We don't know if there's going to be a Portal 3 (if we did we might have done a story on it or something) and, to be honest, we're not even sure we want Portal 3.
The teaser that was the original Portal and the main course of Portal 2 left us more than satisfied and, as we're always reminded after Chinese buffet, even the tastiest foods can leave a man feeling like death if he doesn't know when to quit.
But then, we do have some room left and the prospect of desert is particularly tempting when you know Valve is at the stove.
Let's put it this way. If Portal 2 marked the end of service, we wouldn't be too disappointed but if Valve thinks it can cook up something equally impressive to finish off proceedings, well, a slice of cake would go down nicely.
Here's what we'd want to see:
This idea must have been in the Valve hive-mind already but we can understand why it wasn't implemented in Portal 2.
The original Portal was an unexpected runaway success and the second was the studio's first stab at making the IP into a full-fat franchise. To introduce a level creation system just as the franchise was gearing up properly (and gathering loads of newcomers no doubt) would have been a bit much.
But come on, Portal was made for community contributions. The concept is one that lends itself to creating and sharing content.
Some of our greatest gaming memories have been thanks to the brilliant minds at Valve gifting us Portal levels that are as entertaining as they are ingenious.
But we've already seen how savvy a lot of gamers are when it comes to design with the likes of LittleBigPlanet. Think about the potential Portal would have if it was able to tap into the creative juices of the whole gaming world. There are some bright sparks out there.
If you ask us, Stephen Merchant was an inspired casting for Wheatley. Okay so he was essentially playing the same character he always plays (which we suspect is a slightly goofier version of himself) but he fits into the world of Portal perfectly.
He worked well with Valve's sense of humour and timing. His disjointed, naturalistic style complemented the always excellent writing that comes out of the studio.
We actually spent a fair few minutes at the beginning of the game, where Wheatley is telling us to jump out of our recently smashed up confines, just hanging around letting him egg us on to no effect.
We wanted to see if there were any funny or Easter eggish lines nestled into Wheatley's dialogue if you hung around for long enough.
There weren't really (sad face) but we found just listening to him entertaining nonetheless. His lines are constantly amusing in their chipper, matter-of-fact kind of way and we'd even chalk him up as a competitor for GLaDOS when it comes to humour.
Of course, GLaDOS comes out on top with her cold, drugged-up, sarcasm but still, well played Wheatley. Good effort, son.
THINKING WITH MORE THAN PORTALS
Calm down. We don't want to water-down the Portal play with all kinds of generic FPS contraptions that are shoved in for the sake of it. We certainly don't want Portal to become combative either (not more than the smidgen that it is anyway).
Thankfully we don't think Valve would do either but a third Portal would need to add another element to the core of the idea to keep things fresh, we think.
The portal idea and the way it's utilised is so ingenious that we don't think the team could come up with another mechanic that could stretch beyond it, but it doesn't have to.