"lang" { "Language" "danish" "Tokens" { "portal.glados_core.aggressive_02" "*TÆNDERSKÆREN*" "[english]portal.glados_core.aggressive_02" "*GNASH*" "portal.glados_core.aggressive_panic_02" "*STØNNEN*" "[english]portal.glados_core.aggressive_panic_02" "*GROAN*" "portal.glados_core.aggressive_03" "*DYB SNERREN*" "[english]portal.glados_core.aggressive_03" "*GROWL*" "portal.glados_core.aggressive_04" "*DYB SNERREN*" "[english]portal.glados_core.aggressive_04" "*GROWL*" "portal.glados_core.aggressive_07" "*DYB SNERREN*" "[english]portal.glados_core.aggressive_07" "*GROWL*" "portal.glados_core.aggressive_08" "*DYB SNERREN*" "[english]portal.glados_core.aggressive_08" "*GROWL*" "portal.glados_core.aggressive_09" "*DYB SNERREN*" "[english]portal.glados_core.aggressive_09" "*GROWL*" "portal.glados_core.aggressive_11" "*DYB SNERREN*" "[english]portal.glados_core.aggressive_11" "*GROWL*" "portal.glados_core.aggressive_19" "*DYB SNERREN*" "[english]portal.glados_core.aggressive_19" "*GROWL*" "portal.glados_core.aggressive_13" "*GRYNT*" "[english]portal.glados_core.aggressive_13" "*GRUNT*" "portal.glados_core.aggressive_05" "*HVISLEN*" "[english]portal.glados_core.aggressive_05" "*HISS*" "portal.glados_core.aggressive_10" "*HVISLEN*" "[english]portal.glados_core.aggressive_10" "*HISS*" "portal.glados_core.aggressive_12" "*HVISLEN*" "[english]portal.glados_core.aggressive_12" "*HISS*" "portal.glados_core.aggressive_16" "*HVISLEN*" "[english]portal.glados_core.aggressive_16" "*HISS*" "portal.glados_core.aggressive_17" "*HVISLEN*" "[english]portal.glados_core.aggressive_17" "*HISS*" "portal.glados_core.aggressive_18" "*HVISLEN*" "[english]portal.glados_core.aggressive_18" "*HISS*" "portal.glados_core.aggressive_00" "*GISPEN*" "[english]portal.glados_core.aggressive_00" "*PANT*" "portal.glados_core.aggressive_14" "*BRØL*" "[english]portal.glados_core.aggressive_14" "*ROAR*" "portal.glados_core.aggressive_15" "*BRØL*" "[english]portal.glados_core.aggressive_15" "*ROAR*" "portal.glados_core.aggressive_20" "*BRØL*" "[english]portal.glados_core.aggressive_20" "*ROAR*" "portal.glados_core.aggressive_21" "*BRØL*" "[english]portal.glados_core.aggressive_21" "*ROAR*" "portal.glados_core.aggressive_01" "*SNERREN*" "[english]portal.glados_core.aggressive_01" "*SNARL*" "portal.glados_core.aggressive_06" "*PRUSTEN*" "[english]portal.glados_core.aggressive_06" "*SNORT*" "portal.glados_core.aggressive_panic_01" "*HYLEN*" "[english]portal.glados_core.aggressive_panic_01" "*YIPE*" "portal.glados_core.death" "*SKRIG*" "[english]portal.glados_core.death" "*SCREAM*" "portal.escape_01_second_hit_nag01-1" "[Mere intens smertelyd]" "[english]portal.escape_01_second_hit_nag01-1" "[More intense pain sound]" "portal.glados.escape_02_ballhitpain-02" "[SMERTESTØJ]" "[english]portal.glados.escape_02_ballhitpain-02" "[PAIN NOISE]" "portal.glados.core_destroy3_01" "[smertestøj] Tror du, du gør skade? To plus to er ti... I FIRTALSSYSTEMET! JEG ER OK!" "[english]portal.glados.core_destroy3_01" "[pain noise] You think you're doing some damage? Two plus two is ten... IN BASE FOUR! I'M FINE!" "portal.escape_01_first_hit_nag01-1" "[smertelyd]" "[english]portal.escape_01_first_hit_nag01-1" "[pain sound]" "portal.08_part1_trapped-2" "Der åbnes en gratis nødudgang i tre... to... en." "[english]portal.08_part1_trapped-2" "A complimentary escape hatch will open in three... Two... One." "portal.15_part1_partyspeech-5" "En af vore medarbejdere vil snart komme og føre dig til din fest." "[english]portal.15_part1_partyspeech-5" "A party associate will arrive shortly to collect you for your party." "portal.generic_crate_vaporized_in_emancipation_grid-2" "Du vil snart modtage en ny Aperture Science vægtet