GLaDOS ( G enetic L ifeform a nd D isk O perating S ystem) is an artificial intelligent fictitious computer system of the video game series Portal . GLaDOS then appears in The Lab and Lego Dimensions . The characters were created by Erik Wolpaw and Kim Swift and voiced by Ellen McLain. GLaDOS is responsible for testing and maintenance at the Aperture Science research facility in all titles. While GLaDOS initially appeared in the first game to simply be the voice that guides the player, his words and actions become even more dangerous as he makes his intentions clear. The second game, as well as Valve created the Lab Rat comics, reveals that she was badly treated by scientists and used neurotoxin to kill the scientists in the lab before the Portal
The inspiration for character creation extends from the use of text-to-speech programs by Wolpaw when writing lines for video games Psychonauts . Other game developers working on Psychonauts found the lines more funny as a result of the synthesized sound. GLaDOS was originally intended to be present only in the first area of ââ Portal ; he was well received by other designers and his role was expanded as a result. Play testers motivated to complete the test in the game because of his guidance. While the game was originally designed with other characters, they were later removed, leaving GLaDOS as the only character player. GLaDOS physical appearance through several designs, one of which displays a large disk underneath. McLain mimics the dialogue read by a speech synthesizer in his own voice, which is then processed to sound more robotic, and displays the songs in character during the closing credits of both entries in the series. "Still Alive" became very successful, especially appearing in the Rock Band game series, and has become a popular song for YouTube users to cover.
GLaDOS has been well received by critics and gamers, some of whom call themselves narcissistic, passive-aggressive, wicked, and intelligent. He is considered one of the greatest video game characters, especially among those made in the 2000s. Widely praised for its contribution to the portrait caliber of Portal ', GLaDOS received many awards for being the best new game character of 2007 from GameSpy, GamePro and X-Play . A number of publications mention it as one of the greatest video game villains of all time, including IGN and Game Game Informers, both ranked first. He has been the subject of significant critical analysis of both journalists and game developers, who have compared him to other fraudulent computer systems in fiction, including HAL 9000 from 2001: A Space Odyssey and SHODAN from Shock Systems .
Video GLaDOS
Description
For most Portals , GLaDOS serves only as a narrator, guiding players through the test room. It sounds like a robot, but obviously a woman. Over time, the player learns that he is actually leading the character of Chell player until his death. When Chell escapes his control, the GLaDOS announcement becomes increasingly personal and funny. His personality is described as passive-aggressive, intelligent, narcissistic, and creepy. He has a number of core personality systems installed on him, partly to prevent him from killing anyone. At the peak of the game, Chell enters the GLaDOS chamber, where it is revealed that he is actually a complex artificial intelligence system composed of robotic parts that depend on larger devices. After the player eliminates the core of the first personality, the core of morality, the GLaDOS voice becomes less robotic and more sensual. Initially, GLaDOS was designed as an artificial intelligence and research assistant intended to assist Aperture Science in competing with the Black Mesa Research Facility on the creation of portal technology. The proposed use later for GLaDOS includes implementation as an inhibitor of ice-burn and disk operating systems. GLaDOS is installed to serve as a central Control Center Enrichment computer, installed in a large, sealed room alongside multiple control consoles and incinerators, the latter being his eventual death.
Wheatley, the core personality that was previously attached to GLaDOS at an unclear time, was introduced at Portal 2 . He was designed with the aim of giving bad ideas and hampering his personality. Through Wheatley, it is understood by players that while GLaDOS is attached to the Aperture Science facility, it is encouraged to test because of the euphoria sensations caused by its completion. Once disconnected from the Aperture Science facility, GLaDOS treats Chell with more courtesy. Players later learned that GLaDOS's personality was inherited from Caroline, the personal assistant of Aperture Science CEO Cave Johnson and much warmer to Chell when under the influence of Caroline.
Maps GLaDOS
Appearance
Portal
In Portal , GLaDOS is the only Chell link to the situation in which it is placed; early in the game, he introduced Chell to the Game Enrichment Center and the physics of the portal gun. At a later stage of the center, GLaDOS claims to have lied to Chell about its progress, as part of its "test protocol" as it should be. GLaDOS is slowly becoming more sinister, and Chell's belief in GLaDOS is tested when AI directs Chell to a test area filled with fire-alive towers, a course designed for military androids. AI claims that the regular test chamber is not available due to "mandatory scheduled maintenance". GLaDOS uses the lure of cake and grief counseling to encourage Chell to continue, but in the final test area, as Chell prepares to receive the cake it should, GLaDOS tries to burn Chell in the fire pit. After Chell escapes, GLaDOS tries to make peace with Chell, claiming the pit is the ultimate test.
Chell then travels through the Enrichment Center's abdomen, fighting the natural hazards and towers further until he reaches the GLaDOS chamber, where the last encounter took place. In this meeting Chell uprooted "personality cores" (each also voiced by McLain, with the exception of the final core, voiced by guttural means by Mike Patton) and burning them. During the battle, it was revealed that before the event Portal , GLaDOS released neurotoxin to the Enrichment Center (revealed to Take Your Daughter to Work Day in the sequel), which resulted in survival scientists putting the core of morality to prevent further incidents. After the core is burned, the room is sucked into the vortex toward the surface and GLaDOS is destroyed. Initially the game ends with fading into black leaving Chell on the surface. This suffix is ââsomehow replaced in the patch then to the game for the new one (to set up Portal 2 ) where the unconscious Chell is dragged by the party's guard robot (the character referenced earlier in the game). The last scene shows a room filled with more core personality that starts up and robot hands put candles on the cake.
