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Go through the first portal. Place the same portal as the previous under the High Energy Pellet Catcher, and pass through it. Fire the first portal under the pellet Emitter, then wait for the pellet to reach the catcher. Look above the door now open : there is a portal-conductive panel. Place a portal onto, and then put the portal on the floor.


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Portal 2 - Bonus 1 - All Final Boss Dialogue!

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Portal 2 Mappack is just a mappack for the original game Portal. This will just have 4 different chambers, it's not a huge mappack. This is just for fun until the upcoming game Portal 2. You will start in the room with 4 different portal machines that create portals to each chamber. When you.


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Lets Play Portal, Bonus 2: Advanced Chambers 16 & 17

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Portal is a single-player first-person action/puzzle video game that consists primarily of a series of puzzles which must be solved by teleporting the player's character and other objects using the Aperture Science Handheld Portal Device (the "portal gun") a unit that can create an inter-spatial portal between flat planes.


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The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, trophies, and secrets for Portal 2 for PlayStation 3 (PS3).


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Salut à tous ! Aujourd'hui, un bonus sur le jeu Portal 2, dans lequel on doit résoudre des énigmes (souvent à base de portails et de popopop). On teste deux salles créées par Ralpha_230.


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The game, set in the desolate, labyrinthine Aperture Science facility, challenges the player to navigate test chambers created by the artificial money for old mp3 playersusing a portal gun, a device able to create portals that link two points in space like a.
The game expands on the original by adding new puzzle elements, such as paint that imparts properties to surfaces, plates that can launch the player and objects over distances, tractor beams and bridges made of light.
The game's music includes original scores composed by Valve'sand two original songs provided by and the band.
The bulk of the music was released as a freely-available download across three volumes, entitled Songs to Test By, and later in a four-disc retail Collector's edition that included music from Portal.
Coulton wrote a new song for the game's ending credits, "Want You Gone", also written from GLaDOS's viewpoint.
Coulton had discussed with about whether an ending song would be necessary, and how they could create "an emotional moment" comparable to "Still Alive", back in 2009 when Portal 2 's ending was not yet determined.
Other options were considered, such as several "joke songs" and false endings money for old mp3 players the game.
Ultimately the game's finale, where GLaDOS effectively "breaks up" with Chell, was set by the last quarter of 2010, and Coulton played the game as it had been developed to that point to generate ideas.
Elements of the ending, such as Chell being told to leave Aperture with the door slamming behind her, led to the development of main chorus line "I used to want you dead, but now I only want you gone.
In addition to its inclusion in the Portal 2 soundtrack, a version of "Want You Gone" as sung by Coulton appears on his 2011 album.
The indie rock band provided another original song, ""; its lyrics were composed by the group and reviewed by Valve to ensure they fit with the tone of one of the Rattmann's dens, where it appears in-game.
The National had expressed an interest in doing music for Valve to Bug Music, their publishing label, which the label forwarded on to Valve in discussing other music opportunities for the game.
Valve and Bug Music identified that The National would fit well into Portal 2, as their "raw and emotive music evokes the same visceral reactions from its listeners that Portal does from its players" according to Bug Sa bonus ball statistics spokesperson Julia Betley.
The song is considered by to be a bonus portal 2, this web page ballad" similar to the band's song "Think You Can Wait" used in the film.
After the game's release, Valve and The National ran a contest encouraging users to create their own music video for "Exile Vilify", offering as prizes Valve merchandise and a guitar signed by members of the band.
Of 320 videos submitted, Valve ultimately awarded two videos first prize.
One video featured a that "had nothing to do with Portal" but "managed to beautifully capture the spirit of the song", while the other provided an animated retelling of the comic.
In keeping with the theme from Portal, Morasky wanted to create music that kept an "old future through a new lens" approach, such as by using minimalist electronic piano or mangled.
He also wanted to create music that would sound like it would have been composed by a computer, citing the use of "stiff arpeggios, math-like voice leading, odd rhythm patterns money for old mp3 players whole tone scales" as a means to achieve this.
Morasky also incorporated the briefly-seen singing turrets—all voiced by McLain— in the piece "Cara Mia Addio!
Except for McLain's vocals, all read article music is based on synthesized or sampled sounds, and even with McLain, her voice was resampled to make it sound like a computer.
Morasky created music, which is generated in real time based on the player's actions.
This type of music system was based on the previous success of incidental music used in the series, and was developed to create a generalized platform for reuse in future Valve productions.
Such music is generated by the player's interaction with money for old mp3 players puzzle objects in the test chambers, such as launching from an Aerial Faith Plate.
Morasky designed the procedure to build out the music 1000 an bonus as the player completed more of each puzzle.
Morasky also saw this as a means to provide experimentation to the player, exploring both space and timing of events to alter the composition of the music.
Morasky claims that one piece of music "only repeats itself every 76,911 years, 125 days, 7 hours, 56 minutes and 30.
Morasky designed this dynamic music as a reward for successfully completing puzzles.
The soundtrack was released freely to the Internet volume-by-volume between May and September 2011.
Along with the soundtrack, Valve included several Portal 2-themed ringtones.
Title Writer s Length 1.
Title Writer s Length 1.
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Three of the discs include the music already available listed abovewhile the fourth disc includes songs from Portal.
A mini-comic, "Turret Lullaby", is also included.
Portal 2 Soundtrack: Songs to Test By Collector's Edition — Bonus Disc No.
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Alyssa Grimley of the praised Morasky's composing of the soundtrack and called it an "understated genius".
She also praised Jonathan Coulton's song "Want You Gone" for the way in which it reflects the changed spirit of GLaDOS when compared to "Still Alive" from the first game.
Kirk Hamilton of listed Portal 2 as possessing one of the best musical scores in video games for 2011, praising both the composed songs and the dynamically-generated elements.
For the 2011both "Want You Gone" and "Exile Vilify" were nominated for "Best Song in a Game", while the soundtrack was nominated for "Best Original Score".
Portal 2 's soundtrack was awarded for "Outstanding Achievement in Original Music Composition" at the 15th Annual.
The game was awarded the "Best Audio" 2012.
The Game Audio Network Guild awarded Portal 2 with the "Best Interactive Score" along withand "Best Original Vocal - Pop" for "Want You Gone".
