Portal game story




















You wake to find yourself in a small, square, glass room containing a futuristic-looking tube-like bed, a toilet, and a table with a radio playing a tune on it alongside a mug and a clipboard with data on it. A timer is counting down from a minute just above the closed door leading out of the small room. A voice sounds from a speaker in the ceiling of the room. After some things are said, the voice becomes distorted for a second, sparks come out of the speaker, and the voice returns to normal.

It counts down from five, synchronized with the timer above the door. At zero, the door opens, and you are released from your cell You are a prisoner who wakes up in the Aperture Science Enrichment Center's relaxation vault. Once you are allowed to leave there, you are almost immediately given a hand-held portal device to create portals that are linked to each other.

Portal is a puzzle action game set in the Half Life universe. This chamber is notable because of the introduction of another character: the Companion Cube. At the end of the chamber, Chell is forced to "euthanize," or more bluntly, incinerate the Companion Cube. This is often considered the hardest chamber, requiring more use of momentum and timing.

Everything the player has learned is added in this chamber, along with turrets. At the end of the chamber, GLaDOS says that "The next test requires exposure to uninsulated electrical parts, that may be dangerous under certain conditions," a line which becomes relevant later in the game. The last chamber. A simple energy pellet trick is required followed by a time-limited sequence on an Unstationary Scaffold. As the platform rounds a corner, awaiting the player is not the long-awaited cake but rather a large incinerator.

Chell escapes through use of portals, much to GLaDOS' apparent displeasure; she briefly babbles electronically. She stutters on her "I," revealing her true nature, before regaining control and attempting, unsuccessfully, to convince Chell that this was "the final test, where we pretended we were going to murder you. After Test Chamber 19, Chell is "sent to receive her cake," but is plunged into a furnace to "be baked," as GLaDOS had accidentally admitted numerous previous times, with glitches that resemble Freudian slips.

She manages to escape into a maintenance area and GLaDOS begins to show her agitation, claiming first that it was the real final test, and then that it was just a joke.

She tells Chell that there will be a party held in her honor and urges her to "assume the party escort submission position" on the floor. Roughly the second half of the game continues behind the walls of previous stages and within the offices of Aperture Labs as Chell follows eerie notes written on the walls and uses the ASHPD to work her way through the facility.

But as Chell reaches a series of engine rooms, she falsely claims that the party has started without her. She continues negotiating with Chell, who continues despite the pleading. Near the entrance to the room is a desk with a red phone.

The developers have stated that there was someone stationed at the red phone in case GLaDOS showed signs of independent thought; apparently, they weren't able to make the call, as the wires were cut. During this confrontation, GLaDOS makes several comments that something has gone wrong in the outside world and that she is the only thing keeping the facility from "them," possibly the Combine , or something else entirely.

An update designed to build hype for Portal 2 retconned the ending, adding the Party Escort Bot thanking Chell for assuming the party escort submission position as it drags her back inside the facility. The final cutscene twists and turns the camera through various areas of the Enrichment Center eventually stopping in a dark room in which sits the promised cake surrounded by various metallic glowing orange spheres similar to those that were installed in GLaDOS.

Some of the eyes activate and a robotic arm puts the candle out. When the credits and song end, the player is greeted with a new background: a cake with a lit candle on a desk next to a radio on a table as well as the same red phone which has its buttons shaped like the Aperture logo. If the background is left alone for long enough, it eventually pans to show the Companion Cube on the floor to the right side of the desk.

Half-Life Wiki Explore. Developers Gearbox Software Valve Corporation. Artists Character models Composers Voice actors Writers. Half-Life: Alyx. Exhausted, Rattmann crawls into the bed of a Relaxation Vault and presumably falls asleep.

It was later revealed by Valve that Rattmann was long dead before the events of Portal 2 [citation needed]. On the floor, Chell's files scatter on the ground, showing that she should not be tested, as she is "abnormally stubborn and never ever gives up.