Portal 2
At Portal 2 , GLaDOS initially resumed its role as a test monitor at a facility now defective after Wheatley accidentally reactivated it. This time, he did not try to hide his disgust and disgust with Chell; this is partly because Chell misleads him, and partly because the backup system has forced him to revive his death repeatedly since its disabling. As soon as he repaired the facility, the plot happened when Wheatley convinced Chell to make a core transfer, making him responsible for the facility at the GLaDOS venue. At this point he immediately becomes electrically crazy and puts GLaDOS into a potato battery after he tells him that he was originally designed to be a fool . He then turns on Chell and slams their elevator, sending both into the belly of the facility. GLaDOS was kidnapped by a bird and later rescued by Chell, who collaborated with GLaDOS to escape from the facility. While they were running away from the old testing facility, GLaDOS discovered that his personality came from the assistant former CEO of Aperture Cave Johnson named Caroline, who was later uploaded into the GLaDOS program (it was suggested that this might have been done against his will at Cave Johnson's insistence). They both find their way back to the testing facility, where Wheatley commissioned them by completing the tests until he trapped them and failed to kill them. Once they find the Wheatley nest, they cause him to become corrupted and switch GLaDOS back in charge of the facility. Anticipating the results, Wheatley boobytraps a trigger system with explosives. The ceiling of the deteriorating facilities began to collapse, which Chell used to shoot portals on the moon and suck Wheatley and himself into space. GLaDOS rescues Chell, and shows help for his safety. However, GLaDOS can find where Caroline is in her brain, and immediately remove it, back to her old self. Nevertheless, he decided that it was in his interest to let Chell go, because GLaDOS learned the easiest usually best solution, and felt that killing Chell was "too difficult".
Other games
GLaDOS also appears in the "Defense Grid" expansion, You Monster, where he tested the player's ability to defend against alien attacks. He also engages in intelligent banter with your ally, General Fletcher, and eventually takes over as the AI ââmanager of your tower.
GLaDOS appears as a dealer in the Poker Night 2 crossover title, and is part of the broadcaster's package for Valve Dota 2 .
The Lego Dimensions crossover-franchise game includes a large amount of Portal content including GLaDOS created Lego (voiced by McLain) as one of the main villains in this game. story. The heroes are forced through more Aperture tests (where he accuses them of cheating through the use of their keystones and abilities) and eventually defeats GLaDOS by introducing him to HAL 9000 to distract him long enough to ruin it. GLaDOS continues to appear in other areas through the main story, adding the Portal - themed elements to another world and ultimately helping the heroes in defeating the main antagonist, and at the end of the game, he sings the song during the credits, "You Would not Know ", sung back by McLain and written by Coulton. GLaDOS also acts as the main antagonist in the bonus level set after the events of Portal 2 , where Chell and Wheatley defeat it by transferring the core using Space Core.
GLaDOS leads players in solving bridge creation puzzles in Aperture on the Bridge Constructor Portal .
History of development
Before the development of GLaDOS began, Erik Wolpaw was writing a script for a video game Psychonauts , where he toured the office, finding people to vote on words until they could add the last sound to the game. However, once he ran out of people, he started using a text-to-speech program. According to Wolpaw, people find that the lines are more funny than their value. He commented that "there is no more funny writing than this text-to-speech reading that reads." He became bitter about it, stating that he would take advantage of this and use it to his advantage.
Portal has been developed for about a year, in a country where there is only a test room that players move between. Valve finds out from playtesting that while players are having fun with the concept of the game, they still ask where this puzzle leads to him. The team works to produce some kind of narrative, down to create an antagonist who will guide the player at the beginning of the game but be a goal that players will fight for in the end. The creation of GLaDOS to serve this purpose begins with a discussion between the Valve and Wolpaw teams about the narrative constraints they must face. When they are designing games, they find that they do not have enough time or staff to use human characters, due to the number of animation works and choreography of the scene involved.
A week later, to solve this problem, Wolpaw returned with an example dialogue created with a text-to-speech program, intended to be used as a series of messages delivered to players in the relaxation room, the first area of ââthe game. The team likes the sound, describes it as "funny" and "evil", so Wolpaw decides to add this voice to another test room, trying to think of the story element. The developers noticed that the testers played more motivated by the sound because they became attached to it. As a result, the team decided to create GLaDOS as a narration of the Portal . When designing GLaDOS, one of the rules that writers have is that they will not make it look like a computer, for example telling them to say, "Oh, crazy and crazy." While GLaDOS is physically a computer and talks to computerized voices, they ask him to talk to a player character like an average person.
GLaDOS physical appearance through several iterations when Valve told Jason Brashill to help encourage the creation of visual GLaDOS. The initial designs used for him include a floating brain, spider-like appearance, and an upside-down version of Sandro Botticelli's painting The birth of Venus with four core personalities around his body. Finally, they decided to design the figure of a hanged robot upside down. This is done to convey both a sense of mechanical strength and raw femininity. A large disk with four core personalities depending on it added to its design, when he was still just a ball standing on it. However, the team found it too small, gave it body and put it under the disc. The other initial design is when GLaDOS is just a cube, which is used to battle the deleted lasers mentioned below. The large space facing player-characters is the result of a team that wants to build a space that brings a lot of attention to it.
GLaDOS was written with the intention of making it easier to understand and empathize with players, making the criminals more tragic. Kim Swift, the team leader of Portal , describes his growth in the game as he becomes more and more humane. The total two-hour play time for Portal allows authors enough time to let players know GLaDOS. Wolpaw commented that when GLaDOS shouted and fired rockets at the player, he fulfilled his wish for a criminal who had not been "dormant". He describes it as being supportive and funny, while also sad and scared. One of his intentions is for players to believe that they "put themselves through an emotional blackmailer". The game is designed to have a clear beginning, middle, and ending. Wolpaw states that with each new section, the personality of GLaDOS changes. He started out as a supportive character, but also increasingly creepy, in which he gave an exposition of the common Aperture mindset. However, once the player-character escapes, he begins speaking in the first person singular rather than the first-person plural. He showed despair for lack of control at this point, adding that more emotion began to creep through his voice. After destroying the core of morality, he becomes flexed, displaying an almost human voice. This sound, described as stifling by Wolpaw, was originally used for turrets, but to no avail. Because they love it so much, they choose to use it for GLaDOS. Valve describes the action of GLaDOS in Portal 2 in an effort to build a relationship with player character, and the only way to achieve this is to test it.
