Portal 2 vs Zero Escape: Virtue’s Last Reward
Portal 2 is a classic game, but does Zero Escape provide a more complex challenge?
Portal 2 is an exceptional game. I don’t think there is any way you could express an opinion otherwise. I really don’t. It is a first person puzzle platformer that does everything right. Voice acting is smart, delightful and outright hilarious. Characters are well established. Controls are as responsive as you want them to be. The game’s difficulty progresses at a very reasonable rate, as it allows you to experiment with tactics prior to being forced to solve puzzles.
The graphics make effective use of contrast and also allow for more intuitive puzzle solving. And I really need to emphasize this again, I love the voice acting, both in the presentation and in content. This game is hilarious and witty. And there is a great couch co-op mode to up the ante. If you haven’t played it, go do so now. You won’t regret it. It sold a whole bunch of copies, so go give Valve some more money, they deserve it.
Zero Escape: Virtue’s Last Reward (VLR) is also an exceptional game. Being a visual novel puzzle-solving game it is a very different experience from Portal 2. The genre probably alludes to this, VLR is for a very different, smaller, dedicated fan base. A majority of the game is spent talking, allowing players to get a very thorough understanding of every character and their diverse personalities. I can only speak to the Japanese voice acting (as that is my preference for localized games), I really enjoyed how expressive and distinct each character was. There are consequences for every action taken, thus the plethora of endings. And in spite of how many endings there are, every one feels unique and well thought out. Graphics do what they need to in order to help you understand the environments and get a feel for each character’s personality.
The soundtrack is a shining star as well, with some really haunting and emotional tracks peppered throughout. The controls could be a little clunky at times, but for the most part things went alright. The puzzles are where things get a little tricky. While the puzzles are mostly fun, there were a number of moments that felt needlessly complicated. Every puzzle is distinct, which may have led to some puzzles being over-complicated or tedious. However, there are definitely shining moments amongst them to make them really engaging and fun. I found it interesting that in spite of it being a puzzle game, it was the weakest aspect of the game. By no means were the puzzles bad, they just weren’t nearly as good as the rest of the components. If you want a mind-blowing story that leaves you guessing until the end, then all of your thoughts are shattered last moment, give this game a go.
Like Portal 2, you won’t regret playing this one through. Seriously, try and find a new copy in a store, it sold poorly and almost didn’t get a sequel. Go buy the sequel when it comes out too.
Since there really is only one common thread between these games, it would only be fair to compare that one aspect. Things will probably get a little confusing, as I had nothing negative to say about Portal 2’s puzzles and I did about VLRs, but that won’t stop me from saying VLRs puzzles were better in a way.
Each game approaches puzzles very differently due to the game mechanics. Portal 2 forces players to use previously mastered game mechanics in new and challenging ways, while honing reflexes with carefully timed jumps, shots and tosses. The puzzles in VLR are static, so only the thought process is involved (which is good because somehow the minimal controls aren’t that great). Puzzles in Portal 2 are intuitive and really fun. Puzzles in VLR are sometimes obtuse and confusing. Wait, going in the wrong direction here, let’s try again.
My favourite aspect of VLR’s puzzles are how intricate they are, but not how intricate they are in the puzzles themselves, but how they connect to the story. You have to get the true ending of the game in order to understand why, but almost every item in every puzzle serves another purpose in the story. A globe, magazine, clock, scalpel, tree root, and many other items. I won’t get into detail as just about anything I say would be a spoiler, but it is remarkable to see how so many items just seem like a piece of their respective puzzle when in reality they are much more then that. It would have been really neat if the bouncing gel or the gravity beams in Portal 2 were representative of something else. Whether it be directly or in a more metaphoric sense.
Now while the lacking intricacy doesn’t hurt Portal 2 in any way, that extra layer of complexity would have definitely been welcomed. But then again, sometimes simplicity is best. What do you think?