There are games that live a special life. They do not need the Army of PRarians and the support of social networks. It is enough for them to simply declare themselves, and the rest of the world will tighten. These projects include Portal 2.
A real cult has formed around this adventure. The puzzles are going to make a LEGO designer. Heroes Portal 2 settled in GTA 4, where they travel on motorcycles and buy hot dogs. On the entertainment site 9GAG.COM published a home -made poster for the film adaptation, where Glados is adjacent to Natalie Portman.
The next Portal Popularity Explosion occurred in mid -June, when Valve began to distribute the game for schools for free. Now teachers can use the project and the attached editor of the levels for teaching children (www.Learnwithportals.com) physics, mathematics and logic.
Gamery talked with the authors of Portal 2 and tried to find out why everything turned out so well.
Old and new
Valve Not like ordinary gaming companies. Here no one is attached to their workplace. The table has wheels, thanks to which you can always move the computer to where you want to work at the moment. A funny trifle, but behind it lies the determining principle of the device of the studio: the main thing is that it is interesting!
This is probably why, four months after the start of development Portal 2 , not a single design document was written in the game. Valve employees simply divided into small groups of three or four people and came up with a variety of game experiments. Then, from the proposed ideas, they chose several most promising. A team of fifteen people approved a general concept. As a result of fiery discussions, the authors decided to radically change the game.
[[Bullet]] Eric Walpo – the main screenwriter Portal 2 – started the rule of sleeping eight hours at night from the college, and he still adheres to him so far.
Valve spared Aperture Science and transferred the organization to the sequel. It was an ideal place to test the most daring ideas. If the scientists of the Aperture Research Center were able to come up with a portal gun – who knows what else could have occurred to them? The rest of the important components of the game had to part. Chelle went free. After all that she suffered in Portal, I did not want to torment the heroine. Glados also got rid of. She was a great character, but at the end of the first part she was successfully destroyed, and it was time to move on. Finally, the developers decided to abandon the portals in favor of the new cool mechanics F-Stop. Valve still holds the invention secret, hoping to use it in future projects.
During conversations with colleagues, the developers admit that they are very pleased with the loading screens in Portal 2, but in the future they want to make games at all without landing.
Partly at the F-Stop hinted in the ridiculous introductory part, which never went to the game. At this level, it all started in Relaxation Vault, similar to the sultry tropical island in the middle of the ocean. A blue sky spread over the player, a white beach house and rare palm trees stood nearby. As soon as the heroine took a step towards the water, a glass wall appeared in front of her nose. After a couple of seconds, unlucky fell into a transparent container. It turned out that the landscape is a decoration, and the next victim flew towards new adventures. In a small piece of the game, you can notice special attention to the creation of transformed locations: the white house was funny, the palm trees with a metal rattle went underground, and ocean water flowed through the grate in the blink of an eye. Probably, it was with such transformations of locations that the basic idea of F-Stop was related.
[[Bullet]] Special transport pipes were used in several Portal 2 launch rollers, which were then abandoned.
Glados came up with a new villain – Cave Johnson as a replacement. A colorful rich man, similar to Ronald Reagan in a hat, was the main attraction of F-Stop. This character nevertheless reached Portal 2, but his role became less significant. A small cameo in F-Stop was conceived for Glados. She was turned into a small robot on wheels, which went to the level after each Johnson's speech and quickly read the legal amendments that freed the ArteTure Science from responsibility for what could happen to the player during dangerous experiments.
The time of action was also radically changed by moving the story in the last century to show a completely different era in the development of Aperture. It was then that the terrible rebellion of the robots, led by Johnson, allegedly occurred.
[Bullet]] The use of multi -colored gels in the game made it possible to significantly diversify the game process, increasing the space for maneuver in level.
The development was promoted, the illustrations turned into ready -made levels. The initial locations looked amazing. After three months Rhino Bet Casino, the authors decided to show riddles to the testers. Many people were happy to bother with F-Stop and laughed at jokes, but no one perceived the game as part of Portal 2. The original concept was immediately postponed until better times, and portals and Glados were returned to the sequel. Nobody really wanted to return the Chell.
The character was easy to replace. Like Gordon Freeman, the brave researcher did not talk, she did not have any special abilities, and according to the plot of the first part, she had long walked in the wild. Instead of an old acquaintance, Valve came up with a completely new heroine – Blonde Mel. The first tests showed that the players did not pay attention to the character’s change until Mel was faced with Glados. The computer did not recognize her. Users were extremely disappointed that their long -standing enemy, against whom they fought all Portal, simply did not recognize them. All accumulated emotional experience was not involved, so the Cell had to return.
