10:37 - This is one of my favourite commentaries, because of the way they animate Wheatley to show what she's talking about as she talks about it. And then at the end, when she says, "part human, part machine, all eye, and no brain", his eye goes wide in shock and then he glares!
* imo, wheatley dialouge is better XD * i'm a wheatley fangirl, and i'm not afraid to admit it! :D * i'm also proud because let's face it: everyone loves the sm0l core
21:53 this is good design, as far as I'm concerned. I intuitively felt this back in the day, but the fact that people actually sat down and thought about it shows to me what a masterpiece of art this is
It's so good to hear commentary from Game Developers who knew what they were doing. This was when our faith in good game design was rewarded, and while sacrifices had to be made in the final game, we still got a masterpiece in the end. If I were to meet one of the Developers, I would shake their hand.
It's the one where you portal into a room with faulty turrets and Wheatly asks if they're silently killing you. The reason is because the room was a model when it moved to the player. They'd need to change the model rather than the level to make any changes to how they wanted to look so they just kept it as a impossible world area
Thank you for doing this because i tried going through the game and finding all of them and i thought to myself...well no im to lazy (so thank you for allowing me to be lazy)
Wow, the room destruction explanation made me go "bahhh?!" but what made me more amazed was knowing you aren't in that room at times, just what you see... Mind blown.
This is exactly what I was looking for. Thank you for your work, especially the time codes at the video description are very helpful. At first I wanted to play through the whole game again, but the fact that I can not save during commentary mode changed my mind.
Thanks for this video. I wanted to get the last commentary, but failed because I figured you had to get close to trigger it (at that point I was already being exploded). You provided the video in such a clear manner, with subtitles no less, and to top it off, you pointed out in the description where each commentary was. Thanks a bunch. I didn't quite want to replay the boss fight for a single commentary, because it's not as fun at ~15fps (game runs at ~30fps otherwise, here).
Having never developed a game more advanced then text adventures (back in the days of DOS) This was really interesting to watch, although you always see the end product of a game's design when playing it, learning the decision making, testing, and redesigning of it. How they connect the story telling to the game play aspect of it was fascinating to hear about while also seeing it at the same time. Thank you very much for posting this.
I have to argue a bit with Mike on the smooth jazz joke. The humour doesn't come from smooth jazz being funny by itself (since, after all, it's not); it comes from the contrast between the enthusiastic, positive jazz and the dilapidated and decaying environment, and the inevitable fate of the jazz. It's the same joke as the announcer.
I've often wondered this as well. Wheatley pretty much talks the way Merchant always talks (minus certain types of swearing or rude jokes), which makes me wonder if he was involved in the writing, and/or did a lot of ad-libbing. I wouldn't be surprised.
Unfortunately, no it doesn't. I've no-clipped out of the hotel room during the ride and was in the giant part of the map that is the facility, but was automatically in sync with the capsule, even while noclipping.
@@ShaggySimple I noticed that too when I was fooling around with that map. Noclipping probably just changes your viewpoint without changing your actual position. Remember, the player is actually stuck inside a virtual room; it has the same base shapes as the rendered container, but all it does is compute player navigation. Your viewpoint is "parented" to the simulation transform, so that you're seeing the rendered container despite not really being inside it. The viewpoint is probably programmed to change in sync with the rendered container. When you noclip, you're just changing your viewpoint position without changing its trajectory. At least, that's my explanation, as someone who knows almost nothing about it. The only thing I _am_ sure of is that greenfrog12 is correct in their explanation; during the container ride, you're not actually inside the container that you're seeing.
@@Qaerus ...you know that they made that decision to be more inclusive & not less inclusive right? Generally being more inclusive is a left leaning idea, so wtf are you talking about.
Huh, Turns out I already knew most of this already. I'm proud of myself to learn that the satire of industrialization WAS highly intentional on the part of the creators.