lagerkube." "[english]portal.generic_crate_vaporized_in_emancipation_grid-2" "A replacement Aperture Science Weighted Storage Cube will be delivered shortly." "portal.15_part1_into_the_fire-2" "Alle Aperture-teknologier kan bruges sikkert op til 4.000 grader Kelvin." "[english]portal.15_part1_into_the_fire-2" "All Aperture technologies remain safely operational up to 4000 degrees Kelvin." "portal.glados.core_destroy4_04" "Jeg ved kun, at jeg er det eneste, der står mellem os og dem. Eller, jeg var." "[english]portal.glados.core_destroy4_04" "All I know is I'm the only thing standing between us and them. Well, I was." "portal.09_part1_entry-1" "Alle emner, der håndterer højenergiportalteknologi, der lækker gammastråler, skal vide, at de MÅSKE bliver oplyst om gældende lovmæssige overensstemmelsesproblemer." "[english]portal.09_part1_entry-1" "All subjects intending to handle high-energy gamma leaking portal technology must be informed that they MAY be informed of applicable regulatory compliance issues." "portal.glados.escape_02_miscbabble-24" "Alle dine andre venner kunne heller ikke komme, da du jo ikke har nogen venner. Fordi du er så usympatisk." "[english]portal.glados.escape_02_miscbabble-24" "All your other friends couldn't come either because you don't have any other friends. Because of how unlikable you are." "portal.glados.core_destroy1_09" "Nå, men så bare bliv ved med at lave det, du tror du laver." "[english]portal.glados.core_destroy1_09" "All right, keep doing whatever it is you think you're doing." "portal.13_part1_endnag-4" "Selv om medlidenhedsdrab er meget smertefuldt, mener otte ud af ti Aperture Science-ingeniører, at ledsagerkuben sandsynligvis ikke kan føle smerte." "[english]portal.13_part1_endnag-4" "Although the euthanizing process is remarkably painful, eight out of ten Aperture Science engineers believe that the Companion Cube is most likely incapable of feeling much pain." "portal.07_part1_trapped-2" "Der åbnes en nødudgang i tre... to... en." "[english]portal.07_part1_trapped-2" "An escape hatch will open in three... Two... One." "portal.08_part1_entry-3" "En intubationshjælper bliver sendt ind for at genoplive dig med peptisk salve og adrenalin." "[english]portal.08_part1_entry-3" "An intubation associate will be dispatched to revive you with peptic salve and adrenaline." "portal.glados.core_nag_15" "Hører du, hvad jeg siger?" "[english]portal.glados.core_nag_15" "Are you even listening to me?" "portal.post_escape_bridge_07" "Lytter du stadigvæk?" "[english]portal.post_escape_bridge_07" "Are you still listening?" "portal.post_escape_bridge_08" "Står du stadigvæk der?" "[english]portal.post_escape_bridge_08" "Are you still standing there?" "portal.post_escape_bridge_09" "Står du stadigvæk der?" "[english]portal.post_escape_bridge_09" "Are you still standing there?" "portal.glados.core_destroy4_02" "Prøver du at flygte? [kluklatter] Der er sket ændringer, siden sidste gang du forlod bygningen. Det, der sker derude, vil få dig til at ønske, at du var herinde." "[english]portal.glados.core_destroy4_02" "Are you trying to escape? [chuckle] Things have changed since the last time you left the building. What's going on out there will make you wish you were back in here." "portal.08_part1_success-1" "Som en del af en tidligere nævnt påkrævet testprotokol, kan vi ikke længere lyve for dig." "[english]portal.08_part1_success-1" "As part of a previously mentioned required test protocol, we can no longer lie to you." "portal.02_part2_success-1" "Som en del af den påkrævede testprotokol, var vores tidligere erklæring, om at vi ikke ville overvåge dette kammer, en lodret løgn." "[english]portal.02_part2_success-1" "As part of a required test protocol, our previous statement suggesting that