[Bullet]] lasers allowed to make a set of puzzles in Portal 2 more interns, as well as force the player to constantly look at the ceiling.
Following this, old game mechanics returned. When the company only came up with Portal, it had many interesting ideas that could not be adequately implemented in the first part. The abandoned ideas include light bridges that could be transferred through portals, as well as energy funnels that can move objects and heroines, spitting on the laws of gravity. And from the plasma balls that spoiled the mood of the players, flying up from the rear, refused, replacing them with lasers.
The next step was the appearance of the paint that changed the physical features of objects. This was not at all the original idea of Valve. The company simply hired developers Tag: The Power of Paint – the original puzzle created by students from the same Digipen Institute of Technology. Before Portal they were engaged Left 4 Dead , However, subsequently moved to the Portal 2 team and came up with how the paint can be connected to the portals.
Talking spheres
The game has more or less, but there was still far from the final option. The developers built many levels, including a new introductory scene that resembled Half-Life (in the end, they also refused it), everyone was optimized and improved. The authors came up with a compact training mode that would suit both beginners and fans of the first part.
In addition, Valve tried to saturate the game as much as possible with details. So there were small cartoons that showed on large displays in rooms with elevators, as well as a new design style.
[[Bullet]] During the first half of the game, Glados constantly complains that you have killed her and now she has to clean hundreds of a wide variety of rooms.
In order to diversify the world around him, a new character was added to Portal 2 – Whitley. He allowed not only to dilute the player’s loneliness and refresh some old locations, but also build a storyline.
With a cute (at first) robot there were many difficulties. Witley's prototype was the so-called paranoid area, which closed in the same room with guns. Cell easily dealt with the villain, sneaking up from behind and throwing it into garbage.
In the original script, Witley was dying as soon as you got to Glados. This character did not return anymore. However, the player was preparing a meeting with six more same robots, each of which had a unique character. For example, “Freeman Freeman Field” is an incredibly wise computer that was well versed in his small room, where he rusted for several centuries. As soon as Morgan was outside the reservation, the robot simply demolished the roof. Or “Rick's sphere”, which eventually got into the game, but only the most attentive users will be able to notice its adventures. The character of Rick is similar to the characters of the actor Roger Moore. Nevertheless, the players continued to miss Witley, and in the end they returned the character, making one of the main characters of the adventure.
[[Bullet]] All test rooms in the game are made of special moving platforms, which made it possible to explain how the demonic computer builds these locations.
The reanimated Whitley was voiced by Stephen Mercant – a world celebrity, a wealthy actor who came up with Rickei Jereweis The original series “Office”. It was possible to contact Stephen Valve thanks to the creator of the "computer scientists" (IT Crowd) Graham LineHan, who, by happy chance, turned out to be a great fan of Left 4 Dead. Through it, the company first wanted to enter actor Richard Ayoade, who played a leading role in the "computer scientists". However, at this time, the actor just finished his film “Submarin” and could not come to the record.
[Bullet]] The design of the Cell went through many processing, including the black and Latin American versions of the heroine, but in the end the authors returned to the original.
Stephen Mercant became a new voice for Whitley. The scriptwriters sent a letter to the agent of the actor, and he agreed! As it turned out, Stephen generally likes to work with animation, but is not interested in video games. He understood the scale of the project only when he accidentally told friends that he would work with Valve. He became scared from the load of responsibility! During the record, he tried to invest in the character all his talent. As a result, a magnificent lively talkative robot with a sense of humor and a terrible black side turned out. Together with the merchant, the studio recorded more than 16 hours of replicas, so they had something to choose from.
Witley also began to move believably thanks to the participation. This talented lady controlled the Red FragGle doll in the series Fraghe Rock in the eighties, and also worked as a computer animator, collaborating with such large studios as Pixar.
[[Bullet]] Green spaces on the initial locations of the game should have shown how much time has passed since the first part.
Cave Johnson was voiced by the Hollywood actor – J. TO. Simmons, who is known for the role of the soulless editor Peter Parker in the adaptations of comics about "Spider-Man". From the very beginning, the scriptwriters wanted to use his voice and wrote a role under the actor. It is all the more pleasant that Simmons easily agreed to cooperate.
Fly me to the moon
With puzzles, excellent characters, amazing design and several funny mechanics, the game was practically over. Only the final was missing. It is clear that the battle with Whitley cannot be made difficult because the climax was lost. All Valve options were rejected due to excessive confusion. One of the possible endings even implied that Cell will eventually say one single word “yes!"To start the Whitley shutdown program.