The Final Hours of Portal 2.
Also available as iPad or Steam application.
Archived from on 2011-09-04.
By using this site, you agree to the and.
Wikipedia® is a registered trademark of thea non-profit organization.

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Factum Solus: Episode 2 [Mod] Posted about 6 years ago; 12 downloads; Player play as Chell from Portal, but in a totally new universe where the Aperture center is not controlled by GLaDOS but an AI called Ben. As the player goes through new creative and well thought out puzzles, she discovers that there is someone watching


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It was released in April 2011 for, and.
The digital PC version is distributed online by Valve's service, while all retail editions were distributed by.
Like the original 2007players solve puzzles by placing and teleporting between them.
Portal 2 adds features including tractor beams, lasers, light bridges, and paint-like gels that alter player movement or allow portals to be placed on any surface.
In the campaign, players controlwho navigates the dilapidated during its reconstruction by the supercomputer ; new characters include robot and Aperture founder.
In the new cooperative mode, players solve puzzles together as robots Atlas and P-Body both voiced by.
Valve announced Portal 2 in March 2010, and promoted it with including thea collaboration with several.
After release, Valve released and a simplified to allow players to create and share levels.
Portal 2 received acclaim for its gameplay, balancedpacing,writing, and acting.
It has been described as one of the by numerous publications and critics.
Portal 2 challenges the player to use teleportation to traverse obstacle courses.
The player's speed does not change upon passing through portals.
In this example, the vertical velocity of the falling character is converted into horizontal velocity by the portal.
Portal 2 is a first-person perspective puzzle game.
The player takes the role of in the campaign, as one of two robots—Atlas and P-Body—in the cooperative campaign, or as a simplistic humanoid icon in community-developed puzzles.
These four characters can explore and interact with the environment.
Characters can withstand limited damage but will die after sustained injury.
There is no penalty for falling onto a solid surface, but falling into bottomless pits or toxic pools kills the player character immediately.
When Chell dies in the single-player game, the game restarts from a recent ; in the cooperative game, the robot shortly afterwards bonus portal 2 restarting the puzzle.
The goal of pity, queen of atlantis slot bonus sorry campaigns is to explore the Aperture Science Laboratory—a complicated, malleable mechanized maze.
While most of the game takes place in modular test chambers with clearly defined entrances and exits, other parts occur in behind-the-scenes areas where the objective is less clear.
The initial tutorial levels guide the player through the general movement controls and illustrate how to interact with the environment.
The player must solve puzzles using the 'portal gun' or 'Aperture Science Handheld Portal Device', which can create two portals connecting two distant surfaces depicted as matte white, continuous, and flat.
Characters can use these portals to move between rooms or to "fling" objects or themselves across a distance.
Outlines of placed portals are visible through walls and other obstacles for easy location.
Game elements include Thermal Discouragement BeamsExcursion Funnelsand Hard Light Bridges, all of which can be transmitted through portals.
Aerial Faith Plates launch the player or objects through the air and sometimes into portals.
The player must disable or avoid their line of sight.
The Weighted Storage Cube has been redesigned, and there are new types: Redirection Cubes, which have prismatic lenses that redirect laser beams, spherical bonus slot machine, an antique version of the Weighted Storage Cube used in the underground levels, and a cube-turret hybrid created by Wheatley after taking control of Aperture.
The heart-decorated Weighted Companion Cube reappears briefly.
Early demonstrations included Pneumatic Diversity Vents, shown to transport objects and transfer suction power through portals, but these do not appear in the final game.
All of these game elements open locked doors, or help or hamper the character from reaching the exit.
Paint-like gels which are dispensed from pipes and can be transported through portals impart certain properties to surfaces or objects coated with them.
Players can use orange Propulsion Gel to cross surfaces more quickly, blue Repulsion Gel to bounce from a surface, and white Conversion Gel to allow surfaces to accept portals.
Only one type of gel can affect a certain surface at a time.
Some surfaces, such as grilles, cannot be coated with a gel.
Water can block or wash away phrase dafabet skrill bonus right!, returning the surface or object to its normal state.
The game includes a two-player cooperative mode.
Two players can use the same console with aor can use a separate computer or console; Microsoft Windows, Mac OS X, and PlayStation 3 users can play with each other regardless of platform.
Both player-characters are robots that control separate portal guns and can use the other character's portals.
Each player's portals source of a different color scheme, whereof one is blue and purple and the other is orange and red.
A calibration chamber separates the characters to teach the players to use the communication tools and portals.
Most later chambers are less structured and require players to use both sets of portals for laser or funnel redirection, launches, and other maneuvers.
The game provides voice communication between players, and online players can temporarily enter a split-screen view to help coordinate actions.
Players can "ping" to draw the other player's attention to walls or objects, start countdown timers for synchronized actions, and perform joint gestures such as waving or hugging.
The game tracks which chambers each player has completed and allows players to replay chambers they have completed with new partners.
Portal 2 's lead writer estimates each campaign to be about six hours long.
Portal 2 contains from the game developers, writers, and artists.
The commentary, accessible after completing the game once, appears on node icons scattered through the chambers.
According to Valve, each of the single-player and cooperative campaigns is 2 to 2.
The events in Portal take place between the and Half-Life games, while most of Portal 2 is set "a long time after" the events in Portal and Half-Life 2.
Before Portal, conducted experiments to determine whether human subjects could safely navigate dangerous "test chambers", until thegoverning the laboratory, killed its employees.
At the end of the first game the protagonist destroys GLaDOS and momentarily escapes the facility, but is dragged back inside by an unseen figure later identified by writer Erik Wolpaw as the "Party Escort Bot".
A shows estranged Aperture Science employee Doug Rattmann, who used graffiti to guide the player in Portal, placing Chell into to save her life, until the beginning of Portal 2.
The complex has become dilapidated and is on the verge of collapse.
Wheatleyaguides her through the old test chambers in an attempt to escape.
They accidentally reactivate the dormant GLaDOSwho separates Chell from Wheatley and begins rebuilding the laboratory.
Potatoes are a of Portal 2.
Wheatley attaches GLaDOS's core personality to a while he takes over the Aperture Science facility GLaDOS subjects Chell to new tests until Wheatley helps her escape again.