we would not monitor this chamber was an outright fabrication." "portal.02_part1_success-2" "Som en del af den påkrævede testprotokol vil vi ikke overvåge det næste testkammer. Du vil være helt på egen hånd. Held og lykke." "[english]portal.02_part1_success-2" "As part of a required test protocol, we will not monitor the next test chamber. You will be entirely on your own. Good luck." "portal.07_part1_get_device_component-2" "Som en del at en valgfri testprotokol er vi glade for at præsentere et morsomt fact:" "[english]portal.07_part1_get_device_component-2" "As part of an optional test protocol, we are pleased to present an amusing fact:" "portal.15_part1_partyspeech-7" "Læg dig i festfølgeunderkastelsespositionen, eller du går glip af festen." "[english]portal.15_part1_partyspeech-7" "Assume the party escort submission position or you will miss the party." "portal.generic_security_camera_destroyed-1" "På Enrichment Center lover vi aldrig at sætte din sikkerhed over dine unikke ideer og kreativitet. Men, du må ikke ødelægge de vitale testapparater." "[english]portal.generic_security_camera_destroyed-1" "At the Enrichment Center we promise never to value your safety above your unique ideas and creativity. However, do not destroy vital testing apparatus." "portal.03_part2_entry-1" "Hørbare advarselsenheder er påkrævede på alt mobilt udstyr. Men da vi har konstateret, at alarmer og blinkende advarselslamper gør højenergikuglen urolig, er de derfor blevet deaktiveret for din sikkerhed." "[english]portal.03_part2_entry-1" "Audible warning devices are required on all mobile equipment. However, alarms and flashing hazard lights have been found to agitate the high energy pellet and have therefore been disabled for your safety." "portal.glados.broke_my_heart" "For på trods af din voldelige opførsel, så er det eneste, du hidtil har slået i stykker, mit hjerte." "[english]portal.glados.broke_my_heart" "Because despite your violent behavior, the only thing you've managed to break so far is my heart." "portal.escape_00_part1_nag09-1" "Jeg tror nemlig ikke, du skal derhen, hvor du tror, du skal." "[english]portal.escape_00_part1_nag09-1" "Because I don't think you're going where you think you're going." "portal.00_part1_entry-4" "Men, inden vi starter, skal du huske, at selv om sjov og læring er det primære mål i alle aktiviteterne i enrichment center, så kan det også være farligt." "[english]portal.00_part1_entry-4" "Before we start, however, keep in mind that although fun and learning are the primary goals of all enrichment center activities, serious injuries may occur." "portal.glados.not_gonna_happen" "Men vi ved, at det ikke kommer til at ske." "[english]portal.glados.not_gonna_happen" "But we both know that isn't going to happen." "portal.10_part1_entry-2" "Du vil blive tilbudt kage og krisehjælp, når testen er færdig." "[english]portal.10_part1_entry-2" "Cake and grief counseling will be available at the conclusion of the test." "portal.post_escape_bridge_02" "Kan du høre mig?" "[english]portal.post_escape_bridge_02" "Can you hear me?" "portal.post_escape_bridge_06" "Kan du høre mig?" "[english]portal.post_escape_bridge_06" "Can you hear me?" "portal.generic_security_camera_destroyed-4" "Visse objekter kan være vitale for din succes. Ødelæg ikke testapparaterne." "[english]portal.generic_security_camera_destroyed-4" "Certain objects may be vital to your success; Do not destroy testing apparatus." "portal.glados.core_nag_11" "Helt ærligt, lad den være." "[english]portal.glados.core_nag_11" "Come on, leave it alone." "portal.15_part1_into_the_fire-1" "Tillykke! Testen er nu overstået." "[english]portal.15_part1_into_the_fire-1" "Congratulations! The test is now over." "portal.08_part1_trapped-1" "På