The developers returned to another idea, which was discarded in the early stages. Even during Portal, watching the tesers, the authors noticed that when the characters on the conveyor pulled into the fire, some users did not fight, considering that this was the final of their unsuccessful adventure.
Images on the walls became a favorite technique of screenwriters, who in the first part tried to tell most of the story in such an uncomplicated way.
Valve scattered a lot of pseudo -conformations in the game, during which Chell was dying in the most diverse ways. One of these endings was associated with the moon. Through the crack in the ceiling, you could leave the portal on the moon, go there and die in the airless space (at the same time there was a sad song about a distant earthly satellite). The testers who managed to find the moon ended are just delighted.
The authors eventually used this final in Portal 2, sending it to weightlessness no longer Chelle, but Whitley.
In the final monologue Portal 2, the reanimated Glados says Chell as a funny phrase that the best solution to the problem, as a rule, is also the simplest. The whole process of developing the game perfectly illustrates this truth. Even the most difficult decisions made by Valve were actually dictated by simple logic. In understanding this strange logic, the real genius is precisely.
We’ll realize for two
One of the most interesting innovations in Portal 2 was the cooperative regime. With tasks for two cute robots, the authors figured out quickly enough (inventing them was no more complicated than ordinary tests), but the composition of the plot decided to postpone. When they returned to this issue, it turned out that the task was not easy.
The authors invented a funny story that after the departure of the Chell Glados decided to conduct tests with two robots. Unfortunately, without human participation it was impossible to determine the test results, so computer intelligence sends its bots in search of human artifacts – in the hope that this will bring iron tested to imperfect people. The first of these artifacts was a comic book about a voracious cat (obvious tracing paper from Garfield), which ate his master's lasan. Glados did not find anything funny in this story, so she finished a small continuation in which the cat is killed by neurotoxins. By the way, drawings for this story were made by the author of web comics Nedroid ( Nedroid.Com ) Anthony Clark.
However, it soon became clear that in cooperative games in general no one pays attention to the story. Therefore, the authors greatly simplified the presentation of the plot in this mode, trying to remind you of key events as often as possible.
In addition, the developers also built a competitive multiplayer regime, taking the game as a basis Speedball – Old Arcade for Atari ST , where two teams should score goals to each other in order to successfully move forward. This idea was not successful. The gameplay turned out to be chaotic and uninteresting.
Portal 2 Honor Board
Today they often say that modern games have no authorship, that they have become products of large corporations. Indeed, for Portal 2 it is difficult to discern one person. On this “Board of Honor” we would like to mention only a few specialists who brought in Portal 2 a piece of their soul.
Screenwriter Eric Walpo
Eric – one of the founders of the authoritative site www.OldManmurray.Com , The assessments of which were paid attention to even Gabe Newell. Subsequently, Eric invented the plot for Psychonauts (2005), and then for Portal and Left 4 Dead 2. Portal 2 became a crown of his career.
If you go to the page with contact information, be sure to pay attention to the old children's photo of the authors. Walpo does not look like itself on it! The screenwriter admits that in childhood he suffered excessive fullness. His grandmother constantly made fun of him and called him “strong”, “fat man” and other not too pleasant nicknames. Glados also calls Cell in the game; True, Walpo says that grandmother’s critic was much more ulcerative and sophisticated.
Designer levels Phil Ko
Phil developed levels for many games, including Half-Life: Episode Two , Left 4 Dead and Left 4 Dead 2. Before cooperation with Valve, he worked on Diablo 3 V Blizzard , New Legends V Infinite Machine And Requiem V Cyclone Studios. In my free time, KO managed to write a book Level Design for Games. By the way, after completing the university, the designer wanted to be a rocker, but the undertaking failed.
Attentive players note that Portal 2 is largely a reflection of how Valve observe the testers passing levels. Witley's first attempts to make puzzles for Chell were a reflection of how designer Phil came up with his first levels. He decided that this computer, like a beginner, will first make a level that will turn out to be a huge room on the wall of which will be written “Test” or “Whitley”.
Screenwriter Jay Pinkerton
The famous Canadian comedian and former site editor Cracked.Com Compiled a great company Falizecke and Walpo, bringing a lot of funny ideas to the project. Once, reflecting on the history of Portal 2, Walpo and Jay went to long walks and tried to figure out how to make Glados travel with Cell. Then Jay said: “Potato!"Because of this, Glados began to nourish the battery, scooping out potato energy. This has become the main humiliation in the life of an omnipotent computer, which ruled the most crazy scientific organization in the world.