One thing I love about this game is how many of the brilliant artistic choices came out of limitations you wouldn't expect. For a character that barely has any lines, Caroline is fascinating. She clearly was in love with Cave, but he didn't appreciate her. And over time, a relationship that seems "a little off" reveals itself to be downright violent. I mean deleted dialogue aside, Cave made a descision about his girlfriend's body when he explicitly knew she wasn't comfortable with it. That has REALLY dark parallels to the real world. And the fact that it's revealed she is the same character as a woman we earlier saw screaming "Get you hands off me! No! No! No! No! AAAAAA!" makes that epiphany all the more chilling. You could call it cliche that a female villain's backstory was fleshed out with a sexual assault motif, but the addition doesn't feel like it flattens her character; it enriches it. It turns the descent downward into Aperture into not just an exploration of the factory's history, but as a metaphor for a descent into our main antagonist's subconscious. By writing Caroline and GLaDOS as a before and after picture of the same woman, GLaDOS's character arc extends beyond a simple story of the proud being humbled, and becomes an internal journey of confronting and processing trauma that she had long repressed. It's not a stereotypical "angry at a man" backstory, because Cave is long dead and the crux of the story is that all that's left is the destruction he caused. And the fact that Cave in his prime was this dashing enterpriser who made Science sound like a promised land, the fact that he's not a stereotypical creep, and that we can easily imagine how he got everyone to look the other way about all the death and how he managed to sweep Caroline off her feet, makes his dynamic with Caroline all the more lastingly relevant to things that are happening right now like #MeToo. If Valve had decided that it was worth the extra money and effort to hire a second voice actor, THAT WHOLE LAYER of meaning would be missing! Similarly, MAN AM I GLAD for that clipping error that prevented Wheatley from growing legs. His character would have been tragic either way, but in my mind the fact that his limitations aren't just cognitive but physical is a huge part of what makes him sympathetic. We understand why he becomes so power hungry because we first learn about how badly power STARVED he is. Even within a world of trapped characters, he's especially confined. He has no arms or legs, he can't move off a predetermined rail, and if he ever wants his freedom, he's at the mercy of a human who, let's face it, probably would leave him for dead the second she stopped needing him. The ever-presence of his disability paints a more compelling image in the audience's imaginations of how he watched every other test subject die. The way he reacts to surviving jumping off the rail and flying through the pneumatic tubes expresses just so much joy and gratitude for even the smallest taste of freedom, and makes him difficult to dislike even when you know what's going to happen next. His disability is what makes his turn to the dark side heartbreaking, because he hadn't thought that far ahead when deciding to replace GLaDOS, and the realization that Chell was going to walk free while all his efforts have amounted to him still being trapped, served as the catalyst for him rejecting freedom in favor of exercising control. After his turn to evil, we see Wheatley depicted as someone who is TERRIFIED of being perceived as vulnerable. And if we hadn't seen him lying on the ground begging you to pick him up and carry him, to not abandon him to lay paralyzed in that room forever, that later paranoia and machismo wouldn't mean the same thing. The fact that Cave pressured his (female, romantically involved) beleaguered assistant to become GLaDOS, and the fact that Wheatley can't move without the help of another person, are crucial details to how Portal 2 explores themes of hurt people hurting people. And this video reveals that neither were the result of creative descisions, but rather budgetary and technological constraints. Moral of the story? Creative limitations can sometimes be the best thing for the art.
Thanks for uploading this, I really wanted to listen to the commentaries but didn't REALLY want to play through large sections of the game again. Especially when there are many rooms without a commentary node in them.
13:50 you know that is pretty interesting so that was the E3 and the the final version it takes 4 months after the game was release for the PS3 perfect what this game is all E3 and the release of the game the same combination.
