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Portal (series)

From Wikipedia, the free encyclopedia
Video game series by Valve
"P0rtal" redirects here. For other uses, seePortal (disambiguation).

Video game series
Portal
Portal 1 logo, featuring the blue oval-shaped swirling portal
Logo of the first game
Genre(s)Puzzle-platform
Developer(s)Valve
Publisher(s)
Creator(s)Kim Swift
Platform(s)
First releasePortal
October 10, 2007
Latest releasePortal with RTX
December 8, 2022

Portal is a series offirst-personpuzzle-platform video games developed byValve. Set in theHalf-Life universe, the two main games in the series,Portal (2007) andPortal 2 (2011), center on a woman,Chell, forced to undergo a series of tests within theAperture Science Enrichment Center by a maliciousartificial 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.

ThePortal games are noted for bringing students and their projects from theDigiPen Institute of Technology into Valve and extending their ideas into the full games. The portal concept was introduced by the gameNarbacular Drop and led to the basis for the first game. Another game,Tag: The Power of Paint, formed the basis of surface-altering "gels" introduced inPortal 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, and though intended as a short bonus feature of the compilation, was instead considered the highlight of the five. Its success led to the creation of the much longerPortal 2, which included both single player and cooperative player modes; it too received near-universal critical acclaim. In addition to the challenging puzzle elements, both games are praised for theirdark humor, written byErik Wolpaw,Chet Faliszek, andJay Pinkerton, voice work by actorsEllen McLain,Stephen Merchant, andJ. K. Simmons. A number of spin-off media have been developed alongside the games, and several of the game elements have become parts ofinternet memes.

Setting and characters

[edit]
See also:Characters in the Portal series,Portal (video game) § Plot, andPortal 2 § Plot
One of the in-game logos for Aperture

BothPortal games take place in the fictional "Aperture Science Enrichment Center". Aperture Science was founded byCave Johnson (voiced byJ.K. Simmons) 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 withBlack Mesa Research Facility (from theHalf-Life series) 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.

InPortal 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 (voiced byEllen McLain) to be the first test subject for amind-to-computer transfer; her personality would ultimately form the core ofGLaDOS (also McLain). Sometime after Johnson's death, the old sections of the facility werevitrified, 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 (coincidentally on "Take Your Daughter to Work Day"), she turned against the researchers and killed nearly everyone in the facility with lethal doses ofneurotoxin gas. In the games and the comicLab 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 thatChell, one of the human subjects kept in cryogenic storage within Aperture, has a high level of tenacity, and arranges for the events ofPortal to occur by moving her to the top of GLaDOS' testing list. GLaDOS remains driven to test human subjects despite the lack of humans.

A promotional poster created by Valve artist Tristan Reidford, showcasing the characters fromPortal. From center top clockwise: Chell, GLaDOS, P-Body (left) and Atlas, the turrets, Cave Johnson (in picture frame), a Companion Cube, and Wheatley

The player is introduced to Aperture inPortal, which is said by Valve to be set sometime between the events ofHalf-Life andHalf-Life 2. The player-character Chell is awakened by GLaDOS for testing. Chell resists GLaDOS' lies and verbal ploys and succeeds to defeat GLaDOS' core, the destruction creating a portal implosion that sends Chell to the surface, 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 (Stephen Merchant) 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 byNolan North. GLaDOS introduces Chell to the "Weighted Companion Cube", appearing similar to other Weighed Cubes (crates) 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 byMike Patton. InPortal 2, three more such cores (beyond Wheatley) are introduced including the irrelevant Fact Core, the bold Adventure Core, and the space-obsessed Space Core, each voiced by North.

Gameplay

[edit]
Two examples of "flinging" using portals withinPortal. On the left, the player has placed portals on the floor of the pit and the wall above; by jumping into the blue one in the pit, they will exit the orange one with the same speed, clearing the pit and landing on the other side. On the right, the player has initially placed the blue portal in the pit and the orange on the wall; after jumping into the blue and exiting the orange (red path), they use the portal gun to place the second blue one on the ledge, gaining more momentum before falling into it and exiting the orange portal with more velocity (green track) as to land on the higher platform.