They sabotage the Aperture manufacturing plants, then confront GLaDOS and perform a "core exchange", replacing her with Wheatley as the laboratory's controller.
Wheatley, driven mad with power, attaches GLaDOS's personality core to a.
there bonus is a baby tells Chell that Wheatley was designed as an "intelligence dampening core" producing illogical thoughts, created to hamper her own personality.
Infuriated, Wheatley drops Chell and GLaDOS through an elevator shaft to the laboratories' lowest levels.
Chell retrieves GLaDOS and they form a reluctant partnership to stop Wheatley before his incompetence destroys the complex.
Ascending through laboratories built in the 1960s, 70s and 80s, they discover audio recordings by Aperture founder ; the recordings reveal how Aperture slowly lost money and prestige, and that Johnson was poisoned by used to manufacture portal-conductive surfaces.
His last request was for the mind of his assistant Caroline McLain to be transferred to an advanced computer designed to store a human consciousness, which he had previously commissioned for himself, creating GLaDOS.
GLaDOS is troubled by the discovery.
Chell and GLaDOS return to the modern chambers and navigate Wheatley's test chambers.
Chell attaches three corrupted personality cores to Wheatley and prepares to restore GLaDOS as controller.
However, Wheatley destroys the button needed to activate the transfer, and the facility begins to self-destruct.
When the roof collapses, Chell places a portal on the.
She and Wheatley are pulled into the vacuum of space while GLaDOS reasserts her control.
GLaDOS retrieves Chell and Wheatley is left in space.
When Chell awakens, GLaDOS claims to have learned "valuable lessons" about humanity from the remnants of Caroline, but deletes Caroline's personality.
Deciding that Chell is not worth the trouble of killing, GLaDOS releases her.
Player characters Atlas and P-Body are bipedal robots who navigate five sets of test chambers together, each with a fully functioning portal gun.
After completing a test chamber, the robots are disassembled and reassembled at the next chamber.
After completing each set of chambers, they are returned to a central hub.
The puzzles in each set of chambers focus on a particular testing element or puzzle-solving technique.
In the first four sets, GLaDOS prepares the robots to venture outside of the test systems of Aperture Laboratories to recover data disks.
She destroys them and restores their memories to new bodies—which also happens when they die in a test chamber hazard.
At first, GLaDOS is excited about her non-human test subjects, but later becomes dissatisfied because the two robots cannot truly die, and at one point also gets uncomfortable with their close partnership.
At the end of the story, the robots gain entry to "the Vault", where humans are stored in stasis.
GLaDOS gives thanks to the robots on locating the humans, whom she sees as new test subjects, and the game ends.
Work began almost immediately after the release of Portal.
Valve committed more resources to Portal 2 's development than they had for the first game; Portal had a team of seven or eight people, but Portal 2 had a team of 30 or 40.
The initial team of four was expanded as subgroups formed to devise game mechanics and to plot the story.
Participants in internal review processes were inspired by what they saw to join the project.
According to Erik Wolpaw, some Portal 2 developers worked on the games to help them meet milestones, but returned to Portal 2, "with extra people in tow.
Project manager Erik Johnson said Valve's goal for Portal 2 was to find a way to "re-surprise" players, which he considered a "pretty terrifying" prospect.
In March 2011, one month before the game's release, Valve president called Portal 2 "the best game we've ever done".
After Portal 2 's release, wrote that according to Newell, " Portal 2 will probably be Valve's last game with an isolated single-player experience".
Keighley later stated that the use of the word "probably" suggests that "this could change.
For five months, they focused on a gameplay mechanic called "F-Stop"; Valve did not discuss the specifics of the idea as they may use it in a future game.
Though the liked F-Stop, they expressed disappointment at the omission of portals.
Several test chambers from Portal top reappear in Portal 2 bottomdecayed by the passage of time.
Valve did not aim to make Portal 2 more difficult than Portal, but instead to produce "a game where you think your way through particular parts of the level, and feel really smart when you solve it".
To allow players to learn the game rules incrementally, Valve designed two basic types of test chamber: one, which Valve called "checklisting", provides a safe environment for the player to experiment with a new concept, while the other combines elements in new ways to force the player to.
Test chambers began as drawings on.
The developers ran a before crafting simple levels with theMummysgold bonus level construction tool.
Iterative playtesting ensured the solutions were neither too obvious nor too difficult; playtesters sometimes discovered alternative solutions, which the team removed if they were considered too easy.
Valve aimed to teach new players the portal mechanics while still entertaining experienced players.
To this end, they streamlined some elements; for example, the moving energy balls of Portal were replaced with lasers, which provide immediate feedback.
To evoke a sense of nostalgia and time having passed between the games, Valve included test chambers from the original Portal; they used higher-resolution textures supported 1956 bonus companies act the newand applied decay, collapse and overgrowth effects.
The middle section of the single-player campaign takes place in large spaces where few portals can be placed, forcing players to find creative ways to cross.
The architecture in these sections was inspired by photographs of industrial complexes such as, and the abandoned.
When Wheatley controls the Aperture facility, the designers "had a blast" creating deranged chambers reflecting Wheatley's stupidity.
As solving constant puzzles would tire players, the designers inserted occasional "experiences" to provide respite and advance the plot.
Portal 2 features gels that impart special properties to surfaces or objects they touch.
Here, blue Repulsion Gel causes the painted to bounce off any surface.
The Repulsion jumping and Propulsion running gels in Portal 2 originated in.
Valve hired the Tag creators to develop the idea further money for old mp3 players later decided to include it in Portal 2.
As the third Tag gel, which allows the character to walk on any surface regardless of gravity, gave playtesters motion sickness, it was replaced by Conversion gel, which integrates with the portal mechanic.
The gels give the player more control over the environment, which increased the challenge for the puzzle designers.
The gels are rendered using routines specially developed at Valve by the former Tag Team.
Rendering techniques developed for were used to render pools of liquid; Portal 2 combines "flowing" surface maps to mimic the motion of water with "debris flow" maps and random noise to create realistic, real-time rendering of water effects.
Wolpaw likened this to players working together on the same computer to solve.
The cooperative campaign was also inspired by Valve's cooperative games, in which players enjoyed discussing their personal experiences with the game when they had finished playing it.
