Portal (series)
Portal is a series of first-person puzzle-platform video games developed by Valve. Set in the Half-Life universe, the two main games in the series, Portal and Portal 2, center on a woman, Chell, who is forced to undergo a series of tests within the Aperture Science Enrichment Center by a malicious artificial intelligence, GLaDOS, that controls the facility. Most of the tests involve using the "Aperture Science Handheld Portal Device" – nicknamed the portal gun – that creates a human-sized, wormhole-like connection between two flat surfaces. The player-character or objects in the game world may move through portals while conserving their momentum. This allows complex "flinging" maneuvers to be used to cross wide gaps or perform other feats to reach the exit for each test chamber. A number of other mechanics, such as lasers, light bridges, high energy pellets, buttons, cubes, tractor funnels and turrets, exist to aid or hinder the player's goal to reach the exit.
The Portal games originated through bringing students and their projects from the DigiPen Institute of Technology into Valve and expanding upon the ideas in Valve's Source engine. The concept was introduced by the game Narbacular Drop, which became the basis for the first game. Another DigiPen game, Tag: The Power of Paint, formed the basis of the "Mobility gels" introduced in Portal 2.
Both games have received near-universal praise and have sold millions of copies. The first game was released as part of a five-game compilation, The Orange Box. Despite being intended as a short bonus feature of the compilation, it was considered the highlight of the collection. Its success led to the creation of the much longer and more in-depth Portal 2, which included both single player and cooperative multiplayer modes; it too received near-universal critical acclaim. In addition to the challenging puzzle elements, both games are praised for their dark humor, written by Erik Wolpaw, Chet Faliszek, and Jay Pinkerton, with notable voice work by actors Ellen McLain, Stephen Merchant, and J. K. Simmons. A number of spin-off media productions have been developed alongside the games, and several of the game's iconic elements have become parts of internet memes.
Setting and characters
Both Portal games take place in the fictional "Aperture Science Computer Aided Enrichment Center". Aperture Science was founded by Cave Johnson and originally sought to make shower curtains for the military. Its research happened upon the discovery of portal technology, and soon became a direct competitor with Black Mesa Research Facility for government funding. Johnson acquired the rights to a disused salt mine in the Upper Peninsula of Michigan, where they started building a labyrinthine set of offices, laboratories, facilities, and test chambers. During this time, Johnson became poisoned from exposure to moon dust, a key component of the paint needed to support portal technology, and became increasingly deranged.In Portal 2, the player explores these long-abandoned areas of Aperture, learning that the company had moved from testing on the country's finest, to paid volunteers, who were often homeless, and ultimately to coercing its own employees to participate in testing. Near the point of his death, Johnson ordered his lifelong assistant Caroline to be the first test subject for a mind-to-computer transfer; her personality would ultimately form the core of GLaDOS. Sometime after Johnson's death, the old sections of the facility were vitrified, and a more modern facility was built atop the ruins. GLaDOS was built to control the facility and monitor the tests, but researchers found that the computer had villainous tendencies, threatening to kill the entire staff before it was shut down in time. The Aperture researchers constructed a number of "personality cores" that would fit onto GLaDOS to prevent her from turning against them. Despite this, on the day she was officially activated, she turned against the researchers and killed nearly everyone in the facility with lethal doses of neurotoxin gas. In the games and the comic Lab Rat, one employee Doug Rattmann survived due to his schizophrenia and distrust of GLaDOS. In trying to find a way to defeat GLaDOS, he finds that Chell, one of the human subjects kept in cryogenic storage within Aperture, has a high level of tenacity, and arranges for the events of Portal to occur by moving her to the top of GLaDOS' testing list. GLaDOS remains driven to test human subjects despite the lack of humans.
The player is introduced to Aperture in Portal, which is said by Valve to be set sometime between the events of Half-Life and Half-Life 2. The player-character Chell is awakened by GLaDOS for testing. Chell resists GLaDOS' lies and verbal ploys and succeeds in defeating GLaDOS' core. The destruction creates a portal implosion that sends Chell to the surface and leaves her unconscious. Rattmann, who has helped Chell by writing warning messages and directions to maintenance areas on the facility walls and had observed the final battle, escapes Aperture, but on witnessing a robot dragging Chell's body back inside, sacrifices his escape to assure that Chell is put into indefinite cryogenic storage. He himself is critically wounded but appears to make it to another cryogenic chamber, though his ultimate fate is not revealed.