Sound design
In creating a voice for GLaDOS, the voice actress Ellen McLain is trying to sound like a computer. This is done by mimicking the computer-generated sound that the Valve team plays for him and he adds emotion to the line when it is appropriate. When designing his voice, Swift commented that it is difficult to write multiple lines for GLaDOS, describing McLain as "super fun", and that they should write for it. He also performed the song "Still Alive", which featured GLaDOS singing for the effect that he was still alive at the end of the Portal. The song was written by Jonathan Coulton, who was approached by the team and asked if he wanted to write a song for them. He then decided that it would be a good idea to perform a song that featured one of the sounds of the game that would tie the story at the end. Swift stated that the team wanted the players to leave the game happy, which caused them to implement the song in the first place. Wolpaw and other authors write a list of things that will make people happy, which produces "Still Alive". In discussing the difficulty in singing a song as GLaDOS, McLain mentioned one difficulty as breathing, because the computer does not need to breathe. As a result, he must sing the phrases in one breath, while trying to maintain a clean, flat tone. Swift commented in an interview that one focus of game development is for players to listen to GLaDOS and hear the song. GLaDOS continues to be voiced by McLain on Portal 2, which works with Valve every two weeks to record most of the dialogs for the game. The frequency of the session allowed Valve to experiment with the GLaDOS line and how they came out in the last game. After discovering that "Still Alive" is a big part of Portal's success, Valve includes more music in Portal 2, including further involvement of Coulton. Coulton wrote a new song for the game's end credits, "Want You Gone", written from the GLaDOS standpoint of wanting to get rid of Chell. This is done by McLain. The authors found they needed other characters to play from Cave Johnson's Portal 2's during the recording; Instead of hiring voice actors for a few lines, they saved by reusing McLain to play Caroline, the assistant Cave. This causes naturally to provide a backstory for the creation of GLaDOS, which is revealed in the game to be Caroline who entered into GLaDOS. This then leads the authors to develop a full story arc for GLaDOS where he will come to remember his past, learn from him to solve the dilemma and then remove it and rearrange himself.
Last battle
In designing the latest 'encounter' with GLaDOS in Portal, one important aspect to it is to give players a predisposition to a Weighted Companion Cube, an object that GLaDOS gives to player-characters and tells him to protect. This is done by forcing players to burn, there providing tutorials on how to defeat bosses and angles of revenge. GLaDOS was originally designed to be a cunning boss, citing a form in which he will use a series of lasers, as seen in the James Bond film. However, it is determined that this twitch game distracts the players from GLaDOS, and is too different from the game puzzle game. In addition, it is difficult for players to detect when they are hit, so the developers switch gameplay to display rockets. The incarnation of this last boss was dubbed "Portal Kombat", which Swift described as "high intensity rocket fighting". However, Wolpaw does not like it because nobody is paying attention to what GLaDOS is saying. While it goes well with hardcore shooter fans, the people who love the puzzle games are turned off by it. The third boss is a chase scene, with players chasing GLaDOS down the corridor. Wolpaw sharply criticized pacing, which caused the players to roam around until they found the corridor, where a series of pistons would emerge from the wall.
The developers came to the conclusion that a complicated battle would only confuse the player. One of the play testers helps them by showing the quality of the fire pit puzzle, a puzzle that has a player character up on a moving platform that goes down to fire, which requires the player to find a way to survive. He stated that it was dramatic and interesting, but also a difficult puzzle. Wolpaw states that this does not make sense, commenting that it is one of the easiest puzzles in the game. He added that the battle was a dramatic high point, as it was the first time GLaDOS had directly tried to kill the player's character and the first time the player had to use the environment to their advantage. After learning about what developer partner Valve had planned for the final boss battle on Half-Life 2: Episode Two, the Portal developers decided to implement a neurotoxin that would kill the player's character in six minutes. This makes it easy for writers, who only need to write a dialog for six minutes. As a result, they are reducing the game back, intending to ensure that everyone can see the game to the end.
In Portal 2
Erik Wolpaw and Jay Pinkerton are primarily responsible for the single-player campaign story, while Chet Faliszek focuses on the line for GLaDOS in a cooperative campaign. Portal 2 was not originally intended to display GLaDOS or Chell, the player characters of the Portal . However, requests for all of these to be implemented into Portal 2 are large enough that they choose to do so. Initially, the Cave Johnson character was meant to be an antagonist and Portal 2 became prequel. Before applying Chell, they are considered to introduce new player characters who at one point inadvertently re-enable GLaDOS. During the test play, Wolpaw discovers that there are two "opposing" groups: one group is excited to see GLaDOS back, while others do not want to wake him up and question why players want to do that. Thus, the Wheatley character was introduced, which inadvertently built GLaDOS while trying to escape from the facility with Chell. Wheatley and GLaDOS serve as a contrast to each other; where GLaDOS has a more "computer-sounding" sound because of its intelligence, Wheatley "sounds perfect human" for lack of it. Players testers are also bothered by the fact that the new protagonist is not recognized by GLaDOS when he wakes up; thus, they change the new characters back to Chell. Wolpaw and the designers are not sure what to do with GLaDOS and are wary of doing the same thing as the last game. They feel that he has to "go somewhere" and that since GLaDOS is "favored in the first game" and players are "happy with him", they will use Wheatley as another "external threat". At the beginning of the game, GLaDOS introduces every space and congratulates the players while completing it; although they can enter intermediate dialogue from GLaDOS while players try to finish every space, they find this will upset the player and limit his presence in the game just for this point.
