Stuff like Book of Magic, Eyepet, Fifa, etc
I want this for vr with full index support
Just played it last summer on ps3, found out my friend had the dlc and the psmove controllers, but she never played it until then lol.
I was pretty undecided which version of Portal 2 I should buy, PC or PS3... on PC I could buy it right on steam from Valve, on PS3 I would be playing on my most familiar platform and could get the collectors edition with the little rubik's cube... when I heard there was a free PC code with the PS3 copy, that settled it SO damn hard XD
Would been cool if they addded this to the switch port using the joycons
I was aware of the Sixthsense controller and package, however didn't realize the PS3 had it too. Actually i thought the entire catalogue of PS3 valve games was handled by EA.
played this on pc with steamvr controllers a while ago but cant remember how I did it, shame they delisted the sixense perceptual pack
this dlc is just overall such a bummer, the puzzles are not really well designed, and the controls just bring the whole experience down, it feels like the difficulty comes more from trying to fight the controls than actually trying to solve puzzles.
very cool
The PS move was a weird device (like most motion controls). Each time I used it I always thought "wow I could do that with a normal controller more precise". Same was with the six axis function. I never owned a PS move (but a friend did). I saw Pprtal in motion and to this day don't understand why they didn't release it in any other form
Oh yeah sixaxis was actually awful haha
My favourite part of the move controller is that at some point in the lifespan of them they did a hardware revision to make them worse at staying calibrated but never bothered to tell anyone or even rebrand them so you can tell the difference.
I'm surprised they didn't made it VR compatible for PC.
I've played the dlc, but also finished the whole campaign (minus co op lmao)
I own sixsense pack on steam but couldn't ever play it cause yeah razer hydra.
no i remembered that and osmetimes think about it randomly just not that much
If I were to say, Ps3 or Pc are the best way to play Portal 2. This is because there are achievements locked behind multiplayer and although you can play split-screen, it's a bit more fun to play online. Why does the console matter for online? Because on Pc and (I'm pretty sure) Ps3, you don't need to pay for online but on switch and xbox, you do.
I always wondered what the gimmick for f-stop was? why was it so unportal like they made portal 2 instead? would there be a night/day alternate dimension system? apparently, the scaling objects would have been the main focus of the game. this disappointed me so greatly when I remembered this dlc.
I’m sad nvidia didn’t implement this for the switch joy cons
The Hydra Version controls better and performs better, it has Workshop Maps made for it too
I played it. It’s so long ago I don’t remember it very well 😂
i feel the exact same way about the base switch joycons if i’m not using the pro controller my wrist and hands always start to hurt bad when i tried playing though portal
I’ve played this before on PC. I actually did a speedrun of it lol.
Yo how do you get it on pc
Still waiting for vr
my steam account still has "_ps3" at the end. this is how i learned steam was a thing.
As someone who uses tilt controls to aim whenever possible the move controller made me hate gyro
Portal 2 coming with a free Steam copy in the PS3 case was great, but it had another shitty side to it. I bought a PC copy of Portal 2 at a local retailer and upon entering the activation code, I was prompted to link my PSN account in order to continue, which was a really weird way of fucking over consumers.