Portal 2 takes place an unknown number of years after the events of the first game; the Aperture facility has fallen into disrepair without GLaDOS. A personality core named Wheatley wakes Chell from her sleep to help her stop a reactor failure, but inadvertently awakens GLaDOS, who had backed up her personality. Though they defeat GLaDOS by putting Wheatley in control of the facility, Wheatley is overwhelmed with power, sending Chell and GLaDOS, GLaDOS being temporarily reduced to a small computer powered by a potato, to the old core of Aperture, where GLaDOS rediscovers her relation to Caroline. They return to the surface where they are forced to defeat Wheatley before his ineptitude with the Aperture systems causes the facility reactors to become critical and explode. GLaDOS is returned to her original place and returns the facility to normal. GLaDOS then lets Chell go, realizing that the prospect of trying to kill her is too much trouble. Instead, she turns to two robots of her own creation, Atlas and P-Body, to locate a mythical store of additional human subjects kept in cryogenic sleep for her to continue testing on.
In addition to these characters, the game includes numerous laser-seeking turrets that seek to kill the player-characters, though are apologetic for it; most are voiced by McLain, though some defective ones in the sequel are voiced by Nolan North. GLaDOS introduces Chell to the "Weighted Companion Cube", appearing similar to other Weighed Cubes in the game, but decorated with hearts on its sides; GLaDOS attempts to make Chell believe the Companion Cube is a sentient object and a key to her survival, before having Chell dispose of it in an incinerator in order to leave a test chamber. Both games feature other personality cores that were constructed to keep GLaDOS in check; the first game includes three cores, the Morality, Curiosity, and Intelligence Cores, voiced by McLain as well as a snarling Anger Core voiced by Mike Patton. In Portal 2, three more such cores are introduced including the irrelevant Fact Core, the bold Adventure Core, and the space-obsessed Space Core, each voiced by North.
Characters
Chell
Chell is the player-character in both Portal games. She is a silent protagonist outside of small grunts during physical tasks. Very little truthful information is known about Chell; while GLaDOS makes many statements to Chell's background and history, GLaDOS herself admits she is unreliable. The only consistent fact that is used through the series is that Chell's parents gave her away. Whether they did it intentionally or not is unknown.GLaDOS
GLaDOS is a rampant artificial intelligence computer system that controls Aperture Laboratories, and is the primary antagonist for the Portal series. She is voiced by Ellen McLain. She awakens the player-character Chell in the first game, tasking her through the dangerous testing course, but Chell manages to escape and appears to destroy her, though later revealed to have had her personality stored within a black box. Within the second game, Wheatley accidentally reawakens GLaDOS, and eventually convinces Chell to initiate a core transfer to replace her with himself. GLaDOS, placed into a module powered by a potato battery, is forced to work with Chell to depose Wheatley from power before the Aperture facility is destroyed.Doug Rattmann
Doug Rattmann, often referred to as the "Ratman" is a character in both Portal and Portal 2. He was a former scientist working at Aperture and one of the few who survived when GLaDOS flooded the facility with neurotoxin. In the two games there are various "Ratman dens", where Doug Rattmann has left scribblings and paintings on walls in hidden rooms. Ratman’s full appearance is only seen in the Portal 2: Lab Rat webcomic released by Valve prior to Portal 2s release to tie the story of the two games together. Ratman is the comic’s main character. Prior to GLaDOS' rampancy and the neurotoxin release, Doug Rattmann was once an Aperture scientist. Already skeptical of the computer, the man fled from the gas and kept himself hidden from GLaDOS' view, slowly becoming more insane over an unknown stretch of time. Among the wall scribblings in the Portal dens is the sentence "The cake is a lie", which became an internet meme.The Lab Rat comic reveals that, despite his madness, Doug Rattmann identified Chell as a rejected test subject due to her high tenacity, and moved her to the top of the queue for testing. During events in Portal, he worked behind the scenes to scribble messages and warnings to Chell on the walls, leading her out of the testing chambers and towards GLaDOS. After watching her defeat the computer, he managed to escape the facility, but returned to assure Chell would be put in indefinite cryogenic storage animation after she was dragged back inside, suffering a serious injury to complete this. In the last panel of the comic, Doug Rattmann places himself in cryogenic storage animation. His fate by the events of Portal 2 is unclear, though more of the Ratman dens can be found.