New Portal 2 campaign gets Valve approval, now on sale

Valve has given a double thumbs up to a fan made Portal 2 campaign called Aperture Tag, which sees players taking on the role of a brand new test subject, to provide new results about the gel guns, which featured in the latter half of the original Portal 2 campaign.

In the 27 level campaign - which you can play through by yourself or with a friend, though the developers have said cooperative play is a little buggy right now - you'll meet new characters, face new challenges and have to complete a different set of puzzles without the usual portal gun. There will be portals present mind you, but your abilities will extend only as far as shooting multi-coloured goo all over the walls.

Aperture Tag was inspired by the original team that created the gel gun concept for Valve and was later hired on to help develop Portal 2 at the company. Valve has now given the same sort of approval to this campaign, allowing the team to sell it through Steam - though they don't work at Valve, yet.

The campaign is currently priced at $4.89, down from the ongoing $6.99.

Along with Steam integration, are all the added features you would expect, including cloud saves and trading cards. There's also Steam Workshop support, so levels can be added at will and there are already a few extra ones for those that blow through the campaign in short order.

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Comments

ohhhh this is precious.

ohhhh this is precious. So first they buy out the team who did the predecessor to Portal, steal their idea and market it for money. THen it becomes a surprise hit, make a near-full price sequel and then fucking use the SAME team for MORE content and try to sell *THAT*, too. Mother fucking Valve. Scumbag of the year.

inspiration

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Valves Business Model

Valve wants to monetize community content, just like TF2. If you go and watch some of the videos of Valves (Gabe) discussions on their business model and some of the conferences they've had with developers, they go into how they want to charge money for community made content. TF2 has been ridiculously profitable (And now DOTA2 as well) because they charge for community developed content. Gabe spoke about how in six months the TF2 community produced 5 times as much TF2 content as Valve was able to produce in 2 1/2 years of development. They want to harness that content flood and let the community make their money for them. Basically the free modding community which makes PC gaming such a great bargain, they want to ruin it and turn all that free content into paid for content. If you pay attention to the contract up dates MS, Sony and Steam have been issuing you'll notice that your ownership rights as well as a some others have ended. You no longer own any of your games through Steam, they're all licensed. Same goes for digital download content you buy through the Xbox or PSN store and if they move to disc registration you won't own the physical content anymore either because the registration code will be the only valuable thing in the case and it's a license. The reason behind this is when you don't own the product your rights become severely impaired with the content, so what you used to have the right to mod and then share for free with the public now becomes OWNED by the developer and not by you. It's like with Minecraft, everything's free with the community content because you OWN minecraft, that's why no one can charge for their mods and why Mojang can't charge for the mods either. BUT if Mojang changed their EULA to a license agreement, meaning you no longer OWN Minecraft, then they could legally charge for every single piece of community produced content. Overall, the end of a physical medium (discs, cartridges, etc.) is the death of ownership rights and the beginning of fully segmented monetized content. I'm just waiting for the day when you have to pay to take the safety off your gun in CoD so you can even fire it. Or have to pay real money to buy ammo or grenades in Battlefield.

HerpaDerp

Ugh you have never "owned" a game you bought. You have ALWAYS had a license to play the game. Long before even digital media got shared via platforms like Steam. I remember buying those big cardboard boxes with games and huge manuals in them and the CD key was in them. That CD key validates your license. Without them you could not play. And the developers/publishers always had the right to revoke your license if you breached their TOS/EULA. Literally nothing has changed in that aspect.

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