The player controls the main character (Chell in both single player campaigns, or Atlas and P-Body in the cooperative campaign) from a first-person view, running, jumping, and interacting with switches or other devices. The player-characters are able to withstand large drops, but can be killed by falling in the toxic water of the facility, crushed to death, passing through laser grids, or fired on repeatedly by turrets.

Both games are generally divided into a series of test chambers; other sections of the game are more exploratory areas that connect these chambers. Each chamber has an exit door that must be reached, often requiring that certain conditions have been met such as having weighed down a large button with a "Weighted Cube", effectively a crate. These puzzles require the use of the Aperture Science Handheld Portal Device, the portal gun. The gun can shoot two portals, colored differently for identification, on any flat surface that is painted with a specific paint containing moon dust. Once both portal ends are placed, the player can walk the character between them, or carry objects with the portal gun through them. Portal ends can be re positioned as often as necessary, but certain actions, such as walking through "emancipation grills" or moving a surface with a portal will cause the portals to dissipate.

A critical feature of portals is that they retain the speed of the object traveling through it; as stated by GLaDOS to the player in the first game, "Speedy thing goes in, speedy thing comes out". When portals are placed on non-parallel planes, this can create the effect of "flinging". Commonly, one uses gravity to build up their momentum when they fall into a portal, which flings them out of the other side to gain speed and distance that normal jumping and running could not generate. A leapfrogging effect can be used by placing portals in series during this flinging, gaining further momentum with each use.

Portals will also allow light and other objects to transfer through them, and numerous puzzles involve using portals to manipulate bouncing energy balls, lasers, "hard light" bridges, and tractor beams to access new locations or direct objects to specific receptacles that must be activated to open the level's exit.Portal 2 introduces "mobility gels" that can paint surfaces, including turrets and cubes, that can also move through portals though not directly by the player. The gels can create a surface that repels the player (Repulsion Gel), increases the player's speed (Propulsion Gel), or allows the surface to accept portals (Conversion Gel).

The games' credit sequences feature the songs "Still Alive" and "Want You Gone" composed byJonathan Coulton, and, in its original form, sung by Ellen McLain in the GLaDOS voice.[1]Portal 2 also features the song "Exile Vilify" byThe National.

History

[edit]
An animated history of how thePortal project came to Valve

The concept ofPortal came fromNarbacular Drop, a student project from theDigiPen Institute of Technology. The game included the aspects of placing portals on any flat surfaces and using them to maneuver around levels.[2][3] Valve's employees, attending a DigiPen career fair, saw their game and shortly later offered the entire team jobs at Valve to help expand on their idea.[4]

Valve originally sawPortal as an experimental game to be included with its upcoming compilation,The Orange Box, alongside its release ofHalf-Life 2: Episode Two andTeam Fortress 2.[5] To give the game character, a minimal story, tied loosely with theHalf-Life world, was written by Valve'sErik Wolpaw.[6] He needed a character to guide the player through the game, coming onto a polite but humorous artificial intelligence, which would ultimately become the character ofGLaDOS.[6]

Portal's release withThe Orange Box received near-universal praise, with the standalone game earning an aggregateMetacritic rating of 90 out of 100.[7] With success of the game, work on an expanded sequel began nearly immediately, expanding the development team from 8 to about 30-40 programmers.[8] Initial ideas forPortal 2 retained the idea of solving puzzles through scientific concepts, but eliminating the use of portals altogether; these versions did not fare well with test audiences nor with Gabe Newell, Valve's president; these ideas were dropped though saved for potential reuse in a different game by Valve.[9]Portal 2 development was restarted specifically to keep the portal concept but adding new elements to freshen the gameplay.[10][11]