9:15 and this is next one was actually interesting it shows of what the developers of e3 demo well apparently this was actually found it in this video take a look ua-cam.com/video/G3AcDpM-l80/v-deo.html Now you remember how the voice actor was change right? Well according to the developers of valve and PlayStation studio want to make these voice change because this was never made to the cut you know it's really too bad how were the voice actor change of the game
hmm.. I think the impossible space is the moon. Also, I thought it was clever how, with the node about Wheatley's expressions, they actually demonstrated each thing that was mentioned. Anyway, thanks for this vid! :D
In response to 41:20- I wouldn't be so sure, Joel. Had you gone with the original ending and let Wheatley have a happy ending, people wouldn't hate him as much. Why, you ask? By punishing Wheatley, you cause players to believe that Wheatley really, truly deserved to be punished, which causes them to believe that Wheatley wasn't really corrupted and that he turned evil by choice. Wheatley never did anything wrong, due to his "intelligence dampening" programming, plugging him into the mainframe probably seemed like a genuinely good idea to him.
Benjamin Meijer That's what I thought, then I started reading angry Steam and UA-cam comment threads. People despise for turning evil even though GLaDOS has done far worse to them. I don't... I don't get people.
I've wanted to watch this for a while. This game is the love of my life, and I want to know everything about it, but I'm such a huge dweeb that I get anxiety attacks at the prospect of new information messing with my head-cannon. But I've popped my Valium, so let's learn about the greatest video game ever made, shall we?
Awesome job on this video! I just beat the game (I know, I'm late), and was hoping someone put up a commentary video so I didn't have to play all the way through again.
I think you missed one commentary node in "the return" I think it's in the last level. It's in a secret room above the puzzle room, you can see an opening in the wall which leads to stairs. Use the light trail to get there. If you featured it, i'm sorry, must've missed it. Great vid by the way, thanks! I'm playing thru the whole game again to get all the commentary cuz the game is just that fun.
It’s actually the part where Wheatley surrounds you with defective turrets. The room is bigger inside. And when looking from outside, you can’t see tubes going into the ceiling.
@shenaniganster For Portal 2, I use Fraps to record since I don't see any noticeable lags. Then I use Premiere to edit them (sharpen and brighten them up a bit if I need to) and save as FLV/F4V format. Then I upload to UA-cam.
3:14 I always just assumed this was pre-rendered with only a few lightweight physics props. Can anyone care to give me a TL;DR on why they would want to render this all in-engine? Unless I'm misunderstanding and the animations are baked in, I'm perceiving this as most of it is still rendered realtime. It seems oddly complex to me unless I'm completely misunderstanding. Wouldn't you just simulate/fine tune this in your animation software, break it up into a few meshes and go with that? Especially on an engine as unstable as Source.
I believe they are talking about using a mixture of the two. The coarse simulation, as they describe, took the movement of the room and the collisions and computed it. They then use the coarse simulations movement and collision data to calculate the fine simulations deforming of the room, and as the particular parts of the fine simulation are deformed, the anchors on the actual physics objects are broken, which essentially means they become active physics objects in the game. Basically, they ran the coarse simulation first, ran the fine one off of that, put the results into the game for all the movement data of all the parts, and then scripted the individual broken parts to break off at the specific points in time the fine simulation already figured out. So the two simulations were calculated ahead of time, but all of the physics objects only have their physics activate once they break off. That's how I'm interpreting it, and probably how they did it because it would save processing power. It's fucking valve though, so who knows, they're geniuses and they probably could've made it all real-time somehow. Tldr for my tldr, you're probably right, from someone who's studying game dev and has done physics simulations before (not to self promote but I have some cool shit on my channel lol)
Yes, in finale 2 (i think, maybe 3) The part, where Wheatley pulls an entire test chamber through the room ("death trap" with broken turrets) to destroy a catwalk. Sorry for the super late reply btw :/
It was determined a long time ago that it was the trap chamber Wheatley puts in your way while you're trying to get to his lair. The one where he puts in a bunch of turrets to try to kill you, forgetting they don't work because of your earlier sabotage. You can see it in this video: ua-cam.com/video/nEWqh2-dL3A/v-deo.html
"The team discovered through playtesting that smooth jazz was funny to all ages, genders and cultures" is such a powerful quote.
jazz is truly just human music
LOL
"I can be reached at G-A-B-E-N"
He learned his lesson.
