Portal 2 follows the player-character Chell after the end of Portal, in which she destroys the rogue artificial intelligence construct GLaDOS, thereby ruining the Aperture Science Enrichment Center where the game is set. In Portal's backstory, Aperture Science conducted experiments to determine whether human subjects could navigate dubiously safe "test chambers", until GLaDOS killed the scientists with neurotoxin. The ending of the first game, retroactively patched just prior to the sequel's official announcement, shows Chell being dragged away from the remains of GLaDOS by an unseen figure with a robotic voice, later identified by writer Erik Wolpaw as the "Party Escort Bot."[23] A promotional comic shows that an estranged Aperture Science employee placed Chell into suspended animation for an indefinite amount of time.
The Portal series and the Half-Life series share a universe. Portal takes place after Half-Life but before Half-Life 2,[24] and Portal 2 is set "a long time after" its predecessor
Chell wakes to find herself in what appears to be a motel room. An announcer's voice guides her through a cognitive test before she is put back to sleep. When she next awakens, many years have passed and the Aperture Science facility has become dilapidated and overgrown. Wheatley (Stephen Merchant), a personality core, moves the room—located in one of hundreds of shipping containers in a giant warehouse—and the pair attempt to escape through the test chambers.[26][27] In the process they discover the dormant GLaDOS (Ellen McLain) and accidentally reactivate her. GLaDOS, who has not forgiven Chell for "murdering" her years ago,[5] separates Chell from Wheatley and begins rebuilding the facility.[28][29]
GLaDOS begins testing Chell in a series of new test chambers until Wheatley helps Chell escape. The pair disable the neurotoxin and turret manufacturing plant and confront GLaDOS a second time. Chell performs a "core transfer," which replaces GLaDOS for Wheatley in the body that controls the facility. He becomes intoxicated with power, and places GLaDOS's personality into a module powered by a potato battery. He betrays Chell and sends both Chell and GLaDOS into an abandoned area of the facility miles underground. As they fall, GLaDOS chastises Chell for putting Wheatley in the position of power, claiming that he was designed to be "the dumbest moron who ever lived", producing illogical thoughts to hamper GLaDOS's decision-making processes[30] in an attempt to make her less dangerous.
After landing deep underground, GLaDOS's potato is abducted by a bird, while Chell explores the decommissioned section of the facility where she finds herself. There, she ascends through a series of old test chambers in chronological order, and is greeted by recordings of Aperture Science's CEO, Cave Johnson (J. K. Simmons).[31] Chell learns that Johnson became increasingly embittered and deranged while his company lost money and prestige, and was fatally poisoned by moon dust. His assistant, Caroline (McLain), became a test subject for a mind-to-computer transfer experiment and ultimately became part of GLaDOS. Chell and GLaDOS are reunited and form a partnership to stop Wheatley before his incompetence destroys the complex, while GLaDOS struggles with the revelation about Caroline.[32]
Chell and GLaDOS return to the modern facility and face Wheatley, who is driven by GLaDOS's body to continue to test them.[33] In a final "surprise", Wheatley tricks Chell into a series of death traps. Chell escapes due to Wheatley's clumsiness and lack of logical thinking, and makes her way to his chamber.[34] In their final confrontation, Chell attaches corrupt personality cores to the body that Wheatley inhabits, allowing GLaDOS to initiate a second core transfer and put herself back in control. However, just as Chell is about to conclude the core transfer, Wheatley reveals that he has booby-trapped the process. As the facility's nuclear reactor enters its final phase of meltdown, the roof collapses, revealing the night sky. Chell shoots a portal at the moon overhead, causing the vacuum of space to pull her and Wheatley through the other portal still inside the chamber. GLaDOS pulls Chell back inside, where she falls unconscious, leaving Wheatley stranded in space, along with a corrupt, space-obsessed personality core.[35]
When Chell awakens, GLaDOS explains that she learned valuable lessons about humanity from her Caroline persona.[35] She promptly deletes this aspect of her personality, reverting to her usual antagonistic attitude. She finally allows Chell to leave the facility, explaining that trying to kill Chell has proven so difficult that it will be easier to just let her go.[36] The game ends as Chell is taken to the surface and, after a brief interlude,[37] exits into a wheat field from a corrugated metal shed. The charred and battered Weighted Companion Cube (supposedly incinerated during the events of Portal) is then flung out the door after her before it slams shut.[37][38] In the epilogue, Wheatley floats helplessly through space and expresses regrets about betraying Chell.[35][37]
Like Portal, Portal 2 primarily comprises a series of puzzles that must be solved by teleporting the player's character and simple objects using the "portal gun", a device that can create inter-spatial portals between two flat planes. The game's unique physics allow momentum to be retained through these portals, and requires the creative use of portals to maneuver through the game's challenges. Most gameplay elements of the original Portal were retained in the sequel, but many elements were added to Portal 2, including tractor beams, laser redirection, and paint-like gels that impart special properties to objects they cover.
The co-operative story takes place after the single player campaign and has some ties into it, but players do not "necessarily need to play them in that order".[39] Player characters Atlas and P-Body are bipedal robots, each with a fully functioning portal gun, who navigate five sets of test chambers together. After completing a test chamber, the robots are disassembled and reassembled at the next chamber. After completing each set of chambers, they are returned to a central hub. The puzzles in each set of chambers focus on a particular testing element or technique. In the first four sets, GLaDOS prepares the robots to venture outside of the test systems of Aperture Laboratories to recover a data disk. She then destroys them and restores their memories to new bodies, similar to what happens when they die from a test chamber hazard. At first GLaDOS is excited about her non-human test subjects, but later becomes dissatisfied because the two robots can't actually die. At the conclusion of the co-op game, the robots discover and gain entry into "the Vault", where humans are stored in stasis.[34] GLaDOS gleefully congratulates the robots on locating the humans, who she sees as new test subjects. She then destroys the robots, telling them "we still have a lot of work to do
SO LIKE US ON FACEBOOK, FOLLOW, COMMENT AND TELL OYUR FRIENDS ABOUT THIS GREAT BLOG. GOOD GAMING AARON
No comments:
Post a Comment