During this period, Valve had witnessed another student project out of Digipen,Tag: The Power of Paint which allows the player to spray paint onto surfaces to alter their behavior, and brought them into Valve, though not initially as part of thePortal.[8] TheTag team had found a way to incorporate their paints with real-time fluid dynamics code previously made by Valve, and soon their concept for paints had become the "conversion gels" as part ofPortal 2.[12][13][14][15]

Valve included a co-operative play mode, based on their own observations and stories from players about working out the solutions toPortal's puzzles in a group environment.[8][12][16] With this feature, they sought the ability to enable cross-platform play ofPortal 2 between computers and consoles through Steamworks. This led to a surprise reveal by Newell that not only wouldPortal 2 be on thePlayStation 3 platform, after previously stating the difficulties in supporting this console, but that it would include support for cross-platform play between personal computers and PlayStation 3 players through a limited Steamworks interface.[11][17] Valve brought in writerJay Pinkerton formerly withNational Lampoon, andLeft 4 Dead writerChet Faliszek to assist Wolpaw with the larger story. They built on the character of the Aperture Science facility, providing a deeper story for GLaDOS and Aperture's CEO Cave Johnson, as well as developing several concepts for "personality cores" ultimately to the creation of the Wheatley core character.[9][18]

Portal 2 was similarly released with high praise with a 95 out of 100 score on Metacritic.[19] Valve has continued to support the game through the release of two separatedownloadable content packages, one introducing a new co-operative campaign,[20][21] and a second that incorporated an easy-to-learn level editor that allowed players to make their own test chambers and share these through the Steam Workshop to others.[22] Further on this, Valve has created a special version of thePortal level editor to be used alongside its "Steam in Schools" program as a means of using the game and editor to teach students about physics, math, and other lessons; Valve released this version ofPortal 2 free for educational use.[23] Exploring options for a full-scale VR game in 2017, Valve experimented withPortal, but found the portal systems disorienting in VR; instead, they returned to theHalf-Life series and releasedHalf-Life: Alyx in 2020.[24]

In April 2022, Erik Wolpaw urged Valve to makePortal 3 saying "I am also not getting any younger. We are reaching the point where – it's crazy to think – [we're] literally going to be too old to work onPortal 3. So we should just do it."[25] In September, Ellen McLain also called forPortal 3 saying she was willing to star in it and asked fans to "write in. Email Valve. You've got my blessing".[26]

Games

[edit]
Release timeline
2007Portal
2008Portal: Still Alive
2009
2010
2011Portal 2
2012
2013
2014
2015
2016The Lab
2017Bridge Constructor Portal
2018
2019Aperture Hand Lab
2020
2021
2022Aperture Desk Job
Portal: Companion Collection

Portal

[edit]
Main article:Portal (video game)

Portal was initially released in October 2007 as part of a compilation game calledThe Orange Box, alongsideHalf-Life 2 and its two episodes andTeam Fortress 2. Valve considered includingPortal as a bonus feature of the compilation; the game was purposely kept short such that if it did not meet expectations, players would have the rest of the content ofThe Orange Box as a "safety net".[27]Portal has since been repackaged on Windows as a standalone game in April 2008.[28] A Mac OS X client was introduced simultaneously with the release of the Steam client for that platform in May 2010; as part of its promotion, the game was released free of charge for both platforms during which at least 1.5 million players downloaded it.[29][30]

Portal: Still Alive

[edit]
Main page:Portal: Still Alive

Portal: Still Alive was a standalone version ofPortal with additional content for theXbox Live Arcade, released in October 2008.[31] The game included new achievements, additional challenges from the existing test chambers, and additional non-story levels based on those found in theFlash-basedPortal: The Flash Version created by We Create Stuff.[32]

Portal with RTX

[edit]
Main article:Portal with RTX

In September 2022,Nvidia announced it would release an updated version ofPortal withreal-time ray tracing, as a free DLC for owners of the original game on PC. It was released on December 8, 2022.[33]

Portal 2

[edit]
Main article:Portal 2

Portal 2 was released as a standalone game in April 2011 on both computers and consoles. It is considered as one of thegreatest video games of all time by numerous publications and critics. It received acclaim for its gameplay, pacing,dark humor, writing, the voice work of McLain, Merchant, and Simmons, and its challenging but surmountablelearning curve.