While the single player campaign in Portal 2 is designed to avoid frustrating the player, the cooperative levels focus on coordination and communication, and Valve recognizes they are much more difficult than the single-player puzzles.
Valve did not include timed puzzles in the single-player campaigns in Portal and Portal 2, but found that their inclusion in the cooperative mode is effective and gives players a positive feeling after they successfully plan and execute difficult maneuvers.
Each puzzle chamber in the cooperative mode requires four portals to solve to prevent puzzles being solved by the actions of only one player.
As soon as a playtester discovered a way to complete a puzzle with one set of portals, the level was sent back to the designers for further work.
Except in a few cases, Valve designed the chambers so that both players would remain in sight of each other to promote communication and cooperation.
Some of the puzzle chambers were designed asymmetrically; one player would manipulate portals and controls to allow the other player to cross the room, emphasizing that the two characters, while working together, are separate entities.
The designers soon realized that the ability to tag surfaces with instructional icons for one's partner was a necessary element, since they found this to be more effective for cooperation than simple, verbal instructions.
Valve considered a competitive mode.
According to Wolpaw, the mode was similar to the video game ; one team would try to transport a ball from one side of the playing field to the other using portals, while the other team would attempt to stop them with their own use of portals.
Matches would commence with this objective in mind, but quickly descended into chaos.
Valve realized that people enjoyed solving puzzles with portals more and therefore they focused on the cooperative mode.
The game has 13,000 lines of dialogue.
The writers felt they needed to create a larger story for a stand-alone title, and wanted the game to "feel relatively intimate", and avoided adding too many new characters.
They considered expanding the "sterility and dryness" of Portal and adding more comedy to the script.
Wolpaw said that while some developers have been moving towardsno one had made a comedic video game.
The game's story development was tightly coordinated with the click here development and testing.
The developers initially envisioned a prequel set in the 1950s, long before GLaDOS took over the Aperture Science facility, with events set in motion when Aperture CEO Cave Johnson is put into a computer, only to realize it was a mistake.
Johnson would have led an army of robots, which would battle against the player to rise to power within Aperture.
In June 2008, based on information from a casting call website and leaked script samples, reported that Valve was seeking voice actors to play Johnson, named him as an and identified the game as a prequel.
Valve attributed this leak to an "overeager agent".
Following negative playtester feedback about the omission of Chell and GLaDOS, Portal 2 was re-conceived as a sequel.
The team returned to the idea of exploring parts of the facility from Aperture's early days, and reincorporated Johnson through a series of recordings.
The writers originally conceived several premature joke game endings if the player performed certain actions, but these required too much development effort for little payback and were scrapped.
One of these joke endings was triggered by shooting a portal onto the moon's surface, after which the player's character would die from asphyxiation over a closing song, but the idea of creating a portal on the moon was incorporated into the game's final ending.
The writers planned that Chell would say a single word during the ending, but this was not considered funny enough.
In an early version of the script, Chell finds a lost "tribe" of turrets looking for their leader, a huge "Animal King" turret which can be seen in in-game videos of the retail product.
As a reward, the Animal King would have married Chell to a turret, which would have followed Chell around the game without visible movement.
The cooperative campaign was planned to feature a more detailed storyline, in which GLaDOS would send two robots to discover human artifacts, such as a comic based on a of.
The writers hoped to use this idea to make money for old mp3 players robots human-like for testing purposes, but recognized that unlike the captive audience of the single-player campaign, the two players in cooperative mode may simply talk over the story, and thus the story was condensed into very basic elements.
Wolpaw said that while many story elements of Portal are revisited in Portal 2, he avoided some of the —such as the frequently repeated "the cake is a lie".
He said, "if you thought you were sick of the memes, I was sick of it way ahead of you".
Wolpaw "couldn't resist putting in just one" cake joke.
Portal 2 produced its own memes, including a space-obsessed personality core.
Valve later created a Space Core modification for the game seeand the Space Core also appeared as a laser-based engraving on a panel manufactured by for the.
The writers saw Aperture Science itself as a character.
It is depicted as a "living, breathing place", and "a science company that's gone mad with science.
Building itself out of itself.
McCormick also likens Wheatley to Prometheus' foolish brother.
Within the game, a sentry gun makes reference to the Learn more here myth, the word "Tartarus" is visible on the supporting columns in the depths of Aperture Science, and a portrait of Cave and Caroline also shows resgate de bonus mastercard santander, the presumed author of.
Journalists and players have also found connections between Portal 2 and Half-Life 2.
In ain Portal 2 an experiment accidentally teleported Aperture Science's cargo ship, the Borealis, into the position in which it is discovered at the end of.
Valve explored the possibility of introducing a new protagonist for Portal 2.
The playtesters accepted playing as a different character for the first part of the game, but they became disoriented when GLaDOS did not recognize them.
The writers returned to using Chell, the protagonist of Portal.
Valve artists experimented with Chell's attire, and considered changing her ambiguous nationality.
They returned to the orange "dehumanizing" jumpsuit from Portal with the top tied around Chell's waist to enhance her freedom of movement and help her "stand out more as an individual".
As in the first game, Chell's facial appearance is based on that of voice actress.
Chell continues her role as a silent observer, as the straight man in response to the insanity around her and refuses to give her antagonists any satisfaction.
As part of her character arc, the plot moves GLaDOS from her anger with Chell for her actions in Portal, which Wolpaw said "was going to get old pretty quick", to an internal struggle.
The reuse of See more voice led to the creation of a backstory and subplot about GLaDOS's creation.
The writers panicked when they realized that their plans to have Chell and GLaDOS play off each other would only work if both players spoke.
To remedy this, they created the Caroline subplot to give GLaDOS an external situation to deal with and to drive the story during the middle act of the game.
The writers considered introducing about six personality cores stored in portable spheres, whose main function would be story advancement.
They planned cores based on 's character Red from and Quint fromamong others.
Ultimately they decided to concentrate on a single core, Wheatley, recycling two of the rejected cores in the final boss fight.
Pictures of Cave Johnson, based on the face of lead animator Bill Fletcher, appear throughout Portal 2.
Though comparisons have been made between Johnson andthe wealthy industrialist who created the fictional underwater city of inWolpaw says the writers did not consider this character while creating Johnson.