*G-A-Y-B-E-N
I modified the sound files to say the Y.
Who is this Gay Ben?
😂
10:37 - This is one of my favourite commentaries, because of the way they animate Wheatley to show what she's talking about as she talks about it. And then at the end, when she says, "part human, part machine, all eye, and no brain", his eye goes wide in shock and then he glares!
I picked some of that up before, but I don't think I realized he was doing stuff the entire time until just now SuperVinlin
Actually, if you feel alarm, Wheatley, hold onto that feeling, as that is the normal reaction to learning you have no brain.
"excuse me what"
Noticed how he went and spelled out his email because in the last Portal, he said "Gay Ben@valvesoftware"
lmao
I thought it was because Gaben can be spelt Gayben(can it?) so I guess it was needed to spell it out. I might be wrong though.
He realized the memes and that's why he said "g-a-b-e-n@valvesoftware.com".
I wonder what would happen if I sent two emails to him, and promised an explanation of them in the third email, and never sent one?
You can hear him holding back laughter there
I kinda love how Glados origin story is purely unintentional and got the idea because they want to save the budget
21:42 fools! More Wheatley dialogue is always the better option.
* imo, wheatley dialouge is better XD
* i'm a wheatley fangirl, and i'm not afraid to admit it! :D
* i'm also proud because let's face it: everyone loves the sm0l core
21:53 this is good design, as far as I'm concerned. I intuitively felt this back in the day, but the fact that people actually sat down and thought about it shows to me what a masterpiece of art this is
Very professionally made video.
Also I see now that I'd waste a lot of time if I tried to play the entire game again to see all the comments.
JudgeDeadd Scrub
You missed out. This video doesn't have everything
It's so good to hear commentary from Game Developers who knew what they were doing. This was when our faith in good game design was rewarded, and while sacrifices had to be made in the final game, we still got a masterpiece in the end. If I were to meet one of the Developers, I would shake their hand.
I love these commentaries. I wish more games would do this.
8:27
That is linked_portal_door entity.
The impossible space is in the last chapter where a moving container crushes into the player's path.
huh when
@@aguyonyt1 Finale 2
The Turret Death Trap, Chamber 75 if you will
It's the one where you portal into a room with faulty turrets and Wheatly asks if they're silently killing you. The reason is because the room was a model when it moved to the player. They'd need to change the model rather than the level to make any changes to how they wanted to look so they just kept it as a impossible world area
Just finished this game today, I felt like my heart had been torn out. :-(
Not over yet. Coop! Custom chambers! Mods!
"To listen to a comentary, place the crosshair on the comentary node and press your use key" thanks for telling me as if i didn't just do
yeah, pretty much
This basically saved me several hours playing through the whole game again just to hear the commentaries. Thanks *so* much for putting this up!!!
35:55 **reads text**
"YOU HAD ONE JOB!"
What do you mean?
+Syrange13 The commentator says "and shake its little head" while the text says "and shake its head a little". Damn subtitles! This was important!
@@osparav woooosh
Wow thanks dude, that must have taken you really long. Really appreciate this... Thanks again!
Was anyone waiting for them to comment on Wheatley's umm... "reactions" when you solved his tests?
😳
😩
The fact that this comment is 8 years ago but the replies are only 1 month old suprises me
also yeah like - 😳😳
Thank you for doing this because i tried going through the game and finding all of them and i thought to myself...well no im to lazy (so thank you for allowing me to be lazy)
You forgot the commentary in the rat den in Chapter 3, Test Chamber 17
töster finally someone else found that out too
töster I think it’s an audio graph
Wow, the room destruction explanation made me go "bahhh?!" but what made me more amazed was knowing you aren't in that room at times, just what you see... Mind blown.
This is exactly what I was looking for. Thank you for your work, especially the time codes at the video description are very helpful. At first I wanted to play through the whole game again, but the fact that I can not save during commentary mode changed my mind.
