Difference between revisions of "Core Hub Era"

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(Added details about slowfields and bullet time)
(Added info to the summary)
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In the versions of ''Portal 2'' that were conceived during the early periods of this era, '''Chell''' did not return in the role of the player character as the writers believed that her story was self-contained and had been completed in ''Portal''. Instead, the player character at this point was '''Mel'''. However, Mel ended up being replaced by Chell after playtesters disliked that '''GLaDOS''' did not recognize or remember them.
 
In the versions of ''Portal 2'' that were conceived during the early periods of this era, '''Chell''' did not return in the role of the player character as the writers believed that her story was self-contained and had been completed in ''Portal''. Instead, the player character at this point was '''Mel'''. However, Mel ended up being replaced by Chell after playtesters disliked that '''GLaDOS''' did not recognize or remember them.
* The team behind ''Tag: The Power of Paint'' joined Valve during this era
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After the team behind ''Tag: The Power of Paint'' joined Valve in the summer of 2009 to implement their paint mechanics, the flaws of ''Portal 2'' started to become apparent. The game at this point had six different testing tracks that made it challenging to maintain a reasonable difficulty curve, relied heavily on the nearly indistinguishable personality cores, and had no settings other than the destroyed test chambers. For these reasons, Valve decided to abandon the Core Hub and rework ''Portal 2'''s story.
 
=== Aftermath ===
 
=== Aftermath ===
 
While the Core Hub was scrapped in favor of a more linear experience, the idea of the game centering around the personality cores survived much longer and persisted into the [[Multi-Core Era|'''Multi-Core Era''']]. The idea of a hub world was reworked into ''Portal 2'''s co-op campaign, albeit without the nonlinear aspect.
 
While the Core Hub was scrapped in favor of a more linear experience, the idea of the game centering around the personality cores survived much longer and persisted into the [[Multi-Core Era|'''Multi-Core Era''']]. The idea of a hub world was reworked into ''Portal 2'''s co-op campaign, albeit without the nonlinear aspect.

Revision as of 10:44, 16 September 2023

A screenshot of the Core Hub and the Morgan Freeman Sphere

The Core Hub Era was a period of Portal 2's development that demonstrated Valve's second attempt at creating a follow-up to Portal. This period is characterized by the Core Hub, a hub world that allowed for the player to progress through the game's six testing courses in any order.[1]

Summary

The Core Hub Era began in January 2009 and displays Valve's earliest efforts to write a story for Portal 2 that took place after the events of Portal. Though Valve had succeeded in creating a large number of new features and test chambers for Portal 2 during the Experimental Era, the writers still had no solid foundations for the game's story. That was until they were inspired to base the game around the personality cores and their interactions with the player.

In the versions of Portal 2 that were conceived during the early periods of this era, Chell did not return in the role of the player character as the writers believed that her story was self-contained and had been completed in Portal. Instead, the player character at this point was Mel. However, Mel ended up being replaced by Chell after playtesters disliked that GLaDOS did not recognize or remember them.

After the team behind Tag: The Power of Paint joined Valve in the summer of 2009 to implement their paint mechanics, the flaws of Portal 2 started to become apparent. The game at this point had six different testing tracks that made it challenging to maintain a reasonable difficulty curve, relied heavily on the nearly indistinguishable personality cores, and had no settings other than the destroyed test chambers. For these reasons, Valve decided to abandon the Core Hub and rework Portal 2's story.

Aftermath

While the Core Hub was scrapped in favor of a more linear experience, the idea of the game centering around the personality cores survived much longer and persisted into the Multi-Core Era. The idea of a hub world was reworked into Portal 2's co-op campaign, albeit without the nonlinear aspect.

Gameplay

During the Core Hub Era, Portal 2 had six testing courses that were each related to a different game mechanic (e.g., lasers, slowfields, and aerial faith plates). As part of the nonlinear element that made this era unique, the testing courses could be completed in any order.

Slowfields and Bullet Time

Slowfields, also known as Aperture Science Self Esteem Fields, were experimented with during this time. Passing through a slowfield would slow time, giving the player extra time to place portals and react to puzzles that would normally require quick reflexes. A folder named portal_slowfield exists in retail Portal 2's vscripts folder and contains scripts related to slowfields.

A similar mechanic known as bullet time was also tested and actually might have been an earlier version of the slowfields. Josh Weier explained that bullet time could be activated by pressing a button (presumably on the keyboard) and that the feature was scrapped due to not fitting in with the rest of the game.[2]

Story

A screenshot of the destroyed GLaDOS

"You have breached the central core of the Aperture Science Genetic Lifeform and Disk Operating System. Pre-Apocalypse, this would have been an act of criminal trespass and an opportunity for you to go to prison. As it is, however, this is a rare opportunity for you to become an honorary Aperture Scientist. Do you see a power object? The Enrichment Center invites you to pick up the power object and plug it in. Something will happen. Something wonderful."

