

Which is ironic when you consider the fact that there was such an uproar over GLaDOS’s rudeness to begin with: Which leads me to believe that Wheatley’s cut dialogue may have actually been way more insulting than some of GLaDOS’s unused lines. Y’know, 'Do your studies, you loser!’ Whatever it might be. Just had to do that for every possible idiot thing that you might do playing a game.
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“Let’s assume you’re a terrible gamer and that half the time you’re just like, y’know, walking into a wall and you don’t know how to sort of turn around, then I have to do all the voice for ‘You’re walking into a wall, you dick! What are you doing? Turn around, you knob!’ Y’know. “They (Valve) were very open to just letting me kind of ad lib and play around and sort of insult the player and things.”īut… the kind of examples Steve uses as insults he directed at the player aren’t even close to anything that Wheatley has actually said in the game: Speaking of ad-libs, there is about an hour and a half of total dialogue from Wheatley in Portal 2, but according to the developers they recorded at least sixteen hours of dialogue from Stephen MerchantĪnd in a recent interview with Oxford Union, Steve said this: It’s not an unreasonable assumption to make for someone who has never actually played the game and has only been exposed to it via his script.īut that honestly just makes it all the more impressive just how much depth he was able to add to Wheatley’s character through his ad-libbing without really knowing what was going on in the game. Which most probably lead him to believe that Chell just opened an airlock instead of shooting a portal at the moon. I can pull myself in! I can still fix this!” Take one more look at your precious human moon. In this little booth like this but you’re pretending to be a robot in like a space station shouting down gantries.”Īnd he likely believes that Portal 2 takes place within a space station because of his ending dialogue: You’re standing in these… y’know, in this little studio. I thought it would be a walk in the part but it’s so tiring.
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And they manage to do it all with the "panache and sprightly wit of a Pixar film." This game "constantly subverts and toys with your expectations" - in extremely enjoyable fashion.((Another fun fact: He hasn’t played Portal 2 because Valve didn’t give him a free copy of the game and he didn’t want to pay money for a project that he was involved in. The Valve team skewers science, corporate advertising, and even the "Are video games art?" debate. It's delightfully iconoclastic: " Portal 2 is about as good as a video game can be in the year 2011," says Ryan Kuo at The Wall Street Journal, and iconoclasm is a big part of the sequel's charm.

It's a "work of masterful craft, mechanically constructed with military precision, artistically wrapped in a tremendous story and environment." The sequel introduces a raft of "mind-bending" new features, yet every element of Portal 2 has been carefully devised to entertain veterans and newcomers alike perhaps the most impressive thing of all is that Portal 2's achievements "feel effortless." Its craftmanship is stunning: Portal 2 "represents the medium at its very best," says Tom Hoggins at The Telegraph. ( Watch a trailer for the game.) So far, critical reaction has been almost universally rapturous. Only this time, the exit strategy is far more complex - and GLaDOS is even meaner. In the new sequel, you're trapped once again.

The video game centers around a wordless protagonist who - take a deep breath - must navigate out of a maze-like facility by solving complex puzzles with the help of a space-shifting "portal gun," all while weathering insults from a snarky artificial-intelligence system named GLaDOS. In 2007, Valve Software's Portal wowed gamers and critics alike, becoming a surprise smash hit (with almost four million copies sold to date).