Thanks for this video. I wanted to get the last commentary, but failed because I figured you had to get close to trigger it (at that point I was already being exploded). You provided the video in such a clear manner, with subtitles no less, and to top it off, you pointed out in the description where each commentary was. Thanks a bunch. I didn't quite want to replay the boss fight for a single commentary, because it's not as fun at ~15fps (game runs at ~30fps otherwise, here).
The commentary mode reveals so much genius behind the games. Things you didn't even notice before suddenly make sense
Having never developed a game more advanced then text adventures (back in the days of DOS) This was really interesting to watch, although you always see the end product of a game's design when playing it, learning the decision making, testing, and redesigning of it. How they connect the story telling to the game play aspect of it was fascinating to hear about while also seeing it at the same time.
Thank you very much for posting this.
"Some commentary nodes may take control of the game in order to show something to you."
Why does this sound like something GLaDOS could've said?
I have to argue a bit with Mike on the smooth jazz joke. The humour doesn't come from smooth jazz being funny by itself (since, after all, it's not); it comes from the contrast between the enthusiastic, positive jazz and the dilapidated and decaying environment, and the inevitable fate of the jazz. It's the same joke as the announcer.
Tumblr nose
Aww I was hoping someone might clarify if any of Wheatley's dialogue was ad libber by Merchant, it fits his style of comedy perfectly.
I've often wondered this as well. Wheatley pretty much talks the way Merchant always talks (minus certain types of swearing or rude jokes), which makes me wonder if he was involved in the writing, and/or did a lot of ad-libbing. I wouldn't be surprised.
Realm Lovejoy is the best name in existence.
Wheatley's test 11 was so difficult for me at 38:08 on first playthrough. No wonder they had to make it an open space.
5:39 I have no idea what any of that meant.
Ditto xD
It means when you see outside of the hotel room at the other boxes, youre not in the actual area, it''s more like a screen outside the room
Ooooohh, cool: thanks for summing it up FletchFTW4413! I've actually heard of that, 3D skybox I think :D
Unfortunately, no it doesn't. I've no-clipped out of the hotel room during the ride and was in the giant part of the map that is the facility, but was automatically in sync with the capsule, even while noclipping.
@@ShaggySimple I noticed that too when I was fooling around with that map. Noclipping probably just changes your viewpoint without changing your actual position. Remember, the player is actually stuck inside a virtual room; it has the same base shapes as the rendered container, but all it does is compute player navigation. Your viewpoint is "parented" to the simulation transform, so that you're seeing the rendered container despite not really being inside it. The viewpoint is probably programmed to change in sync with the rendered container. When you noclip, you're just changing your viewpoint position without changing its trajectory. At least, that's my explanation, as someone who knows almost nothing about it. The only thing I _am_ sure of is that greenfrog12 is correct in their explanation; during the container ride, you're not actually inside the container that you're seeing.
Thank you soooo much for this video. A thousand thank yous for the detailed description as well.
I just needed to hear the last one, thanks so much, great job
Same
I was looking for something like this! You're awesome!
20:11
Damn, valve is really throwing some shit at haters.
The sad thing is they probably couldn't do it now.
i dont think this is saying what you think this is saying
@@Qaerus ...you know that they made that decision to be more inclusive & not less inclusive right? Generally being more inclusive is a left leaning idea, so wtf are you talking about.
Huh, Turns out I already knew most of this already. I'm proud of myself to learn that the satire of industrialization WAS highly intentional on the part of the creators.
One thing I love about this game is how many of the brilliant artistic choices came out of limitations you wouldn't expect.