Another funny fact about Je. His mother’s name is Caroline, in honor of her the authors named the companion of Kave Johnson, part of whose consciousness was built into Glados. By a strange coincidence, Caroline means translated from the German “free man”. It does not resemble anyone?
Musician and animator Mike Morask
The American composer, who worked as a manager on special effects on the "Lord of the Rings" and "Matrix". As a teenager, he was carried away by playing the guitar and, as a result, remained to serve music, although his career was the work of the director on television, the artist and even the teacher.
Together with other animators, he came up with a final song for Portal 2, which they composed and recorded without even consulting with the scriptwriters. Words for this electronic opera aria, sung by drones, remained an absolute mystery to the whole company.
Actor Nolan North
You will laugh, but Portal 2 could not do without the services of the famous American actor Nolan North. Nolan's voice is well known to all fans of the video game, because this actor voiced Nathan Drake in Uncharted , Desmond in Assassin’s Creed , Prince in Prince of Persia , Aida c God of War , The main character Fable 2 and many other characters in Shadow Complex , Saints Row , Sniper: Ghost Warrior , Prototype , Mafia 2 , Lost Planet: Colonies , Halo 3 , Final Fantasy XII , Dragon Age: Origins.
In Portal 2, he was instructed to play the role of various spheres and non -working black guns that do not know how to shoot. The "Space Sphere" voiced by Nolan even appeared in Skyrim Thanks to Valve and Bethesda.
Whitley's voice
Initially, the robot Witley was voiced by Richard Lord – one of Valve's animators. Testers liked his pleasant voice, and the developers even showed the project on E3 with Dubbing Richard. Subsequently, the service of the animator was preferred by the British comedian Steven Merchan. In addition, the lord came up and animated all the small advertising cartoons flashing in Portal 2.
We talked with a talented and modest specialist who told us why he did not go to the actors and what he was doing in the morning.
Tell the readers of "Gambling" about your role in the development of Portal 2?
Everyone collaborates in Valve, so you may have a lot of different roles. It is difficult to even determine the position. My task is to find various details that can be finalized, make the game better. I like modeling and animation of mechanisms, so I did this. I worked on Whitley, together with Realma Lavjoy created Glados and came up with francents (special alloys of turrets and cubes invented by Whitley). I wanted to make the world of the game more alive, so I finalized different tools, animation of the environment in the first half of the game. But infographics are just my personal initiative, which suddenly fell into rooms with elevators and advertising materials.
What did you feel when many began to praise your use by Whitley? I didn't want to try myself as an actor?
No, the actor is terrible of me, I play all with one paint. I was used only for testing, and I recorded only a small part of the script before Stephen connected. After moving to the United States, I suddenly realized that I have a funny voice, which for some reason people like. I am disliked at home. You should have seen what “letters of hatred” to me were sent (and almost everything from the UK).
Where did the "king of animals" come from?
Eric Walpo wrote several funny remarks about what could have happened if the King of the Beasts came to power. And we tried to imagine how it looked. At first I collected a regular test and used models from the game. It is clear that there was no lion in Portal 2, so I had to repaint the turret, add the crown and significantly increase it in size. So it turned out the version of the "king" from Aperture. It remains only to add a couple of people who would threaten this monster.
These same little people from Aperture’s advertising reminded us of illustrations from old British encyclopedias ..
Exactly! I also had such! I especially liked the ghost book in which there were a lot of different infographics about how perfumes in real life might look like. Excellent edition! It seems to me that this book instilled in me a love of technical illustrations. Since then I really like different scientific visualizations.
To create Aperture advertising, we specially studied how different companies represent their products. I must admit that most of these reference illustrations seemed very ugly, but for some reason I liked it. At first I used super -horned colors in animation, but then I had to muffle them, because my colleagues began to look at me askance.
I hastily made all these videos, and therefore I chose such primitive visualization tools. Temporary restriction very well stimulates creativity.
What kind of animation do you like?
In the morning I like to enter the Vimeo website and view all new animated videos from students, specialists and studios. There are so many talents in these videos. Small projects often demonstrate more author’s vision and risk than the work of large companies. Anyway, I can’t concentrate on the cartoon more than 40 seconds, so such independent products also have the perfect length.
What are your favorite characters in Portal 2? Whitley turned out perfectly.
Whitley is very cool, although I have a weakness more to the “space sphere”, which was also animated by Karen Charm. This is such a simple character, but it has so much enthusiasm. It seems to me that his animation was perfectly conveyed by the hero's spirit. Everyone likes robots-spheres because they are limited in design-an ordinary ball with the eye-but through the animation their inner world is transmitted, character.
