Crazy Facts We Just Learned About Portal 2
Even if it's not strictly related to my topic
, I couldn't resist going to "Creating a Sequel to a Game That Doesn't Need One" panel for Portal 2. Valve writers Chet Faliszek and Erik Wolpaw, in the space of 40 minutes, detailed some of the craziness and creativity in creating a sequel that would be more compared to Grand Theft Auto III rather than Titanic 2. The talk alternated between sage advice ("if you're going to do a comedy game, make it co-op") and amusing quips ("so in the end, we finished and released the game, and there was one clear winner for most game of the year awards: Skyrim"), but below are the biggest takeaways from their talk:
Portal 2 Was Originally Set In The '80s And Had Giant Chickens And Smoking Robots
Last year's Final Hours of Portal 2 app for the iPad had already revealed that Valve's initial approach to Portal 2 was a project featuring a new gameplay mechanic codenamed "F-Stop." The developers still think the central mechanic of F-Stop can be used for another game, so there's still no description of what "F-Stop" actually means. Though, they released a few more details about Portal 2's inception.
For instance: Cave Johnson (who was mostly relegated to the middle act of Portal 2) was the "whole deal" in F-Stop. And that while the writing team consciously removed GLaDOS as a character, she had a cameo as a little robot called "Betty" that had a "Gyroscopic Liability Absolver and Disk Operating System," and every time Cave spoke, Betty/GLADOS would chime in about how Aperture Science wasn't responsible for whatever Cave just mentioned. Faliszek and Wolpaw mentioned that the dual dialogue of Cave saying one thing and GLADOS saying another was inspired by how commercials for medicine often featured imagery of puppies while a stern voice warned about side effects such as "rectal bleeding."
Also, while the setting started with the '50s, much of F-Stop was actually set in the 1980s, and focused on a robot uprising. I unfortunately do not have these images, but Valve's Powerpoint slide featured images like mannequins having a smoke break, and a giant chicken running amok within an Aperture office space.
The Co-op Campaign Originally Featured A Sub-Plot About A Bad Garfield Knock-Off
Runescape MoneyThe co-op campaign's initial premise was that GLaDOS would continue to perform tests using the robots introduced in the single-player, but without a human observer around to interpret the results, all her testing data would be in a "weird Schrodinger's cat of quantum uncertainty." In order to make up for this, GLaDOS sends the robots out into Aperture to find human artifacts and try to understand how humans think. One of the first items they would bring back is a crappy Garfield knock-off called "Dorfeldt" (without Wolpaw and Faliszek's slide, here's an early Dorfeldt strip by Valve writer Jay Pinkerton from when he was just a freelance humor writer). Except, between GLaDOS and the two co-op bots, none of them understood why humans find the traditional Dorfeldt strip -- complete with inane punchline about eating his owner's lasagna -- funny at all. So GLaDOS decides to re-write Dorfeldt to her standards of humor. This time, instead of the traditional exasperation of why Dorfeldt has eaten the lasagna, the owner informs Dorfeldt that he has activated the neurotoxins in the room, and the last panel has Dorfeldt thinking, "I've made terrible choices in my life" before dying.
by: LISHA
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