For a character that barely has any lines, Caroline is fascinating. She clearly was in love with Cave, but he didn't appreciate her. And over time, a relationship that seems "a little off" reveals itself to be downright violent. I mean deleted dialogue aside, Cave made a descision about his girlfriend's body when he explicitly knew she wasn't comfortable with it. That has REALLY dark parallels to the real world. And the fact that it's revealed she is the same character as a woman we earlier saw screaming "Get you hands off me! No! No! No! No! AAAAAA!" makes that epiphany all the more chilling. You could call it cliche that a female villain's backstory was fleshed out with a sexual assault motif, but the addition doesn't feel like it flattens her character; it enriches it. It turns the descent downward into Aperture into not just an exploration of the factory's history, but as a metaphor for a descent into our main antagonist's subconscious. By writing Caroline and GLaDOS as a before and after picture of the same woman, GLaDOS's character arc extends beyond a simple story of the proud being humbled, and becomes an internal journey of confronting and processing trauma that she had long repressed. It's not a stereotypical "angry at a man" backstory, because Cave is long dead and the crux of the story is that all that's left is the destruction he caused. And the fact that Cave in his prime was this dashing enterpriser who made Science sound like a promised land, the fact that he's not a stereotypical creep, and that we can easily imagine how he got everyone to look the other way about all the death and how he managed to sweep Caroline off her feet, makes his dynamic with Caroline all the more lastingly relevant to things that are happening right now like #MeToo. If Valve had decided that it was worth the extra money and effort to hire a second voice actor, THAT WHOLE LAYER of meaning would be missing!
Similarly, MAN AM I GLAD for that clipping error that prevented Wheatley from growing legs. His character would have been tragic either way, but in my mind the fact that his limitations aren't just cognitive but physical is a huge part of what makes him sympathetic. We understand why he becomes so power hungry because we first learn about how badly power STARVED he is. Even within a world of trapped characters, he's especially confined. He has no arms or legs, he can't move off a predetermined rail, and if he ever wants his freedom, he's at the mercy of a human who, let's face it, probably would leave him for dead the second she stopped needing him. The ever-presence of his disability paints a more compelling image in the audience's imaginations of how he watched every other test subject die. The way he reacts to surviving jumping off the rail and flying through the pneumatic tubes expresses just so much joy and gratitude for even the smallest taste of freedom, and makes him difficult to dislike even when you know what's going to happen next. His disability is what makes his turn to the dark side heartbreaking, because he hadn't thought that far ahead when deciding to replace GLaDOS, and the realization that Chell was going to walk free while all his efforts have amounted to him still being trapped, served as the catalyst for him rejecting freedom in favor of exercising control. After his turn to evil, we see Wheatley depicted as someone who is TERRIFIED of being perceived as vulnerable. And if we hadn't seen him lying on the ground begging you to pick him up and carry him, to not abandon him to lay paralyzed in that room forever, that later paranoia and machismo wouldn't mean the same thing.
The fact that Cave pressured his (female, romantically involved) beleaguered assistant to become GLaDOS, and the fact that Wheatley can't move without the help of another person, are crucial details to how Portal 2 explores themes of hurt people hurting people. And this video reveals that neither were the result of creative descisions, but rather budgetary and technological constraints. Moral of the story? Creative limitations can sometimes be the best thing for the art.
She’s not his girlfriend. Being his secretary doesn’t mean that they have even have an affair.
@@vinccool96 Yes it's more fanon than canon. But like... come on. Cave is such a creep. We all know what he was up to.
@@heathercalun4919 He was a weirdo, but nothing said that he was creeping on her.
Thanks so much man i'm doing a project on Half-Life and I needed this as a quote but i lended my copy to a friend. you win the internet.
Thanks for uploading this, I really wanted to listen to the commentaries but didn't REALLY want to play through large sections of the game again. Especially when there are many rooms without a commentary node in them.
!thank you! this means alot to me!
13:50 you know that is pretty interesting so that was the E3 and the the final version it takes 4 months after the game was release for the PS3 perfect what this game is all E3 and the release of the game the same combination.
9:15 and this is next one was actually interesting it shows of what the developers of e3 demo well apparently this was actually found it in this video take a look
ua-cam.com/video/G3AcDpM-l80/v-deo.html
Now you remember how the voice actor was change right? Well according to the developers of valve and PlayStation studio want to make these voice change because this was never made to the cut you know it's really too bad how were the voice actor change of the game
Thanks for the quality of your video and for representing the dev commentary in such an unobtrusive way.