The developers consider GLaDOS and Chell to act as "police friends against new threats", but feel that since Chell never spoke, it will not work. He compares his changes to potatoes and has his power stripped to Jenga's game: "You take things from below and see what happens." When he's in potato shape, the designers see "the glaring difference between this worldly GLaDOS and talk to you, and this helpless GLaDOS talks to you on your rifle." They find that testers play are not interested in him when he is helpless and insulting players and will question why they "transport these people together". They decided to give him a change of personality and become Chell's "companion" on the grounds that "he can not stab you for half an hour". To keep players from feeling that they have to leave GLaDOS in a helpless form to prevent it becoming strong again, the designers make sure to give the players a reason to take it with them. In considering the interaction between Chell and GLaDOS, Erik Johnson compares GLaDOS with a "jealous ex-boyfriend", saying "[Chell is] the only person who can interact with him, but the problem is the only way he interacts with anyone is to test them ". While they introduce new characters into the game, the focus of the story at Portal 2 remains the connection and interaction between Chell and GLaDOS, and more focus on the downfall of Chell's meltdown from GLaDOS than the first game.
The cooperative campaign contains separate stories between two robot characters and GLaDOS. Cooperative campaigns include additional dialogue from GLaDOS; the original Wolpaw dialogue writing for GLaDOS is intended for two women, Chell and the new character "Mel", assuming "image problem", but this dialogue remains in place even after the character changes co-op to the robot. The dialogue written for GLaDOS in a cooperative campaign aims to try to break the bond between two robotic characters. Valve is considered originally to have a separate line for GLaDOS to be assigned to each player individually, but found this to be a significant effort for minimal benefits. The authors also try to add GLaDOS lines that will make the players try to compete with each other, such as giving meaningless points, but playtesters do not respond well to these lines.
The authors found that they needed other characters to play outside the Cave during the recording; Instead of hiring voice actors for a few lines, they saved by reusing McLain to play Caroline, the assistant Cave. This led naturally to provide a backstory for the creation of GLaDOS, which was revealed in the game to be based on Caroline's personality. This then leads the authors to develop a full story arc for GLaDOS where he will come to remember his past, learn from him to solve the dilemma and then remove it and rearrange himself. The designers wanted to start the role of GLaDOS in Portal 2 with him "very upset at [Chell]". However, they feel that it will "get old quickly" if they do not put it "into another room". They complete this through a combination of his anger with Wheatley and his conflict with his past life as Caroline. Through the game, the personality of GLaDOS changed significantly; However, in the end, he rearranges his personality into his true personality, a Wolpaw act summarizing as "explicitly rejecting it" and saying "You know what? Done." While they want to give players a feeling that they have beaten GLaDOS, they feel that they should not have players against him as a boss battle; as a result, they let Chell go for the reason Chell is too difficult to handle. Author Jay Pinkerton states that GLaDOS is an example of a criminal who can change from "really gentle" to "really evil" and that "he's not just a whirling mustache-whirling around". He also states that he has a "passive aggressive nature" and will never "attack openly, it's always a subtle mind game". The designers also intend to make it unclear whether GLaDOS is under the control of the machine that he attaches. Wolpaw also calls him "passive aggressive" as well as "somewhat sarcastic" and compares it to Sopranos's The character of Livia Soprano. Use in campaign
GLaDOS has been used several times to reveal in the Portal series. At E3 2008, GLaDOS votes were used to reveal the Portal expansion Portal: Still Alive . He has also been used to denote Portal 2 express; initially, the Blue Screen of Death image is used instead of the Portal 2 disclosure, showing plain text found on the blue screen of death, but with the GLaDOS name at the top. In the disclosure of the PlayStation 3 version of Portal 2 , GLaDOS sounds were used to introduce Gabe Newell, co-founder of Valve Software at E3 2010, where he revealed Portal 2 i> PlayStation 3. Portal 2 ' s is preceded by a collection of video games in a collection called Potato Sack , featuring thirteen independently developed games. These games are all part of an alternative reality, based on a secret narrative that suggests the resurrection and relaunch of GLaDOS. Valve grants developers access to their art assets to include Portal 2 - the content they are responding to, and in some cases, McLain records a special new dialog for these games. The alternative reality game eventually leads to "GLaDOS @ Home", a distributed computing spoof, which encourages players to play self-developed games to evoke GLaDOS ahead of schedule, effectively promoting the Steam release from Portal 2 around 10 hours earlier than the official time.
Cultural impact
The popularity of GLaDOS has led to merchandise produced by Valve and fans; T-shirts depicting GLaDOS, as well as other elements of Portal , are made available for purchase at Valve stores while fans produce GPS using GLaDOS sound. Cosmetic vendors named "Geek Chic Cosmetics" feature some video-themed makeup, including those based on GLaDOS.
The song "Still Alive" has garnered significant attention from fans and critics. It was released as part of the The Orange Box Official Soundtrack and appeared in other video games, including the Rock Band series and Left 4 Dead 2 , the last which was also released by Valve. The song has been performed in several places by Jonathan Coulton who included the Penny Arcade Expo in 2008, Press Start-Symphony of Games-concert in 2009, and the Game Developer Conference in 2008. The song is popular for fans to cover from at Youtube.