My favorite character is turret. After all, she doesn’t even move at all, she only knows that to twist with cannons back and forth. This character is sharpened in its small tiny body, but it is full of temperament, which is so successfully transmitted by the design of Lavjoy Relma and dubbing.
Does it seem to you that in modern games, animation does not display the inner world of the character at all?
Animation in games is a difficult task. You need to monitor what the main character does, and instantly react to his actions. To carry out the plan, you need not only to animize the subject, but to make these changes to the engine, and the results can be unpredictable. Games with cool animation are sometimes forced to compromise with interactivity. Often artists, animators and collectors do not coordinate their actions, which is why problems arise. The easier the tools become, the better artists begin to understand how the entire production process works, and now they can explain how their creation should work in motion. It seems to me that this will help high -quality interesting animation to penetrate more games.
Portal 2 is such a cool ending. You participated in its creation?
To surpass the finale of the first Portal was not easy. Portal 2 composer Mike Moraski wrote a short strange melody for the turrets, and the artist Portal Tristan Reidford began to animate the extending boxes in the guns, as if they were moving like furs on the accordion. It turned out very funny. Everyone simply fell from the chairs. This was the only way to show how guns could play music at all. I was pleasantly surprised that the animators used the Francentinal as a dancer in the background and how all these guns eventually connect in a single fantastic opera. What is there, I myself am still reviewing this video on YouTube, and each time tears of my eyes! The favorite part of the game for me.
In general, in Valve, everyone is so smart and funny?
There are full of completely different types. Given the absence of managers, all these people somehow penetrate the game. They just can't stop them! In general, people are funny, so there is always something stupid or strange around. Generally for Valve comedy – an ideal place. Well, it helps a lot that Eric Walpo is sitting next to him – one of the most witty people I know.
These eyes are on the contrary
Clever and beauty Realm Lavjoy – a native of the team who invented Narbacular drop and Portal 2. In a short interview with Gamberia, the girl talked about work on the Glados design and her favorite character in Portal 2.
It is true that your father is a former monk?
Yes, my dad was a monk when I met my mother. She came to Japan to engage in medicine and language. Near the educational institution there was a temple, where my parents met. Father did not stay in the monks. I grew up in constant travels between Japan and the USA, which helped me to incorporate the best of two cultures.
Let's get back to Glados. Where did the idea of her appearance come from?
The wires surrounding Glados look like puppets threads that are slightly constrained by her movements. I came up with the design of Glados for Portal under the impression of the illustration of Jason Braschil (an artist who painted the comic book “Judge Dredd”), who portrayed a robot hanging upside down. In the game, most of the design elements are built on the principle of simple geometric shapes – in Glados, a primitive disk form prevails. The Glados version for Portal 2 was made in cooperation with Richard Lord, who came up with an animation.
Tell me, why animation is so important for the sterile world Portal 2?
The movement solves many problems at once. It attracts the attention of the player, gives character to test rooms, characters and ordinary props. Thanks to the animation, Aperture comes to life, becomes a huge tool in the hands of Glados.
Except Glados itself, you were also engaged in the design of robots and spheres.
Spheres arose due to the need to come up with external "memory modules" for Glados. They were needed for the final battle: the player knocked down these elements and weakened the mistress of Aperture. But I didn't want it to be just a boring props. I decided to give each area my unique eye, and then Eric Walpo wrote several lines of dialogue for each module, and they literally came to life.
But actually, this whole idea with the eyes began with the turrets. It was necessary to come up with a stationary gun, which the player could easily outwit portals. Our team made an instrument of primitive oval shape, which would not be knocked out of the general design concept of Aperture.
For the sake of laughter, I added turrets a small red eye when I painted textures for the model, and then added it to the game to see if my colleagues would like such a find. How did I know that the joke would completely change the whole concept! After all, before that, the robots had neither eyes nor voices in Portal. But Eric Walpo wrote several funny remarks for guns – and it rushed.
What is your favorite character in Portal 2?
Complex question! They are all so funny. Probably TURLEL – Favorite. I laughed so much from her threats that the computer pronounces such a cute children's intonation. It was even conscientious to turn these guns in the game.
This is the saving of flowers and effects in the game – a deliberate solution?
Certainly. In Portal, animation and design must be approached carefully and selectively. When a person enters the room, he must instantly see his goal and the main elements of the test. Nothing should distract from the game. Such a slightly monochrome location style allows you to highlight important gaming zones as much as possible.