You're welcome! :-)
Thank you so much for posting this! It is much easier than going through all the levels and watching them :)
40:30
Good Guy VALVe, always helping players out.
This was a great video to see all of the commentary.
thank you so much for this
This feels like an era long past...
Thank you so much! It was getting tedious trying to go through the game agian.
The part where wheatley fails to kill you with turrets. The outside of the chamber had no tube, the inside had.
25:52 one of the most underrated jokes in the game ngl
Thank you SO much for making this :)
Thanks man, this is great!
awesome! can't thank you enough for this video!
hmm.. I think the impossible space is the moon. Also, I thought it was clever how, with the node about Wheatley's expressions, they actually demonstrated each thing that was mentioned. Anyway, thanks for this vid! :D
i personally think that it's the scene where you fall down to old aperture
In response to 41:20-
I wouldn't be so sure, Joel. Had you gone with the original ending and let Wheatley have a happy ending, people wouldn't hate him as much. Why, you ask? By punishing Wheatley, you cause players to believe that Wheatley really, truly deserved to be punished, which causes them to believe that Wheatley wasn't really corrupted and that he turned evil by choice. Wheatley never did anything wrong, due to his "intelligence dampening" programming, plugging him into the mainframe probably seemed like a genuinely good idea to him.
***** But... People don't hate him though
Benjamin Meijer That's what I thought, then I started reading angry Steam and UA-cam comment threads. People despise for turning evil even though GLaDOS has done far worse to them.
I don't... I don't get people.
***** Go back and listen to Steven Merchant's dialogue and tell me with a straight face that you sense no emotion in his voice.
Yeah the ending did seem a bit backward to me, we like Wheatley and we don't like GLaDOS, for the most part, so why is she the one that saves you?
because of Caroline
I've wanted to watch this for a while. This game is the love of my life, and I want to know everything about it, but I'm such a huge dweeb that I get anxiety attacks at the prospect of new information messing with my head-cannon. But I've popped my Valium, so let's learn about the greatest video game ever made, shall we?
Since I like hard puzzle games, I'd like to see the original "fizzler intro" map.
You missed one! In chamber 17's ratman den there's one that just plays high pitched beeping
Great job, thanks!
great video sir im glad u mad it
first comment
way better than playing it all again. thanks
I love the end where Wheatley block your way to the commentary node.
it baffles me that they took a lot of time on the first sequence especially the ride destruction. That's computer science for you.
you missed one in the ratmen den the one with a painting of chell in it it clicks and dailtones
Awesome job on this video! I just beat the game (I know, I'm late), and was hoping someone put up a commentary video so I didn't have to play all the way through again.
Hey you're never too late! I just finished the game last night and I'm so obsessed with it
Oh.. how much I do love Bob.... :)
These guys are geniuses.
This is great, thanks.
I tried to get the last one three times until i decided to just come here and watch you get it.
92.4875 days later: 'We finished the intro!!'
I wonder how long it will take for Half-Life 3 to come out. New engine, new visuals... God damn...
Does Half-Life: Alyx count?
Karen Prell sounds like she's really enjoying herself.
Thx I beat the normal campaign, so I was going to do this BUT I DIDN'T KNOW U WOULD HAVE TO START IT OVER
11:30 Wheatley "waggles his eyebrows" at the player XD
I think Gabe Newell got tired of the whole "Gaben" meme haha.. notice how he spelled it out g-a-b-e-n? XDDDD
You can hear that by just taking the radio in the Ratman den in the Aerial Faith Plate chamber.
39:00 the bitch-chamber I won't forget. That one took me two days to figure out, and the one before at least an hour. I know, I'm pretty dumb lol.