Ellen McLain voiced AI computer in the Guillermo del Toro movie 2013 Pacific Rim ; its sound work is intentionally similar to GLaDOS, nods that are approved by Valve for characters and series Portal . When announcing McLain's addition to the players, del Toro stated that he is a "Valve fan" and highlights the Portal and Left 4 Dead as an "instrumental family experience" in his book. home. Del Toro contacted Newell directly to secure McLain's voice, with his daughter's influence on the call assisting to finalize the deal.
McLain voiced GLaDOS for an irregular Astronomical web episode episode prepared by NASA employees working on the Spitzer Space Telescope.
McLain also voiced GlaDOS for Multiplay's Insomnia Gaming Festival 55, providing a narrative for "World Famous Pub Quiz" with Kevan Brighting as the narrator of The Stanley Parable.
Reception and analysis
Paste Magazine, Jason Killingsworth, listed GLaDOS as the sixth best new character of the decade; he writes that he "may be just the most liked villain in video-game history" and that "we just kill him because we have to". Editor for GamesRadar also called him one of the best new characters of the decade.
Epic Games design director Cliff Bleszinski stated that he was motivated to complete the test room at Portal . He also compared it with ex-girlfriends who sent text messages that changed from friendly, to being aggressive, and finally apologized. Justin Towell from GamesRadar calls him the toughest man hardest to kill because of Stockholm syndrome, the syndrome in which the hostages will be tied to their kidnappers. IGN Editor, Daemon Hatfield, describes GLaDOS as one of the most exciting characters to appear in the video game. Cinema Blend featured GLaDOS as the best character of 2007, stating that he "breathed life, emotion, and excitement into the Portal lab." GamesRadar praised Portal as one of the best video game stories ever, citing GLaDOS as the main reason for this. They stated that he has the clearest personalities in the game, adding that he "redefined passive-aggressive". Gunfighter shot Michael Molinari called GLaDOS an example of a quality boss, who stated that his quality stems from his performance throughout the game, providing motivation and satisfying results at the end of the game. Editor Randy Smith commented that the battle with GLaDOS was "easy", commenting that it was "fun and fluid" rather than "annoying insurmountable". However, he added that it has "epic air". While Smith found his battle with ease, UGO Chris Littler's Network incorporated GLaDOS in his 50s "Boss Hardest Freakin Battle" list. UGO.com lists GLaDOS as one of their favorite video game robots.
Awards
GLaDOS has won several awards in 2007 for its role in Portal . IGN Editor Hilary Goldstein gave him the "Best of the Best Guiding Voices" award, commenting that it was between him and the Atlas BioShock character. However, he rewards GLaDOS, citing his humor as the main reason. GameSpy gave it the "Best Character" award, stating that he came from the most unexpected place - a game to be had without a story. They added that during the last meeting, her mood swings provide some of the most memorable dialogue in video game history. X-Play also gave her the best new character award. GamePro awarded GLaDOS, referred to as "The Voice" in their article, the most memorable crown award, described the decision as a startling surprise, considering Frank Fontaine of BioShock or Saren of Mass Effect to win. GLaDOS has received other awards, including "Best of 2007" from Primo Technology, the best new character from GameSpot, and this year's character from Man! Air conditioning. Game Informer also highlighted GLaDOS in the 2010 retrospective list, "Thirty Characters Who Defined a Decade".
Villainy and humor
GLaDOS is often cited as a quality criminal and qualified computer character. IGN calls him the greatest video game villain of all time, stating that when their time with him is short, he leaves a mark on the player as no other criminal has. They call its uniqueness as because there are no other players in the game. They also added he was more humane than video game criminals. 1UP.com Editor, Scott Sharkey praised him as the best crazy video game computer. He stated that he is not only the best crazy computer in the video game, but also in movies and books. He explains his choice by citing his desire to kill the player's character, but is not open about it until the end. He also quotes his female voice and passive-aggressive way to his decision. In another article, he mentions how he feels more sorry for him than any other enemy, describing it as "the most passive version of the most passive version of the girlfriend". He added that he could imagine it was not easy being a super-intelligent computer that was stuck in one building.
Crave Editor Rich Trenholm also greatly admired him, listing it as the fifth best malicious computer. PC World Editor , Spandas Lui, listed GLaDOS as the second largest video game villain, "big-time, badass", citing non-sequiturs of one sentence and personality for her to be one of the most impressive video games ever. criminals ever. The Pittsburgh Editors Live Jessica Severs described GLaDOS as the most entertaining villain because of his cake promises and encouragement like "The next test is not possible." GameDaily listed him as the most appalling video game boss, describing it as "polite, passive-aggressive, and sadistic sadistic". The review adds that while the game may be short, GLaDOS will "resonate with old players after the player has completed". Game Informer considers GLaDOS as the top video game character of the 2000s (decades), takes archetypes from a computer that lives in "shocking new clues, in turn comic and malicious", and that he remains "one of the most interesting characters in game history".
GLaDOS has received praise for its humor and ingenuity. In his review of the Portal , PC Gaming Editor Tom Francis stated that he could barely keep from laughing at the insanity of GLaDOS. Similarly, GameRadar editor Tom Francis describes it as hysterical and becomes an aspect of the Portal that gamers will love. Tom Francis calls GLaDOS one of the most powerful bosses in the world of video games, citing both rilar characters, with whom they claim to be the most amusing video game guild ever since the Purple Tentacle of Day of the Tentacle, as well as memorable quotes. PC Zone UK listed him as the second best player in the game, commenting that the memes associated with the Weighted Companion Cube and "the cake was a lie" could distract people from GLaDOS '"perfectly measured and lyrical sound". He described it as "a funny, clinical, fierce and sharp heart of Portal ". In the The Observer section, Game Inc theorist and Fun Inc. author Tom Chatfield listed GLaDOS as one of the ten best video game characters of all time, describing it as "the funniest woman, the freakiest woman" and the "psychopathic artificial intelligence". The Observer ' s Will Freeman wrote that GLaDOS "really (in the rare case of living with hyperbole) one of the most interesting characters in the history of the video game."