The two robotic characters provide some amusing death scenes in the cooperative mode, such as struggling while being crushed by a lowering ceiling.
The artists thought the look of the robots would help tell the story, and the fact that they are holding hands emphasizes the cooperative mode.
GLaDOS returns from Portal as a major character and the game's antagonist, and is voiced by.
The writers found that they needed another character to play off Johnson, but did not want to hire another voice actor.
Having already recruited McLain to play GLaDOS, they asked her to provide the voice for Caroline, Cave Johnson's assistant.
Wheatley is voiced by ; early demonstrations at trade shows used the voice of Valve animator Richard Lord.
The writers wrote Wheatley's lines with Merchant in mind, citing his unique "vocal silhouette" and his ability to in a "frantic" manner.
They had assumed that Merchant would be unavailable and contacted 's writer to try to getbut then discovered that Merchant was interested.
Merchant spent around sixteen hours recording lines and was given freedom to improvise.
Simmons's selection helped to solidify the character's development.
The robots' voices were provided bywho had performed similar robotic voices for the media.
In the cooperative campaign, a separate story involves two robotic characters and GLaDOS.
The designers initially planned to use Chell and a new human character called "Mel".
GLaDOS' dialogue would play off the humans' "image issues", and this aspect was retained after the designers switched to using robots.
GLaDOS seems troubled by the robots' cooperation, and tries to aggravate their relationship through psychological tactics, such as praising one robot over the other.
Valve initially considered having GLaDOS deliver separate lines to each player, but they found this to be a significant effort for minimal benefit.
The writers also tried adding lines for GLaDOS that would encourage the players to compete against each other for rewards, such as meaningless points, but playtesters did not respond well.
Faliszek said that in cooperative games, it can be difficult to deliver key dialogue or in-game events to players, who may not be looking in the right direction at the right time.
Instead, using their experience from previous games, Faliszek and Wolpaw kept the story and key comedic lines short, and repeated them frequently.
The full soundtrack "Songs to Test By", containing most of the songs in the game, was released as three free downloads between May and September 2011, and later in October 2012 as a retail Collector's Edition, including the soundtrack from Portal.
Swift said that a mode in Portal was "technically possible", but that it was "less fun than you'd think.
Events during the preceding week foreshadowed the announcement.
On March 1, Valve released a patch for Portal that included a new achievement, "Transmission Received", requiring the player to manipulate in-game radios.
This revealed new sound effects that became part of an ARG.
Some of the new effects were of strings that suggested GLaDOS was rebooting, while others could be decoded as images from grainy Aperture Science videos.
The images included hints to a phone number that, when accessed, provided a large number of -based images relating to Portal and segments of Aperture Science documents.
Many of these ASCII pictures were later published in the Game Informer reveal of the title.
New ASCII images continued to appear on the BBS after the official announcement.
Background on the ARG is embedded in additional SSTV images found in a hidden room in Portal 2.
Valve's Adam Foster came up with the idea for the ARG, tying it to the Game Informer reveal, and he provided his own home phone line to run the BBS software on, as Bonus portal 2 offices at the time were too modern to support the protocol.
A second Portal patch released on March 3 altered the game's ending sequence to show Chell being pulled back into the Aperture facility.
Gaming journalists speculated that an announcement of Portal 2 was imminent.
On March 5, announced Portal 2 's official release on the cover of its April issue.
During the following week, Gabe Newell's speech accepting the at the 2010 ended with a fake appearing on a screen behind him with a message purported to be from GLaDOS which hinted of further Portal 2 news at the upcoming.
Two weeks before the E3, game journalists received a cryptic e-mail, worded as a press release from Aperture Science, hinting that the presentation on Portal 2 would be replaced with "a surprise" jointly hosted by Aperture Science and Valve.
go here prompted speculation that the surprise would be the announcement ofbut Valve confirmed that it would be about Portal 2.
The surprise was the announcement of Portal 2 on PlayStation 3.
In August 2010, Valve postponed the release to February 2011, with a Steam release date of February 9, to allow it to complete changes to the game's dialogue, to fill and connect about sixty test chambers, and to finish refinements to the gel gameplay mechanic.
Valve announced a further delay in November 2010, and gave a worldwide release date through retail and online channels of April 18, 2011.
Wolpaw stated that this eight-week delay was used to expand the game's content before reaching an internal milestone called a "content lock", after which no further content could be added.
The remaining development work involved debugging.
Newell allowed the delay considering the added benefits of the new content, because he thought the company would not lose any commercial opportunities because of it.
On February 18, 2011, Newell confirmed that Valve had completed the development work on Portal 2 and that they were "waiting for final approvals and to get the discs manufactured".
Portal 2 was the first Valve product simultaneously released for Microsoft Windows and Mac OS X computers through the platform.
Retail copies for all platforms were distributed by.
Portal 2 advertisements on the back of buses inand.
On April 1, 2011, Valve released another alternate reality game called the.
Players tried to solve the multi-tiered puzzle, coordinating efforts through web sites and chat rooms.
Some journalists believed the game denoted the release of Portal 2 on April 15, 2011, instead of the target release date of April 19, 2011.
On April 15, the players discovered "GLaDOS Home", a spoof that encouraged participants to play the games to unlock Portal 2 early.
Once the puzzles were solved, Portal 2 was unlocked about ten hours before its planned release.
Valve created a series of television commercials to promote Portal 2.
Valve had worked with advertising agencies in the past, but Lombardi found the advertisements created had shown little ingenuity.
click Doug Lombardi had been disappointed https://crimeaorg.info/bonus/25-bonus-markets.html "Copycat treatments.
Treatments that reveal the agency wasn't listening in the initial meeting.
The ads took eight weeks to complete.
Valve also developed online promotional videos featuring J.
Simmons narrating as Cave Johnson, to promote new elements of Portal 2 's gameplay.
These videos were part of a larger effort described by Newell as a "documentary-style investment opportunity" for Portal 2.
An earlier video released on Link 14, 2011, promoted the cooperative aspect of Portal 2 as a St.
Valentine's gift and "lit up our preorders, our buzz, all the metrics that are used and collected by publishers and retailers".
