Portal 2

Moby ID: 51233

[ All ] [ Linux add ] [ Macintosh ] [ PlayStation 3 add ] [ Windows ] [ Xbox 360 ]

Windows screenshots

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Title screen.
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Main menu.
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Chell wakes up in this room.
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Meet Wheatley, your new companion.
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This is what the Aperture Science Labs generally look like after the last game.
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The game slowly introduces the game mechanics once again.
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Lasers are a new element to work with. They activate switches and can take out turrets. There are special blocks used to redirect them.
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Light bridges are another novelty.
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Hey, turrets! I'm over you!
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Still without actual guns, Portal 2 now has Deadly Lasers, capable of incinerating the turrets.
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Even if the Rat Man only appears in the <i>Lab Rat</i>comic, his paintings are scattered all over the complex.
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I guess it's scary to crawl on catwalks through working factory without light.
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Some turrets are different, like this peaceful one. Sadly, you can't take it along.
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Reunited with GLaDOS.
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Watching the laboratories in decay, through a blue portal.
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There is much more open space to explore.
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This part of the game has a <moby game="BioShock">BioShock</moby>-retro feel to it.
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Introducing the new gels. For science!
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Areas of attention are often highlighted subtly.
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In the middle of jump.
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Isn't that Chell herself on the poster? Yet another theme for speculations.
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Preparing to run over the red speed gel.
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This beam lifts you up.
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A giant storage room for turrets.
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I'd say it looks like a death trap.
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Deep down inside the facility.
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Loading screen for the cooperative mode.
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Working together with an online player.
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Pay real money for new skins.
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Other title/loading screens show the bot duo. P-Body is in front and Atlas is in shadow.
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The included level editor.
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A quick custom level I whipped up in the editor. This is what the player character looks like in the community-created levels.
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In "developer commentary" mode, there are comment nodes scattered throughout which provide interesting information about the game's development and design.
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Graffiti.
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Graffiti
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