—GLaDOS's prerecorded messages, urging the player to reactivate her
  • The player awakens inside the relaxation vault[3]
  • Prerecorded GLaDOS messages guide the player through destroyed, overgrown test chambers from Portal
  • When reaching GLaDOS's chamber, the player is urged to reactivate her
  • The player is tasked with finding different personality cores to repair her
  • Personality cores are "battling" for control of Aperture
  • GLaDOS slowly regains memory and remembers Chell[2]
  • "Roast beef dinner" sequence where a jealous GLaDOS scolds the player for "cheating on her" with one of the personality cores (maybe Multi-Core Era?)

Characters

  • Mel (early) / Chell (late)
  • GLaDOS
  • Aquarium Sphere
  • Paranoid Sphere (early) / Morgan Freeman Sphere (late)
  • Pendleton
  • Quint Sphere

Game Files

Lines

The .nut files in Portal 2\portal2\scripts\vscripts\choreo\demo hold a large number of unused lines that are related to the Core Hub Era.

PreHub02

SceneTable Line .vcd
PreHub02BrokenChamber0101 GLaDOS: "Well done! The Enrichment Center reminds you that although circumstances may appear bleak, you are not alone." scenes/npc/glados/PreHub49.vcd
PreHub02BrokenChamber0102 GLaDOS: "Please note that this is NOT a guarantee, as you may, in fact, be the last man or woman on Earth." scenes/npc/glados/PreHub50.vcd
PreHub02Chamber01Entry01 GLaDOS: "If the Earth is currently governed by a manner of animal-king, sentient cloud or other governing body that either refuses to or is incapable of listening to reason..." scenes/npc/glados/PreHub45.vcd
PreHub02Chamber01Entry02 GLaDOS: "The Enrichment Center will compensate you for any retribution you may suffer as a result of performing this next test." scenes/npc/glados/PreHub46.vcd
PreHub02HubInstructions01 GLaDOS: "You have breached the central core of the Aperture Science Genetic Lifeform and Disk Operating System." scenes/npc/glados/HubStage01a01.vcd
PreHub02HubInstructions02 GLaDOS: "Pre-Apocalypse, this would have been an act of criminal trespass and an opportunity for you to go to prison" scenes/npc/glados/HubStage01a02.vcd
PreHub02HubInstructions03 GLaDOS: "As it is, however, this is a rare opportunity for you to become an honorary Aperture Scientist." scenes/npc/glados/HubStage01a03.vcd
PreHub02HubInstructions04 GLaDOS: "Do you see a power object? The Enrichment Center invites you to pick up the power object and plug it in." scenes/npc/glados/HubStage01a04.vcd
PreHub02HubInstructions05 GLaDOS: "Something will happen. Something wonderful." scenes/npc/glados/HubStage01a05.vcd

Glados01

SceneTable Line .vcd
Glados01GladosWakeUp01 GLaDOS: "Thank you for reactivating your Enrichment Center Test Supervisor. Aperture Science is grateful for your help." scenes/npc/glados/BOOTUP_SEQUENCE01.vcd
Glados01GladosWakeUp02 GLaDOS: "Running environment scan." scenes/npc/glados/BOOTUP_SEQUENCE04.vcd
Glados01GladosWakeUp03 GLaDOS: "Available test subjects: [BING] one." scenes/npc/glados/BOOTUP_SEQUENCE08.vcd
Glados01GladosWakeUp04 GLaDOS: "Uploading personality program." scenes/npc/glados/BOOTUP_SEQUENCE12.vcd
Glados01GladosWakeUp05 GLaDOS: "Warning: Personality program is eighty-nine percent corrupted." scenes/npc/glados/BOOTUP_SEQUENCE13.vcd
Glados01GladosWakeUp06 GLaDOS: "Reactivation in three. Two. One." scenes/npc/glados/BOOTUP_SEQUENCE02.vcd
Glados01GladosWakeUp07 GLaDOS: "Welcome to the Aperture Science Enrichment Center." scenes/npc/glados/BOOTUP_SEQUENCE16.vcd
Glados01GladosWakeUp08 GLaDOS: "Let’s get to know each other." scenes/npc/glados/BOOTUP_SEQUENCE17.vcd
Glados01GladosWakeUp09 GLaDOS: "How are you? I’M not crazy. This water cooler water is excellent. Mm!" scenes/npc/glados/BOOTUP_SEQUENCE18.vcd
Glados01GladosWakeUp10 GLaDOS: "Well, enough small talk, let’s test." scenes/npc/glados/BOOTUP_SEQUENCE19.vcd

Gallery

References

  1. DidYouKnowGaming (2022). "Portal 2's Cut Content (Exclusive)". Youtube.
  2. 2.0 2.1 Weier, Josh (2022). "Josh Weier Interview". Kiwi Talkz (Interview). YouTube.
  3. Faliszek, Chet & Wolpaw, Erik (2012). Portal 2: Making a Sequel to a Game That Doesn't Need One. Game Developers Conference. "Early Test Intro".
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Experimental Era
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