Lombardi said the videos "dwarfed the demos and interviews we did".
Valve also offered Portal 2-themed merchandise, such as posters, drinking glasses, and T-shirts.
A feature called "Robot Enrichment" allows players to customize the cooperative campaign characters with new gestures and cosmetic items such as hats or flags.
These can be earned in-game, traded with other players, or bought through at the in-game store.
Valve planned to produce for Portal 2, beginning with "Peer Review", released on October 4, 2011.
The content, which is free regardless of platform, includes a new cooperative campaign which extends the game's story.
A week from the end of the cooperative campaign, GLaDOS prepares Atlas and P-Body to deal with an intruder within Aperture Science—the bird that had previously abducted her as a potato.
The content also adds a "challenge mode" similar to that in Portal—players try to complete specific chambers with the shortest time or fewest number of portals used, both which are tracked on overall and friends leaderboards.
The challenge modes are available for both single-player and cooperative modes.
According to Faliszek, for Portal 2 would be available on all platforms, but because of software dependencies, the necessary tools would only be available for Windows.
Valve released of the modding tools on May 10, 2011, and supported a competition held by the community mapping website "Thinking with Portals" in May 2011, providing prizes for the most-selected maps.
The "Perpetual Testing Initiative", a free title update for the Windows and Mac versions, was released on May 8, 2012, and includes a new level editor biggest uk a means of obtaining and sharing user-created levels through the Steam Workshop.
In November 2011, GTTV host Geoff Keighley said that Valve was developing a simplified level editing tool to allow novice editors to assemble test chambers without learning how to use the modifiedand an in-game system to distribute user-created levels via the Steam Workshop.
This mapping system entered beta testing in March 2012.
Within a few days of release, the Perpetual Testing Initiative add-on had been used to create 35,000 maps, with 1.
Within a month, more than 150,000 user-created maps were available.
The first release of the Perpetual Testing Initiative was limited to single-player maps, but a patch released in August 2012 enabled users to create new levels for cooperative play.
As of January 2013Valve supports fan reuse of Portal 2 content, offering selected assets and assistance.
The Windows release of includes https://crimeaorg.info/bonus/1000-bonus.html weapon inspired by Portal 2 bonus portal 2 Conversion Gel and turrets; its developer received writing assistance from Eric Wolpaw and McLain voiced new lines for the turrets.
An add-on scenario for 's game incorporates GLaDOS as an antagonist using new dialogue from McLain and assets from Portal 2.
Wolpaw and McLain also helped to create additional lines for GLaDOS for a custom single-player map commissioned by Gary Hudston, which he used to propose marriage to his fiancee, Stephanie.
For a patch for Bethesda's that incorporated support for content, Valve developed a free add-on module that introduced the Space Core as a non-player character that follows the player around.
Valve collaborated with to create a Portal 2-themed pinball table, among other Valve-themed tables, for their games and.
A Portal 2-themed set is available for by Warner Bros.
Entertainment and ; the game features additional stories written by Traveller's Tales with Valve's blessing set after the events of Portal 2, with Ellen McLain, Stephen Merchant and J.
Simmons reprising their respective voice roles, as well as a new GLaDOS credits song written by Jonathan Coulton and performed by McLain.
The Xbox 360 version was added to the backwards compatibility feature for the in June 2016.
The educational version was free but only contained the single-player campaign and Puzzle Maker, and was only available for "Steam for Schools" users.
Several critics wrote that Portal 2 excels in teaching the player to solve puzzles; in a review for the New York Times, Seth Schiesel wrote, "Somewhere out there an innovative, dynamic high school physics teacher will use Portal 2 as the linchpin of an entire series of lessons and will immediately become the most important science teacher those lucky students have ever had".
Mathematics and science teachers wrote e-mails to Valve to tell them how they had included Portal in their classroom lessons as part of a project to promote the "".
Portal developers Joshua Weier and Yasser Malaika led a team within Valve to explore ways of using Portal 2 for education.
This led to the development of Puzzle Maker, a level editor for Portal 2 players, built from the professional tools used to develop the game.
Weier and Malaika bonus portal 2 not want to design curricula themselves, but wanted to provide educators with tools for creating lesson plans.
Hammer, the only tool freely available before the release of the built-in level editor in 2012, was difficult for educators to learn and understand.
To address this, Valve gave Puzzle Maker an easy-to-learn interface and ringabel bonus costumes ability to share puzzles and lesson slot machine bonus lobstermania />The tools were developed with a mathematics teacher and her students.
This formed the basis of a new "Steam for Schools" initiative launched in June 2012, under which educators could acquire Portal 2 and the Puzzle Maker software free of charge for classroom use through its "Teach with Portals" program.
In November 2012, Valve estimated that over 2,500 educators were using the "Teach with Portals" software within their lesson plans.
Referred to as the Portal 2 Test Battery, the participants of the study completed a series of test chambers that progressively became harder.
Some studies have been conducted to determine if video more info can have a significant impact on cognitive and non cognitive skills.
Through multiple pretests and post tests, a 2014 study has shown that Portal 2 can improve problem solving skills, spatial skills, and persistence for a designated task.
The participants of this study did not need to have previous gaming experience.
Another study done in 2017 found that commercial video games, like Portal 2, can also increase communication, adaptability and resourcefulness.
Ten extra single-player levels are available as downloadable content for this version.
Writer Chet Faliszek said Sixense developers spent nine months to a year in-house at Valve preparing the native version.
A limited edition of the Razer Hydra comes with a copy of Portal 2 for PC.
The move toward the PlayStation 3 was a result of growing frustration with Microsoft's policies for Xbox 360 content, including the difficulty of pushing and new content to players.
Newell saw Sony's publication model as more open, allowing -like features to be used on the console.
Portal 2 was the first PlayStation 3 game to support a subset of features fromincluding automatic updates, downloadable content, and community support.
The game supports cross-platform play between the PlayStation 3, Windows, and OS X versions.
The Steam overlay shows the player's friends on both Steam and thewith rewarded for both Steam and.
Players can unlock the game on Steam for Windows and OS X for no additional charge.
The integration of Steamworks on the PlayStation 3 allows Valve to collect data about problems that arise after shipping and push appropriate updates.
Valve has stated they do not plan on integrating other PlayStation 3 features, such as or support.
