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Portal 2/Headscratchers: Difference between revisions

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== Architecture of the facility ==
* One thing that kinda bugs me is this: In the original Portal, the Aperture Science Facility seems to be a normal building (solid, in other words, and in no way, shape, or form, mix and matchable). However, in the sequel, we see that it is, more or less, a giant collection of disconnected rooms that can be moved at random, to fit whatever GLaDOS or whoever chooses. If this is the case, then why is it we were able to go through the back rooms, air ducts, and such in the original at all, when the giant test chambers are, in fact, completely disconnected from each other and movable? Even ignoring the fact that these disconnected pieces shouldn't even be able to have these air ducts and back rooms, I'm left asking this: Does Portal 1 take place in an old part of the facility that wasn't inspired by Lego, or was [[Idiot Ball|lovable old Wheatley]] actually doing something to GLaDOS in the first game that made her forget that she could, at any moment, take the air duct/behind the scenes area/back room part of whatever puzzle piece I so happened to be in and drop it into the void that apparently exists beneath Aperture Science? Doesn't change how much I love both games, I'm just curious as to if there is an official explanation for [[SchrodingersSchrödinger's Cat|how the void and Stickle Brick test chambers can exist and not exist in, apparently, the exact same location in the facility.]]
** The Enrichment Centre is the oldest part of the facility. Possibly as old as the Aperture Gel Caves, but most certainly the oldest chambers GLaDOS has any control over. She sends Chell through these chambers because they're the most basic tutorial chambers and testing obsession requires her to follow the protocol. The facility is physically static and lacks the state-of-art technology of the rest of Aperture facilities which is why Rattmann is capable of hacking/breaking parts of it to create the dens where he lives, while being able to evade relatively little presence GLaDOS has there. This is further supported by Portal 2 where the old/top chambers are the only ones that are really ruined, trashed and overgrown. While GLaDOS seems to have started to upgrade those with some of the shifting/rebuilding tech while she was still alive in Portal (we just never had a chance to see the upgraded part of the facility in the original game), the best she can do with the arms is clean the place from most of the rubbish as opposed to say, just rebuilding the chambers from scratch meaning that ultimately the place is still rooted in the same layout.
*** As this responder said, the Rattman dens are usually [[Off the Rails|hidden in said back rooms]]/etc. (The first one you come across is in a back room, with the panel being held open by two cubes.) However, Chell wouldn't have been able to find a way to access any of these back rooms on her own, so GLaDOS didn't really worry about it.
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*** Maybe the pipes just feed inactive components into the big compressor, and it doesn't actually become active until after that.
 
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