Portal: Companion Collection

[edit]

Portal: Companion Collection is a compilation of both games andStill Alive content released forNintendo Switch on June 28, 2022. Theport was developed in collaboration withNvidia Lightspeed Studios.[34][35]

Spin-offs and other media

[edit]

Potato Sack

[edit]

ThePotato Sack was an A.R.G (alternate reality game) conceived by Valve and 13indie video game developers as a prelude to the release ofPortal 2.Portal 2 had been announced by a similar game, where a patch applied to the Steam version ofPortal in March 2010, provided clues heralding the official announcement. ThePotato Sack game, launched on April 1, 2011, led to the reveal of "GLaDOS@home", a spoof of distributed computer challenges, to get players to cooperate on playing the independent games as to unlockPortal 2 on Steam about 10 hours before its planned release.

The Final Hours of Portal 2

[edit]

The Final Hours of Portal 2 is a digital book written and created byGeoff Keighley released on May 17, 2011. This digital book gives insight on the creation ofPortal 2. Keighley had previously worked as an editor atGameSpot, writing several 10,000-word "Final Hours" pieces on various games where he visited the studios during the late development phases to document the creation of the game. One piece, "The Final Hours of Half-Life 2", allowed Keighley to interact with Valve during 2003 and 2004 and talk with the staff as they completed work onHalf-Life 2.[36] Keighley wanted to recreate a similar work forPortal 2, with focus on making it an interactive work for theiPad.[37][38] Keighley was granted "fly on the wall" access to Valve whenPortal 2 was being produced.[39] The initial iPad release was written by Keighley with work by Joe Zeff Design, a studio that had also produced digital applications forTime magazine.[37] The interactive work provides movie clips and short applications to demonstrate the various mechanics of the game and stages of the game's development. The work was later ported into a non-interactive eBook, and into an application with the same iPad interactivity on the Steam platform.[39] With the iPad and Steam version, Keighley is able to offer live updates to the work; upon release of the "Peer Review" downloadable content pack, the work was updated with an additional chapter discussing the creation of the new content and what new features players could expect in the future fromPortal 2.[40]

"Portal 2: Lab Rat"

[edit]
A screenshot of a chamber, swamped with water and overgrown vegetation. Parts of walls have fallen off from the sides of the room and have been painted with scenes of elements from the first game.
An early chamber inPortal 2 which includes art drawn by Michael Avon Oeming and Andrea Wickland as the in-game Rat Man character. The artwork depicts the events of the first game and ties in with the "Lab Rat" comic.

To help the players develop the fictional history of Aperture Science, Valve created a digital comic to tell the story of the "Rat Man", a schizophrenic who is unseen in the games themselves but creates murals and scrawlings that guide Chell in both games.[41] The comic, "Portal 2: Lab Rat", takes place both during and afterPortal, explaining the events that led toPortal 2.[42] The Rat Man's artwork appears early inPortal 2, where it retells the plot ofPortal.[43]Michael Avon Oeming, who had worked on comics for Valve gamesTeam Fortress 2 andLeft 4 Dead,[44] and Valve in-house artist Andrea Wicklund drew the comic. Ted Kosmatka wrote most of the story with input from thePortal 2 writers.[45] The 27-page comic was made available online in two parts about two weeks before the game's release[46][47] and was also bundled with the game itself.Dark Horse Comics has published "Portal 2: Lab Rat" in a printed anthology of Valve comics,Valve Presents: The Sacrifice and Other Steam-Powered Stories, in November 2011.[48]