Thanks For doing this :)
Subbed :D
They say that some commentarys change the game but i never see it
I think you missed one commentary node in "the return" I think it's in the last level. It's in a secret room above the puzzle room, you can see an opening in the wall which leads to stairs. Use the light trail to get there. If you featured it, i'm sorry, must've missed it. Great vid by the way, thanks! I'm playing thru the whole game again to get all the commentary cuz the game is just that fun.
Go to Options, Click Audio, and Close Captioning ... u can change that to subtitles only or full captions.
@G54Wins Go to singleplayer, then click developer commentary, then choose the chapter you want to play on...
Did i really just watch the whole thing? =O
Bruh i died to some bs in old aperture and it sent me back to the beginning of the chapter
The 'carp-turret' ambush, apparently.
Thank you
Just found out, the impossible space is probably (according to someone else) the incinerator shaft. :)
It’s actually the part where Wheatley surrounds you with defective turrets. The room is bigger inside. And when looking from outside, you can’t see tubes going into the ceiling.
@shenaniganster For Portal 2, I use Fraps to record since I don't see any noticeable lags. Then I use Premiere to edit them (sharpen and brighten them up a bit if I need to) and save as FLV/F4V format. Then I upload to UA-cam.
@crocen0 Bayonetta. Also beat Portal 2 by a few years. You also get to punch your enemy into the Sun, so there's that, too.
the gametesters get 60 dollars. in cash
3:14 I always just assumed this was pre-rendered with only a few lightweight physics props. Can anyone care to give me a TL;DR on why they would want to render this all in-engine?
Unless I'm misunderstanding and the animations are baked in, I'm perceiving this as most of it is still rendered realtime. It seems oddly complex to me unless I'm completely misunderstanding. Wouldn't you just simulate/fine tune this in your animation software, break it up into a few meshes and go with that? Especially on an engine as unstable as Source.
I believe they are talking about using a mixture of the two. The coarse simulation, as they describe, took the movement of the room and the collisions and computed it. They then use the coarse simulations movement and collision data to calculate the fine simulations deforming of the room, and as the particular parts of the fine simulation are deformed, the anchors on the actual physics objects are broken, which essentially means they become active physics objects in the game. Basically, they ran the coarse simulation first, ran the fine one off of that, put the results into the game for all the movement data of all the parts, and then scripted the individual broken parts to break off at the specific points in time the fine simulation already figured out. So the two simulations were calculated ahead of time, but all of the physics objects only have their physics activate once they break off. That's how I'm interpreting it, and probably how they did it because it would save processing power. It's fucking valve though, so who knows, they're geniuses and they probably could've made it all real-time somehow. Tldr for my tldr, you're probably right, from someone who's studying game dev and has done physics simulations before (not to self promote but I have some cool shit on my channel lol)
@FearTheBeans The early trailers showed some vacuum tubes but I don't remember seeing them in the single player.
Yes, in finale 2 (i think, maybe 3)
The part, where Wheatley pulls an entire test chamber through the room ("death trap" with broken turrets) to destroy a catwalk.
Sorry for the super late reply btw :/
Amusingly the fact that smooth jazz is funny to all ages, genders, and cultures is also funny to all ages, genders, and cultures.
@Sporademus465 Go to Options, Click Audio, and Close Captioning ... u can change that to subtitles only or full captions.
Is it sad that I went through the whole last chapter twice before I realized I could activate the final node from a distance?
You forgot one in test chamber 17
5:31 92.4875...days.... 3 months just to _render_ that 💩...holey shiitake mushrooms ..
What about that untouched node under Wheatley at the end though? 👀
Did anyone else figure out where that "impossible space" was in the game?
It was determined a long time ago that it was the trap chamber Wheatley puts in your way while you're trying to get to his lair. The one where he puts in a bunch of turrets to try to kill you, forgetting they don't work because of your earlier sabotage. You can see it in this video: ua-cam.com/video/nEWqh2-dL3A/v-deo.html
@ThegreatSilver :-) You're welcome
@Nyxlave I agree. I had to play the last chapter 3x to figure that out.