In June 2012, Valve announced that the PlayStation 3 version would be patched later that year to include support for the motion controller, and to add the additional content that was previously provided with the Hydra, under the name Portal 2 In Motion.
The patch was released in early November 2012.
A free co-op add-on for the Portal 2 In Motion content was added in June 2013.
Valve said that despite additional support for PlayStation 3 over Xbox 360, the core game is the same on both platforms.
Released as a Beta in early 2014 for Linux distributions, it holds all of the same traits as the other versions, retaining cross-platform play, split screen and fully native controller support.
Portal 2 won the 2010 for "Most Anticipated Game for 2011".
Several reviewers identified Portal 2 as an early contender for "Game of the Year", while others called it one of the best games of all time.
Upon release, the game was widely considered to be as good as or better than the original.
Portal 2 is not.
It's something better than that.
Gus Mastrapa of wrote that with Portal 2, Valve had alleviated any doubts that " Portal could be expanded into a big, narrative experience with all the bells and whistles of a mainstream gaming hit".
Most reviewers praised the writing and voice acting in the game.
The characters were well received.
Oynett wrote that Merchant's "obvious enthusiasm for the role benefits the game" and that the "consistently clever writing perfectly complements the onscreen action".
In contrast, Peter Bright of wrote that compared to the loneliness and despair he felt while playing the first game, the characters, Wheatley and GLaDOS, lost some of this feeling and "the inane babble served only to disrupt the mood".
Portal 2 's additional gameplay elements, like light bridges, lasers, and the gels, were praised as appropriate additions to the game.
Reviewers were pleased with the difficulty of the puzzles throughout the game, which appeared visually complicated at first but had uncomplicated solutions.
Time 's Evan Narcisse said that he feared the addition of new gameplay elements would "dilute the purity of the experience, but everything's still executed with Valve's high level of charm and panache.
Chris Kohler of wrote that the game's puzzles "never require excessively complicated solutions", and that much of the puzzle solving is "filled with moments that will have you slapping your forehead and thinking, 'Oh my God, I'm such an idiot—why didn't I see that before?
Stapleton was not as pleased with the gel additions as with the other new mechanics, calling it "difficult to control".
He felt that they have "only a couple of uses at most".
Bright felt that Portal 2 was easier than its predecessor, in part that he felt much of the game was effectively tutorials for the new gameplay additions, requiring "careful use of the tools provided", leaving him with the impression that "the game was on rails".
The cooperative puzzle solving aspect was highlighted as a valuable addition to the game.
Welsh called the cooperative mode "one of the most satisfying and genuinely collaborative gaming experiences you can have with a friend".
Onyett wrote, "Valve knows link team bonus a good co-operative mode requires a game design that doesn't simply encourage but requires you to work together.
In Portal 2, communication is vital to success".
Several reviewers praised the non-verbal cues that players could initiate to work with their partners.
Portal 2 was praised for the amount of detail in its design, sound, and music.
Nelson credited the "sheer amount of detail" put into the game's world, and wrote, "it all feels very real and natural with brief moments where you're simply sucked into this world".
Hoggins wrote that the game's world reacted to the player-character Chell's presence "in a startlingly organic way", and praised Valve's design as "an achievement of world-building that compares favourably with BioShock 's underwater city of Rapture".
Some reviewers said that the second act of the game, taking place in the less-structured portion of the old Aperture facilities, may be confusing to some players.
Young wrote that in the second act, the game "cranks up the difficulty level at read article speed that may dishearten casual gamers", and said that particularly when traveling between chambers, he had "absolutely no idea where I was supposed to head next".
Kohler wrote that while the player can explore the abandoned areas of Aperture, "none of it ever does anything—it's just a lot of sterile, duplicated, non-interactive environments".
Watters wrote that the loading time between the game's levels, in contrast to earlier Valve games, are "long enough to make you take notice and wish they were shorter".
Watters also said that it was unfortunate that the game lacks "stand-alone test chambers and leaderboards.
Welsh said that the attempt to recapture the spirit of the song "Still Alive" at the end credits of Portal 2 "was a mistake".
Video game critic named it the best game of 2011 in his review show.
However he wrote in his Extra Punctuation column that, while Portal 2 was a "very good game", it unnecessarily retconned portions of the origin game's story, and did not really further the game's concept.
However, this criticism was directed solely at the campaign, and he stated that he found the game's co-op to be "much more appealing and much more within the spirit of the original".
On April 20, 2011, it was reported that customers had launched a protest against perceived shortcomings of Portal 2.
Users complained that the game was too short—some saying that it is only four hours long, about the existence of paid, downloadable content for some versions at launch, and that the Windows and OS X versions were ports of the console version.
Other journalists countered that the quality of the graphics on the Windows and Mac versions did not suggest a simple console port.
Stephen Totilo of Kotaku wrote that the game lasted nine hours and that the downloadable content consisted purely of cosmetic add-ons.
Some journalists said that the minimal impact of The Potato Sack alternative reality game on the early release of Portal 2 may be influencing the user scores.
The game received twelve nominations including "Game of the Year" for the 2011where it was the most-nominated title, and won for "Best PC Game", "Best Male Performance" for Stephen Merchant, "Best Female Performance" for Ellen McLain, "Best Downloadable Content", and "Best Multiplayer Game".
The title was nominated for five for 2012, including "Game of the Year", and won in the "Best Narrative", "Best Audio" and "Best Game Design" categories.
It was nominated for ten Interactive Achievement Awards, including "Game of the Year", from theand won the awards for "Outstanding Achievement in Connectivity", "Outstanding Achievement in Original Music Composition", and "Outstanding Character Performance" for Wheatley.
Portal 2 was nominated for six categories, and won in the "Best Game", "Best Story" and "Best Design" categories.
The Game Audio Network Guild awarded the game for "Best Dialog", "Best Interactive Score", and "Best Original Vocal — Pop" for "Want You Gone".
In the inaugural New York Videogame Critics Circle Awards, Portal 2 was given the top honors for best writing and best acting.
The Perpetual Testing Initiative add-on was awarded the 2012 for "Best Use of DLC".
According toPortal 2 was the second-best selling game in the U.
However, does not include sales on Valve's Steam platform.