Interactive Arts Academy & amp; Science praises the Portal for "comedic clues", citing the "humorous and humorous" personality of GLaDOS. Writer Lou Kesten, in discussing humor in a video game, mentioned GLaDOS as the first possible time she discovered that a video game could make her laugh out loud. The New York Times editor Charles Herold praised GLaDOS, calling his comment "very funny". In an article entitled "The GlaDOS Effect - Can the Antagonist Set the World?", Gamasutra Publisher Simon Carless describes it as a completely forgotten character from Portal . He states that he is the reason he keeps coming back to play Portal , describing it as funny, unexpected, and deceptive. Tom Hoggins writes that GLaDOS "became one of the most exciting criminals in the game" and that "it managed to get people attached to the dead cube." It has a credit song the best end of all time.It's funny, smart, fresh and managed to feel like a brave and unintentional hero. " GameSpy's Nathan Meunier writes that "without an inhuman antagonist, GLaDOS spews out a burst that triggers laughter from small underhanded threats on its crashed unmanned aircraft as you go further into the belly of Aperture Science, Portal will be a very different game".
Surprisingly GLaDOS from Chell was greeted with a negative reception from Neal Stapel, an adoptive parent profiled by 1UP.com. He states that "it's really fun not to have parents," and stops playing when he first hears the humiliation. He adds that "it throws the last question the child will have for you... and it just throws it right in the living room." Michael McWhertor from Kotaku feels that although "awkward" for parents, the fact that GLaDOS tries to kill Chell will be more annoying. He also pointed out that "fools and overweight are also mocked by robots" in Portal 2 . Chris Pereira 1UP.com finds a "harmless" joke.
In Portal 2
GLaDOS's appearance on Portal 2 received critical acclaim. GameSpot's Chris Watters writes that GLaDOS is "a complex character that evolves across all early levels" and that "before all is said and done, you will once again come to appreciate your relationship with that cruel AI." PALGN's Adam Ghiggino calls Ellen McLain's description of GLaDOS "funny dull" because he calls the player's character fat. He also wrote that GLaDOS has "a lot of emotion in [his] movement". The Guardian ' s Nick Cowen writes that GLaDOS "is alternately funny and horrible". Andy Robinson from Computer and Video Game writes that GLaDOS "definitely now deserves to get into the Best Game Characters Ever". He added that "the development of the GlaDOS character is a joy to follow, as it evolves from bitter, becomes angry and eventually even finds a bit of heart". A GameTrailers editor wrote that GLaDOS '"constantly tuned auto-tuned is very well written and voiced helps lend some characters to a spartan presentation".
Ben PerLee from GameZone wrote that GLaDOS is a "much brighter star of the franchise" than Chell because of his role in Portal . He also writes "the player's interaction with him is truly amazing to watch, he is a vengeful and grumpy as ever, pure pure hatred with a cool layer of science" and that "for GLaDOS fans, he's back from his poor death in Portal before and his literal transformations in the game will surprise, wow, and humor even make the players bored with the quotes. PC Gamers ' s And Stapleton writes that "the evil robot of GLaDOS was in the best killer condition ever since he appeared on screen "and that" Portal ' s shows-stealing a monotonous antagonist challenged for the spotlight by Wheatley. "He compared it with Cave Johnson, who has a similar "sociopathic science approach." Giant Bombers Ryan Davis writes "it would be charitable to characterize GlaDOS as angry sociopathic, and its lust to punish you for your past offenses h riper from before ".
Larry Frum of CNN wrote that "GLaDOS's voice is full of sarcasm and hatred even when the tone of voice remains calm and calm". PC Mag ' s Matthew Murray calls the actor his voice "irreplaceable" and is called GLaDOS "cute and odd sympathetic". James O'Brien writes that GLaDOS has "some of the sharpest, most funny lines we'll hear in any fictional form this year, not just video game ". An editor for CBS News writes that "the interaction between players, GLaDOS and Wheatley is what gives" Portal 2 "its charm and provides a lot of humor that makes the game lure the puzzle after the puzzle". The Globe and Mail ' s Chad Sepieha listed the top five insults from GLaDOS at Portal 2 , which included "Science has now authorized your biological decision to leaving you at the door. "John Walker of Rock Paper Shotgun wrote that" Ellen McLain is back as GLaDOS, and is pushed much further now, hitting every line perfectly ". Adam Biessener writes that while Portal 2 is less comparable to its predecessor, "repeating the GLaDOS line stopped being funny for a long time". He also writes "I never thought I would put the second GLaDOS on every list" Portal "characters, but the character of J.K.Simmons' surpassed the evil AI even though he was as cute as ever".
Comparison with other characters in fiction
GLaDOS has been compared to characters in fiction, including HAL 9000 from the 2001 movie A Space Odyssey by LucasArts Noah Falstein designer. He writes that GLaDOS is a "more convincing psychotic" than HAL and his dialogue is not typical "like HAL [s]". Falstein described it as the best AI he had ever met - "a more convincing psychotic than HAL, with more emotional death than Floyd, and more fun than C-3PO and R2-D2."
This comparison was also made by other critics such as journalist Stephen Totilo and Cindy White of IGN. Totilo writes that HAL is its influence on the "psychotic damage" GLaDOS seen near the end of the Portal title. White wrote HAL and GLaDOS are similar because they both have a "calm, almost childlike" attitude that "conceals evil intentions". He added that "the prospect is closed causing them to act in a deadly way". GameRadar Editor of Games Tyler Wilde stated that while the Radar staff likes GLaDOS, it does not make sense to enter the core of personality into the robot. He suggested that scientists never read 2001: A Space Odyssey , or read too much. Empire Online recorded it as the 12th best video game character of all time, describing his actions as "behavior like HAL". Author Stephen Totilo alluded to the final battle with GLaDOS to the David scene from 2001 disabling HAL, with both scenes involving de-evolving individual characters.