In the comic, Doug Rattmann (also known as The Rat Man) is a scientist working in the Aperture facility. He escapes GLaDOS's initial neurotoxin attack, but suffers symptoms as hisschizophrenia medication runs out, causing hallucinations of his Weighted Companion Cube talking. Noticing that Chell is uniquely tenacious among the test subjects held by Aperture, Rattmann moves her to the top of the queue of testing subjects, thus starting the events of the firstPortal. After Chell defeats GLaDOS, Rattmann escapes Aperture, but returns against the Companion Cube's objections when he sees the Party Escort Bot dragging an unconscious Chell back inside and into a disabled cryo chamber. He ensures that Chell is kept in indefinitesuspended animation, but he is shot by aturret in the process. He then enters a stasis pod himself, leaving his fate afterward unknown.[49]

Portal: Uncooperative Cake Acquisition Game

[edit]

Aboard game version ofPortal, developed byCryptozoic Entertainment with oversight from Valve, was released in 2015. TitledPortal: Uncooperative Cake Acquisition Game, the game is based on players manipulating their tokens – which are representative of unwitting test subjects – through various test chambers in the Aperture Laboratories. The goal being to test the most lucrative chambers while attempting to stall the progress of other players. Valve had approached Cryptozoic with the core concepts of the board game, which the publisher found only needed small modifications in gameplay for the purpose of balance.[50]

The Lab

[edit]
Main article:The Lab

The Lab is aVR game developed by Valve that as part of its partnership withHTC and the VR headset, theHTC Vive. It was described as a "room-scale" VR experience, consisting of about a dozen small experimental experiences that highlight the use of VR; such include experiencing a fully panoramic view that has been stitched together from a number of photographs, aphysics game where the player attempts to launchpersonality cores into piles of boxes using a catapult, and a bow-and-arrow based game.[51]The Lab was announced at the 2016Game Developers Conference, and was released free on April 5, 2016, following the public release of the HTC Vive.[52]

Bridge Constructor Portal

[edit]
Main article:Bridge Constructor Portal

Valve licensed the use ofPortal toHeadup Games and Clockstone Software, the developers ofBridge Constructor, to developBridge Constructor Portal. The game follows the same type of gameplay asBridge Constructor, where players are tasked to create a bridge from a limited set of parts to cross a river or chasm, using physics simulations to test if the bridge will hold up against traffic crossing it.Bridge Constructor Portal adds in elements from thePortal series, such as portals, as part of the construction challenge. The game is set within Aperture Laboratories, with the puzzles monitored by GLaDOS. The game released on December 20, 2017, for personal computers and mobile devices, and later in 2018 forPlayStation 4,Xbox One, andNintendo Switch consoles.[53][54]

Aperture Hand Lab

[edit]
Main article:Aperture Hand Lab

Aperture Hand Lab is a roomscale VR video game co-developed by Canadian studio Cloudhead Games and Valve, released free for Windows on June 25, 2019. It is a tech demo set in the Portal universe that showcases the functions of the hand, knuckle, and finger tracking technology used by theValve Index.[55]

Aperture Desk Job

[edit]
Main article:Aperture Desk Job

Aperture Desk Job is a free game set in thePortal universe released on March 1, 2022. It is a demonstration of the various features of theSteam Deck handheld system.[56] In the game, the player works as aquality assurance checker for toilets manufactured by Aperture Science in its early years. They are guided by the personality core Grady through the steps, but as the game progresses, mishaps in the automated factory lead Grady to suggest that the player develop a weaponized toilet as an invention to pitch to Cave Johnson.[57]

Film adaptation

[edit]

In February 2013, Valve presidentGabe Newell and film directorJ. J. Abrams announced that they were to collaborate on a film adaptation of thePortal series.[58][59] In 2016, Abrams stated that he still has plans to direct these films in the future, with both films in the writing stage.[60] Abrams confirmed in May 2021 that the film adaptation was still in the works as they were still working on a script for the film fromWarner Bros. Pictures.[61]

Pinball table

[edit]