Following the events of Portal 2: Lab Rat , Chell is awoken 50 days later in her relaxation chamber, which has the appearance of a motel room, for a 'mandatory physical and mental wellness exercise'. After a brief 'exercise', Chell returns to her sleep.

Her room is in a state of disrepair, and soon, an unfamiliar voice greets her. Upon opening the door she finds herself face to face with a more modern-looking Personality Core whose name is later revealed to be Wheatley , the jovial AI in charge of the test subjects storage facility.

After warning Chell of the likelihood of her having serious brain damage, Wheatley moves her relaxation chamber through the storage facility, crashing several times and largely destroying the room in the process, all the while ranting about the huge responsibility of taking care of the test subjects.

After successfully navigating the room to the main testing facility, Wheatley instructs Chell to go retrieve a " gun that makes holes ," as it will be needed for their escape from the facility. Upon successfully acquiring the device, Wheatley and Chell make their way to GLaDOS' chamber where Wheatley claims an escape pod to the surface is located.

They find the chamber partially destroyed, with overgrown wildlife everywhere, and in the middle of the chamber lies the lifeless body of GLaDOS. After reaching the breaker room under the chamber, Wheatley attempts to find the breaker for the lift. Bitter at the cause of her death, she crushes Wheatley and tosses him away before dropping Chell into the Emergency Intelligence Incinerator , into the incinerator room.

Fixing the broken down facility while Chell is once again put through testing, GLaDOS, bitter at her murder, informs Chell that her black box forced her to relive her own murder again and again forever.

He asks Chell to play along with the testing until he figures out a way for them to escape. GLaDOS' taunts become more vindictive, at one point pretending to reunite the 'orphan' Chell with her family. While in a test chamber, the power is cut out and Wheatley reveals himself from behind a wall panel, under the false impression GLaDOS cannot detect him. When she does, he and Chell make a run for it through the inner facility with GLaDOS attempting to halt their progress.

Along the way, they pass a 'potato power' exhibition, held on the ill-fated 'Bring Your Daughter to Work Day. While making their way through the Turret production facility, Wheatley reveals he plans to sabotage the Turrets and neurotoxin supply so that when they face GLaDOS she will be unarmed.

They successfully carry out their plan by replacing the master Turret template with a Defective Turret and using portals to redirect a Thermal Discouragement Beam to cut off the neurotoxin supply lines. The Announcer informs them that a stalemate associate is required to press a stalemate resolution button for the core transfer to occur. GLaDOS desperately attempts to block Chell from doing so but is unsuccessful, and the core transfer occurs.

In a jubilant mood, Wheatley sends Chell on her way to the surface. He begins laughing, but it becomes unusually powerful for Wheatley. He lowers Chell back down, going on about how he did it. GLaDOS taunts him, telling him that Chell did all the work, and in a fit of rage, he takes her core apart and places her in a potato battery. He tells Chell that he is the boss now and that she can no longer order him around. PotatOS is then shown off; Wheatley's attempt is to humiliate her.

Angered by this revelation, Wheatley throws her in the lift with Chell and in a fit of rage smashes the lift downwards, where the lift floor collapses, and they fall into the depths of the facility. Falling several miles down, Chell awakens to find herself in the very bowels of Aperture and the ruins of the old facility. She witnesses the potato GLaDOS being abducted by a bird before making her way through the ruins and entering through a closed-off area to find the old Aperture Science facility.

A voice recording plays, welcoming the visitor to Aperture. As Chell makes her way through the old facility via enrichment spheres, Cave Johnson guides the player through the tests while gradually revealing the history behind Aperture.

It is discovered that Cave Johnson founded the company in the s as a curtain manufacturer, becoming a self-made billionaire, before expanding into a science research company. He built the facility in large salt mines beneath Michigan with the intention of competing with Black Mesa. In between lawsuits against his company for various mishaps and his personal rivalry with Black Mesa, who he claims stole much of his company's research, Cave slowly runs the company into the ground.

The resulting gel was toxic, and Cave Johnson falls gravely ill. She then finds herself unwittingly parroting a conversation between Caroline and Cave Johnson.



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