MSNBC's game researcher, Blake Snow, compares The Sign Painter from World of Goo to GLaDOS, because of its invisible character and characters. GameRadar editor Mikel Reparaz compares GLaDOS to SHODAN from the System Shock series and states that before GLaDOS broke their hearts they had SHODAN. Alan Bradley of GamesRadar named GLaDOS as one of the most "evil machines" of the game. He called him "a kind of spiritual successor" to SHODAN. However, PC Zone UK commented that the comparison between GLaDOS and SHODAN is dry; while Portal leaves everything to the players' imagination, System Shock 2 has a very plain storyline. They, however, describe his downfall as hysterical, hopeless, and childish infantile, calling it the most controllable detail since Patrick Bateman in the book Psycho . The Daily Telegraph editor Nick Cowen and Tom Hoggins listed him as the ninth largest video game villain, stating that he is just as cruel as female AI, calling SHODAN as inferior in this regard. Writer N'Gai Croal commented that the boss battle with GLaDOS is similar to the "Room 19" meeting with Andrew Ryan of BioShock, citing the use of the same language and tactical techniques between the two. In the book "Extra Lives: Why Video Games Matter", Infinity Ward developer Michael Boon mentions the characters of GLaDOS and BioShock Andrew Ryan when discussing characters that can not be played. He commented that when shooting games in general show enemies as a bullet magnet, both Andrew Ryan and GLaDOS do not provide an opportunity for players to shoot him. However, he adds that the two characters eventually outdo themselves, but in different ways. He stated that he was "very entertaining", but also that he wanted to kill him. The author of the book Tom Bissell states that in addition to these similarities, both are well written, describing them as "funny, weird, cruel, and alive."
Character Analysis
In his analysis of Portal , Daniel Johnson points out that "a larger section of the Portal ' portion is in the GLaDOS' dialog, which tells" A story metaphor of the power struggle for the role of identity within an institution. "He discusses how the" backstage "of the institution is hinted and gradually revealed through the GLaDOS slip-up, from a momentary error during its initial instruction to the player (" first defect in routine ") until his final neglect from the formal language of the institution when he desperately asks the player to return to the testing area ("front stage", where the internal workings of the institution should be hidden from view.) Microsoft Game Studios developer Tom Abernathy, in discussing the importance of interesting characters in the game video, praising Portal for giving space "audiences" to do some imaginative work "by inviting them to read the unpredictable t to understand GLaDOS motivation. Her own interpretation is that GLaDOS is in conflict between her wants and needs, a conflict that ultimately "causes her to go mad". Stephen Totilo notes the "art way" in which the character of the GlaDOS antagonist is slowly exposed and defined throughout the Portal even though "little interactivity in how the story is told". From his own reaction to the development of that character, he wrote, "I want to hunt GLaDOS, face it for its lies, and break free from its grip, I want this boss battle I do not know if I ever wanted a boss battle before." Newsweek editor N'Gai Croal describes him as "an unreliable, naughty, evil and ultimately killer" narrator.
Nathan Frost's video game developer describes Portal as an exploration of relationships with a person with narcissistic personality disorder. He added that in order to fulfill his self-centered, self-centered desires to play with someone, the player character trapped in the Enrichment Center, was forced to do the trick for the computer. However, once the player character becomes skilful enough to penetrate the central boundary, the secure entertainment of GLaDOS provides a way to "histrionic, bipolar deportment". He describes this as parallel to how a real-life narcissist might try to secure the admiration of others by empowering them in some ways, but limiting them to others. He added that this works well for narcissists until others learn to think and act for themselves. He concludes by saying that part of the resonant's "Portal 's resonance comes from the fact that using a portal gun to escape from the center is" a powerful metaphor for getting out of intercourse with someone diagnosed narcissistic ". Grant Tavinor, author of The Art of Videogames, writes that GLaDOS's actions and personality in Portal is "in the best science fiction tradition" and describes it as "insincere, non-functioning, and maybe crazy ". Wendy Despain, author of Writing for Video Games Genre: from FPS to RPG using Portal as an example of "classic modern" video games and "how they tell their stories". He called GLaDOS a "computer without cheers and crazy clear" and called the narrative "simple". Emily Short, creator of female artificial intelligence in the video game Galatea, speculated that in GLaDOS's final statement to Chell ("Nobody likes you, you know"), "there is a hint that she is talking about herself , not Chell, that he himself wants an emotional connection that he can never achieve, because he also needs to survive, and all human beings are a threat to him... [He has] learned that his human views are potentially threatening and essentially discardable, so he has to see them in the same way. "
Scott Rogers, author of Level Up!: The Guide to Great Video Game Design , uses GLaDOS as an example of a "torturers" boss character, declares that he is mocking and challenging the players, but indirectly confronts or attacks they. Video game developer Andrew Doull described the "unreliable narrator" as the narrative of the more traditional media, stating that GLaDOS is the best example of this game. He quotes a scene in the Portal where GLaDOS tells the player character that the puzzle is currently unbreakable, which turns out to be wrong. However, he commented that "it is still remarkable to see the number of people who fail to read the situation, and proceed quietly to death" in the incinerator when ordered to do so by GLaDOS; He used this example to support the argument that the "unreliable narrator" narrative technique may not be transferred easily to the gaming medium.
