![]() Jay: You don’t want to meet GLaDOS in the second game and she has no recognition of you. I think they wanted to be the person who killed GLaDOS. RPS: Why do people want to be Chell? A character with whom you have no connection.Ĭhet: I don’t think they wanted to be Chell. People wanted more portals, they wanted GLaDOS, they wanted to be Chell. A lot of those experiments then get integrated into the core experience. The original goal was the have the sense of Portal, the feel and vibe of Portal, and what else happened was open. There’s a small core team that starts on it, and they start experimenting with ideas, see what’s interesting. The game’s been in development for a while. We try everything and we playtest everything.Ĭhet: That’s the way we work. ![]() ![]() At one point there were no portals, or GLaDOS. And it way off tangent, crazy, no GLaDOS, no portals. We always experiment, try new things, goof around. RPS: How do you approach a sequel after a self-contained story? How much of things like bringing GLaDOS back was by necessity?Ĭhet: It didn’t start that way. In the first part of our spoiler-packed chat we discuss the motivations behind the sequel's content, favourite Easter eggs, and how Portal 2 almost contained no GLaDOS, no Chell, and even at one point, no portals. In an exclusive interview with two of Portal 2's writers, Chet Faliszek and Jay Pinkerton, we take the opportunity to discuss the game now most people have finished it.
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