Portal 2 was the best selling game in the U.
It retained the top spot during its second week.
Portal 2 was released a few days before the.
ShopToNews analyst Joe Anderson expected that the effect of the outage on UK sales of Portal 2 would be mild.
On June 22, Newell announced that Portal 2 had sold 3 million copies.
As of July 2011Electronic Arts stated that more than 2 million copies of Portal 2 have been sold by retailers worldwide.
In an August 2011 interview, Newell stated that " Portal 2 did better on the PC than it did on the consoles".
Upon release of the in May 2012, Newell stated that Portal 2 had shipped more than 4 million units, with the personal computer versions outselling the console versions.
Overall, Portal and Portal 2 had together shipped more than 8 million units.
The mod was released on June 25, 2015, for Microsoft Windows, OS X and Linux systems, available freely to people that own Portal 2 on Steam.
The mod replaces the portal gun with a gun that can shoot the various gels mimicking how Tag: the Power of Paint worked to otherwise various portal-based puzzles.
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The number of bonus points you earn per dollar spentthough in addition to those variable bonuses, there are often promotions that are available on all purchases.
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The game, set in the desolate, labyrinthine Aperture Science facility, challenges the player to navigate test chambers created by the artificial intelligenceusing a portal gun, a device able to create portals that link two points in space like a.
The game expands on the original by adding new puzzle elements, such as paint that imparts properties to surfaces, plates that can launch the player and objects over distances, tractor beams and bridges made of light.
The game's music includes original scores composed by Valve'sand two original songs provided by and the band.
The bulk of the music was released as a freely-available download across three volumes, entitled Songs to Test By, and later in a four-disc retail Collector's edition that included music from Portal.
Coulton wrote a new song for the game's ending credits, "Want You Gone", also written from GLaDOS's viewpoint.
Coulton had discussed with about whether an ending song would be necessary, and how they could create "an emotional moment" comparable to "Still Alive", back in 2009 when Portal 2 's ending was not yet determined.
Other options were considered, such as several "joke songs" and false endings for the game.
Ultimately the game's finale, where GLaDOS effectively "breaks up" with Chell, was set by the last quarter of 2010, and Coulton played the game as it had been developed to that point to generate ideas.
Elements of the ending, such as Chell being told to leave Aperture with the door slamming behind her, led to the development of main chorus line "I used to want you dead, but now I only want you gone.
In addition to its inclusion in the Portal 2 soundtrack, a version of "Want You Gone" as sung by Coulton appears on his 2011 album.
The indie rock band provided another original song, ""; its lyrics were composed by the group and reviewed by Valve to ensure they fit with the tone of one of the Rattmann's dens, where it appears in-game.
The National had expressed an interest in doing music for Valve to Bug Music, their publishing label, which the label forwarded on to Valve in discussing other music opportunities for the game.
Valve and Bug Music identified that The National would fit well into Portal 2, as their "raw and emotive music evokes the same visceral reactions from its listeners that Portal does from its players" according to Bug Music's spokesperson Julia Betley.
The song is considered by to be a "haunted, piano-lead ballad" similar to the band's song "Think You Can Wait" used in the film.
After the game's release, Valve and The National ran a contest encouraging users to create their own music video bonus portal 2 "Exile Vilify", offering as prizes Valve merchandise and a guitar signed by members of the band.
Of 320 videos submitted, Valve bonus freebat awarded two videos first prize.
One video featured a that "had nothing to do with Portal" but "managed to beautifully capture the spirit of the song", while the other provided an animated retelling of the comic.
In keeping with the theme from Portal, Morasky wanted to create music that kept an "old future through a new lens" approach, such as by using minimalist electronic piano or mangled.
He also wanted to create music that would sound like it would have been money for old mp3 players by a computer, citing the use of "stiff arpeggios, math-like voice leading, odd rhythm patterns and whole tone scales" as a means to achieve this.
Morasky also incorporated https://crimeaorg.info/bonus/keno-bonus-chances.html briefly-seen singing turrets—all voiced by McLain— in the piece "Cara Mia Addio!
Except for McLain's vocals, all the music is based on synthesized or criminal case bonus checker sounds, and even with McLain, her voice was resampled to make it sound like a computer.
Morasky created music, which is generated in real time based on the player's actions.
This type of music system was based on the previous success of incidental music used in the series, and was developed to create a generalized platform for reuse in future Valve productions.
Such music is generated by the player's interaction with various puzzle objects in the test chambers, such as launching from an Aerial Faith Money for old mp3 players />Morasky designed the procedure to build out the music more as the player completed more of each puzzle.
Morasky also saw this as a means to provide experimentation to the player, exploring both space and timing of events to alter the composition of the music.
Morasky claims that one piece of music "only repeats itself every 76,911 years, 125 days, 7 hours, 56 minutes and 30.
Morasky designed this dynamic music as a reward for successfully completing puzzles.
The soundtrack was released freely to the Internet volume-by-volume between May and September 2011.
Along with the soundtrack, Valve included several Portal 2-themed ringtones.
Title Writer s Length 1.
Title Writer s Length 1.
Title Writer s Length 1.
Three of the discs include the music already available listed abovewhile the fourth disc includes songs from Portal.
A mini-comic, "Turret Lullaby", is also included.
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Alyssa Grimley of the praised Morasky's composing of the soundtrack and called https://crimeaorg.info/bonus/1000-bonus.html an "understated genius".
She also praised Jonathan Coulton's song "Want You Click for the way in which it reflects the changed spirit of GLaDOS when compared to "Still Alive" from the first game.
Kirk Hamilton of listed Portal 2 as possessing one of the best musical scores in video games for 2011, praising profession bonus mop the composed songs and the dynamically-generated elements.
For the 2011both "Want You Gone" and "Exile Vilify" were nominated for "Best Song in a Game", while the soundtrack was nominated for "Best Original Score".
Portal 2 's soundtrack was money for old mp3 players for "Outstanding Achievement in Original Music Composition" at the 15th Annual.
The game was awarded the "Best Audio" 2012.
The Game Audio Network Guild awarded Portal 2 with the "Best Interactive Score" along withand "Best Original Vocal - Pop" for "Want You Gone".
The Final Hours of Portal 2.
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Archived from on 2011-09-04.
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