Relationship with other characters
Associate Professor of English at the University of Wisconsin-Stevens Point G. Christopher Williams discusses the relationship between GLaDOS and Chell. In response to the quote by designer Erik Wolpaw that reads "we want you to have a very intimate relationship with this AI that changes and evolves over time, leads to the point that you betray him and perform the most intimate actions you can take with someone - killing them with blood cold ", he initially notes that" in his presence, this description of intimacy seems absurd, "but also notes that" a relationship that changes and develops with someone in charge of you that ultimately leads to betraying them by breaking their rules - is wrong one that is not alien ". He used the parent-child relationship as this example and quoted a metaphor by psychologist Sigmund Freud whom Williams says is about "killing parents in an attempt to illustrate how children will end up trying to get out from under their parent's wings". He writes "nothing can be as close as possible, such as loving someone enough to follow their rules and then need to" kill them "to escape from the" game, "which makes this game feel like something more like a really intimate relationship". He called him "just one of the countless authorities that have explained to me the rules of the game, how to control myself, and then pushed me toward certain goals of computer design" and that "this is the experience I have every time I turn on the Xbox me and explains the strange intimate relationship between players and game systems that appear in single player games ". She further discusses that she does not know that Chell's name is Chell or that she is female because she recognizes the character as herself. He writes, "I care about GlaDOS just because he's directing me Oh, and then I really care about him because he wants to kill me."
G. Christopher Williams also discusses the relationship between Wheatley and GLaDOS. The initial impression was that Wheatley, being "stupid" and attached to GLaDOS, was President George W. Bush's political criticism. That is, he thinks that it will "be a way of aligning the myth that surrounds the origins of the Bush-Cheney White House as an opportunity for Republicans to regain control of the White House through less intellectual figures and to control their domain through more authority figures this weak "; However, as he advanced, he saw nothing more to show that this was his intention. He added that this conceptual thought helped make him realize how Portal 2 "presents the fundamental puzzles that exist around competence and strength". In contrast to this, he wrote that "a very clever leader can be the most oppressive force in an organization has been provided in abundance for anyone who has played the first Portal" and that "GLaDOS's" leadership "is a very sadistic fascist definition". He also discussed the "lack of choice" for Chell, who was asked to return GLaDOS to his position to escape. He wrote that this lack of choice "managed to effectively defend its position on the relationship between human beings and the power system".
Williams also discussed the relationship between Caroline, the form he held before he became GLaDOS, and Cave Johnson. He writes that the relationship between Caroline and Johnson meets "the adage that" behind every good man is a good woman, "because she relies on Caroline to fulfill her role of direction and provide comfort and support for responsible men." He added that "while Johnson warned his listeners to joke that 'pretty as Caroline postcards' is forbidden because 'He's married.For Science,' he might as well just warn potential candidates for personal reasons" and wrote that "he's" the science "that he marry herself with ".
As a woman in the video game
G. Christopher Williams writes that the addition of the "intelligence damping scope" conducted by scientists at GLaDOS before the Portal event can represent "the response of men to what they consider to be 'bad manners' or 'irrational thinking' female. "He also wrote" the attempt to 'dampen' intelligence into a somewhat literal manifestation of the labeling of women as 'foolish' or 'irrational' and the need to control 'poor' behavior ", he also quoted how Wheatley was given a masculine voice for" reminds him that he is stupid and to curb his tendency to 'bad behavior'. IGN writes that he "fights" all the stereotypes of a woman in video games and "becomes one of the most memorable and lovable characters ever conceived "Joe McNeilly of GamesRadar wrote that the Portal looks like" feminist criticism of the FPS genre, impeccably executed from within the attacked margin ". He calls her "mother maternal construction" and that while she is programmed to react "empathetically" to the player, she is incapable of feeling emotion. As a result, he felt that he "came to represent human efforts to build an idealized mother figure through the cold logic of science".
GameInformer ' s Lix Lanier stated that there was no criminal, man or woman, has the charm of GLaDOS: "If he did not try to kill Chell, he probably underestimated with passive-aggressive comments will make a girl student proud. Even with the sound of a robot, it is clear that 'You look great in a way, very healthy' is not a compliment. " GamePro ' Chris Holt discusses GLaDOS as an icon of feminism , and writes that as opposed to "archetypes" he is a "prototypical prototype woman". He added that "a female protagonist who kills a nasty woman (or vice versa) is not interesting for us as a critic, but it is the idea that even though it is apparently a robot, without emotional and unstoppable, GLaDOS looked vulnerable, sympathetic, and even victims themselves ". He wrote "GLaDOS has been added because of the danger which he gave to the people who misogynistic possible" and that "by destroying the core-core, Chell is stripping himself of layers of society deem necessary for her to wear" and make it "much more dangerous". He added that Chell and GLaDOS serve as the opposite side of femininity; in which Chell "worshiped and performed every task given to him", GLaDOS "is aggressive and appears to be harmful to a male-dominated society". Chell He also described as "domestic icon" while he described GLaDOS as "progressive and intelligent working woman" and that by killing him, "Chell can be seen as a woman 'safe' obedient to conquer feminist 'dangerous''. He also cites the use of poetry by Emily Dickinson, whom he compares with GLaDOS in both ways covered and essentially a bodyless voice.
In discussing the lack of heroine in a video game, especially in a video game published by Activision, news director Gamasutra Leigh Alexander quotes GLaDOS while stating that "women do not sell" ideas may be wrong logic, stating that he is on the fast track. to become one of the most beloved characters of the game. Gamasutra writers Leigh Alexander, Brandon Boyer, Simon Carless, and Christian Nutt mention GLaDOS as the second most influential video game character, becoming an actual character with the highest ranking because the most influential video game character is the player. They attribute the overall quality of Portal to GLaDOS, stating that without him, Portal will not be nearly the same. They added that the relationship between GLaDOS and player-characters has been described as passive-aggressive, maternal, and "feminist manifesto".
References
Source of the article : Wikipedia