In March 2025, Multimorphic announced aPortal-themed pinball table, with Ellen McLain providing original GLaDOS voice lines. It is set to enter production in the summer of 2025.[62]

In popular culture and other media

[edit]
  • DuringPortal, the player explores areas outside of the test chambers where scrawled messages left by Rattmann and others warn of GLaDOS' deception. In particular, while GLaDOS promises that Chell will receive cake for completing the training courses, the messages alert that this reward does not exist, and that "The cake is a lie". The phrase became anInternet meme, leading to numerous cake-related jokes, as well as its adaption as a term relating to a false promise. When writingPortal 2, Wolpaw stated that they were so sick of cake jokes that they purposely avoided any reference to them, save for one subtle nod.[63]
  • Valve has sold severalPortal-based prints, T-shirts, and other memorabilia through its own store, often riding on the popularity of certain memes that the series has created.[64] When first released, both were sold out in under 24 hours.[6][65] Valve also has partnerships with other vendors for similar merchandise.WizKids has released collectible miniatures of the turrets, cores and companion cube(s) within the game.[66]
  • Minecraft officially features thePortal characters Chell, Atlas, and P-Body as cosmetic skins purchasable from the Minecraft Marketplace forMinecraft Bedrock Edition.[67] The skin pack featuring these characters was originally released as DLC forMinecraft Xbox 360 Edition.[68]
  • Ellen McLain voiced the AI of the Jaeger suite in the 2013 filmPacific Rim, explicitly using the GLaDOS voice in the films trailer.[69]
  • Atlas appears as a player-character in the downloadable content package forRunner2.[70]
  • The crossover video gameLego Dimensions, which incorporates the use ofLego minifigures with a special gamepad, includesPortal-themed elements, as first demonstrated during itsElectronic Entertainment Expo 2015 trailer. APortal-themed level appears as part of the main story campaign, with GLaDOS playing a significant role in the game's plot. A Chell minifigure was released that comes packaged with buildable sentry turret and companion cube; the figure unlocks an additional level and open-world area based on the series when used in-game.[71][72] ThePortal levels include Easter eggs based on Doug Rattmann hiding himself away.[73] The game also features a new song written byJonathan Coulton and performed by Ellen McLain that plays over the end credits.
  • The series' main antagonist, GLaDOS, was included as the dealer inPoker Night 2. This game featuresPortal themed unlockables such as playing cards, table and room. Wheatley is also featured as a bargaining chip. APortal based downloadable content forZen Pinball 2Pinball FX2 was made in collaboration with Valve andZen Studios.[74]
  • GLaDOS guest stars inDefense Grid: The Awakening in a full-story expansion.[75][76]
  • A cosmetic set based on the Companion Cube was released as a visual replacement for the "Io" character in Valve'smultiplayer online battle arena game,Dota 2.[77]
  • P-Body is a playable character in the Windows release ofSuper Bomberman R.[76]
  • In 2012, a laser engraved panel featuring Wheatley was launched aboard theJapan Aerospace Exploration Agency (JAXA)'sKounotori 3 mission on its way to resupply theInternational Space Station.[78]
  • In April 2018, set of sevenPortal-themed DLC levels were added to the gameThe Ball.[citation needed]
  • A fewPortal characters, including Chell and P-Body, feature as avatar customization items in the gameFall Guys for 5 crowns each.
  • The portal gun is one of several weapons used alongside ones from other game and film franchises in a climactic fight for the 2021 filmFree Guy which takes place within a video game.[79]
  • A reference to GLaDOS appears in a sub-quest inCyberpunk 2077 as a murderous AI driving a taxi and eventually tries to kill the protagonist.[80]
  • In 2022,GEICO released a commercial entitled "The Gecko Visits Portal", featuring elements from thePortal games such as an unreleased test chamber shown in trailers forPortal 2, with McLain reprising her role as GLaDOS.[81]
  • Rocket League released free DLC that includes a variety of items from thePortal series available for vehicle customization.[82]
  • Evil Genius 2: World Domination includes a freePortal themed expansion pack which addsPortal-themed rooms and traps to the game.[83]
  • Escape Simulator features a free Portal Escape Chamber DLC in which players will need to escape from the Aperture Science Laboratories by solving various puzzles.[84]

