I finished a replay of the single player campaign over the weekend and have come to the conclusion that Portal 2 is gaming perfection. In fact I am even considering a third playthrough with the developer commentary turned on (a feature that a lot of games could benefit from). The same criticisms of games turn up time and again and developers will continue to address them to create even greater experiences. However what Valve have done with Portal 2 doesn't feel like a counterpoint to criticism where a few tickboxes dictate content. Portal 2 feels like something created from scratch with no baggage and no attitude. It just does everything right.
GAMES DON'T HAVE DECENT STORIES
Portal 2 is a puzzler at heart but one with a great story (and even a history). One not told through clumsy exposition or non-interactive cut scenes but one that's all around you in the behaviour of the characters and the nature of the environment. Wheatley's Clumsy attempts to manipulate modules show you the dilapidated and fragile state of this long abandoned test facility and hint at further mysteries. Games like Limbo and Shadow of the Colossus had this same passive approach to their storytelling and weave it into the game itself instead of resorting to stand-alone cut scenes or walls of text. On the surface GLaDOS is a callous and brutal monster yet her link to a loyal Aperture staff member shows us a depth that is played with an incredibly deft touch. It makes audio diaries look like space marines with fingers in their ears.
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AAA TITLES AGE 3 YEARS ON RELEASE
How about graphically? While the Source engine may not be pulling the kind of sex appeal that gamers drool over when giving the latest CryEngine stunner the once over, it's hard to think the game could look much better. It's simply presented to be sure but this art design ensures that the hyper real look of it ages incredibly well. In fact the game only falters when we see the heroine's arms in front of camera right at the end. Before this the only organic presence in Aperture Laboratories is the occasional weed growing between cracks in the facility (and the odd potato of course). I am confident that this is a deliberate design decision on the part of the games often overlooked visual artists. Here, less is definitely more.
THAT WHOLE FEMALE ISSUE
Portals main characters were both female. This was not a feature of the game. There was no bullet point on the back of the box, no press conferences with a grinning sales executive hosting previews where they pointed out Chell's strength and/or vulnerability, no debate, no discussion and certainly no rage. There was just a person holding a portal gun who happened to be a woman and an AI who technically was neither male or female. Portal 2 introduced two male characters in Cave Johnson who was the passionate and scruple-free founder of Aperture Laboratories and Wheatley who was a moron (and also technically neither male or female). The outrageous inclusion of men in the sequel incited anger in precisely nobody as they are simply well written characters where gender is moot.

GAMES ARE NOT FUNNY
And what amazing writing it is. The humour from the game comes from it's words and performances (and perhaps the odd accidental and brutal death) and there are plenty of other media that could take note too. Not only does this game make you chuckle, it makes you chuckle all the way through. From GLaDOS making sly fat jibes through Wheatley's babbling monologue to Cave Johnson's safety notices, there is a gleeful spirit that is evident in every line. Of course it helps that the lines are delivered impeccably too and when a character starts speaking you never get the feeling that you wish they wouldn't. 'Did I tell you about my wife?' Yes Dom, yes you did.
SILENT PROTAGONISTS DETRACT FROM IMMERSION
Of course one person who doesn't say a peep (apart from the odd grunt as she is fried by another Thermal Discouragement Beam) is main character Chell. During a recent playthrough of Metro 2033 it was very jarring to have Artyom mute during conversations and little asides like 'you're a quiet one, aren't you?' actually made conversations feel even stranger. Even playing as Gordon Freeman, the ultimate silent protagonist, felt a little empty the last time I went through Half Life 2. The idea that a character who never speaks can be a vessel for our own voice works wonderfully in Portal 2. During scripted sequences she (you) is addressed constantly but you never feel that a question is being ignored or that a response is necessary. During quieter moments (as in the Metroid Prime games) an ominous silence feels far more frightening or awe-inspiring than glib comments about spooky corridors or vast rooms.
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GAMES ARE TOO EASY NOWADAYS
Perhaps a full discussion for another time but Portal 2 is certainly a challenge and has a gameplay mechanic that actually forces you to think in a completely new way. Going back to the game is like returning to school after the summer where you have forgotten how to write. Thinking in portals is actually a skill and it takes a while for it to return. I am not talking about simple muscle memory (the Bad Company syringe springs to mind) but an actual different way to move through a 3D space. Built on this are some devilish puzzles that require real thought and can never be beaten by simple trial and error. On top of this is the co-op where twice as many people can scratch their heads in the same room. The difficulty curve is impeccably judged and based on brain power with a little dexterity thrown in for good measure. There is nothing artificial about the challenge here.
So to sum up, Portal 2 is basically the best game ever. It builds on a great core mechanic with personality and wit that never feels tacked on or cheap. It looks good, plays well and ages beautifully and if there is another game out there that achieves the same level of quality and professionalism then I want to know about it.