Unofficial media

[edit]

Portal: Prelude

[edit]

Portal Prelude is a 2008 single-playermod that takes place before the events ofPortal. A remastered version usingNvidia RTX Remix was released in 2023.[85]

Portal Stories: Mel

[edit]
Main article:Portal Stories: Mel

Portal Stories: Mel is a single-player mod ofPortal 2 released on June 25, 2015, developed byPrism Studios.

Portal Stories: VR

[edit]

Portal Stories: VR is a single-playervirtual realityfangame ofPortal 2 released on May 16, 2016, developed byPrism Studios.[86]

Aperture Tag: The Paint Gun Testing Initiative

[edit]
Main article:Aperture Tag: The Paint Gun Testing Initiative

Aperture Tag: The Paint Gun Testing Initiative is a 2014first-personpuzzle-platform video game developed by the Aperture Tag Team.

Thinking with Time Machine

[edit]
Main article:Thinking with Time Machine

Thinking with Time Machine is a single-player mod forPortal 2 released on April 18, 2014, developed by Ruslan Rybka, also known as Stridemann, and released by SignHead Studio.

Portal Reloaded

[edit]
Main article:Portal Reloaded

Portal Reloaded is a 2021 single-player mod forPortal 2 developed by Jannis Brinkmann.[87]

Portal: Revolution

[edit]
Main article:Portal Revolution

Portal: Revolution is a 2024 single-player mod forPortal 2 developed by Second Face Software. It serves as a prequel to the original game.

Mari0

[edit]
Main article:Mari0

Mari0 is a fan-made video game released on March 3, 2012, that combines elements of the video gamesSuper Mario Bros. andPortal.[88]

Portal: No Escape

[edit]

In August 2011,Dan Trachtenberg released afan film based on the series calledPortal: No Escape. The video would later go viral.[89][90]

In education

[edit]

ThePortal games have found application in educational aspects outside of game development. The first game was praised as an example ofinstructional scaffolding where the student is first given an environment to learn new tools with sufficient hand-holding, but these facets are slowly removed as the student proceeds.[91] At least one college,Wabash College, introducedPortal as part of required coursework; at Wabash, the game is used as an example ofErving Goffman's dissemination ondramaturgy,The Presentation of Self in Everyday Life.[92][93][94]

At a mid-2011 presentation at the 2011Games for Change Festival atNew York University, Gabe Newell stated Valve's intention to directPortal andPortal 2 towards education. Newell stated that Valve "doesn't see divide between making a game that can do well and be educational", and was already working with schools to develop lesson plans around the game.[95] In one example, Valve brought in students from nearbyEvergreen School to watch them interact with the game in an educational setting.[96] As part of this effect, the company promotedPortal for free use by any user during September 2011.[97]

In speaking at the 2012 Games for Change Festival, Newell said that the response to these efforts was praised by educators.[98] Their efforts culminated in a "Teach with Portals" program that Newell announced at the Festival. The effort is built on a standalone "Puzzle Maker" that incorporates the level editor forPortal 2 that was released as free content for the game in early 2012. Valve had built the Puzzle Maker with the aid of educators, as to make it suitable for lesson plans as well as making it as easy for teachers to use to construct such plans. The Puzzle Maker is not limited to physics, but designed to be modular so that other fields, such as fundamental electronics or chemistry, could be included.[98] The "Teach with Portals" initiative is built atop a stripped-down version of the Steam client, "Steam for Schools", that is designed to be used in schools, allowing instructors to control the installation of the games and lesson plans on the students' computers. These tools, as well as copies ofPortal 2 and the Puzzle Maker, are being offered for free for all educators.[98]

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