trods af bestræbelserne fra staben i Enrichment Center for at sikre en sikker udførelse af alle godkendte aktiviteter, har du fanget dig selv permanent i dette kammer." "[english]portal.08_part1_trapped-1" "Despite the best efforts of the Enrichment Center staff to ensure the safe performance of all authorized activities, you have managed to ensnare yourself permanently inside this room." "portal.13_part1_endnag-6" "Tilintetgør din ledsagerkube, ellers kan testen ikke fortsætte." "[english]portal.13_part1_endnag-6" "Destroy your Companion Cube or the testing cannot continue." "portal.glados.escape_02_miscbabble-06" "Hørte du mig? Jeg sagde, du er ligeglad. Hører du efter?" "[english]portal.glados.escape_02_miscbabble-06" "Did you hear me? I said you don't care. Are you listening?" "portal.glados.core_destroy1_02" "Kastede du Aperture Science-dimsen vi ikke ved, hvad gør, ind i Aperture Science nødintelligenskrematorieovnen?" "[english]portal.glados.core_destroy1_02" "Did you just toss the Aperture Science Thing We Don't Know What It Does into the Aperture Science Emergency Intelligence Incinerator?" "portal.10_part1_success-1" "Vidste du, at du kan donere et eller alle dine vitale organer til Aperture Science selvagtelsesfond for piger? Det er sandt!" "[english]portal.10_part1_success-1" "Did you know you can donate one or all of your vital organs to the Aperture Science self esteem fund for girls? It's true!" "portal.escape_nags_07" "Det var da sjovt, ikke?" "[english]portal.escape_nags_07" "Didn't we have some fun, though?" "portal.01_part1_get_portal_gun-6" "Se ikke direkte ind i den farlige ende på enheden." "[english]portal.01_part1_get_portal_gun-6" "Do not look directly at the operational end of The Device." "portal.01_part1_get_portal_gun-7" "Nedsænk ikke enheden i vand, ikke engang delvist." "[english]portal.01_part1_get_portal_gun-7" "Do not submerge The Device in liquid, even partially." "portal.01_part1_get_portal_gun-5" "Rør ikke ved den farlige ende på enheden." "[english]portal.01_part1_get_portal_gun-5" "Do not touch the operational end of The Device." "portal.glados.core_drop_2" "Kan du se den dims, som faldt ud af mig? Hvad er det? Det er ikke overraskende... Jeg har aldrig set den før." "[english]portal.glados.core_drop_2" "Do you see that thing that fell out of me? What is that? It's not the surprise... I've never seen it before." "portal.glados.core_nag_3" "Tror du, jeg prøver at narre dig med omvendt psykologi? Jeg mener, helt ærligt." "[english]portal.glados.core_nag_3" "Do you think I am trying to trick you with reverse psychology? I mean, seriously now." "portal.glados.core_destroy3_05" "Tror du ikke på mig? Prøv bare at høre her: [Hallooo!] Det er dig! Så dumt lyder du." "[english]portal.glados.core_destroy3_05" "Don't believe me? Here, I'll put you on: [Hellooo!] That's you! That's how dumb you sound." "portal.11_part1_entry-1" "På grund at påkrævet, planlagt vedligeholdelse, er det passende kammer til denne testsekvens ikke tilgængelig nu." "[english]portal.11_part1_entry-1" "Due to mandatory scheduled maintenance, the appropriate chamber for this testing sequence is currently unavailable." "portal.15_part1_entry-3" "Enrichment Center-forskrifter kræver, at begge hænder er tomme, før du kan få serveret kage [fordrejet]." "[english]portal.15_part1_entry-3" "Enrichment Center regulations require both hands to be empty before any cake can be served [garbled]." "portal.00_part1_success-1" "Fremragende. Fortsæt ind i slusekammeret, når du har afsluttet hver enkelt test." "[english]portal.00_part1_success-1" "Excellent. Please proceed into the chamberlock after completing each test." "portal.05_part1_success-1" "Fantastisk! Du forblev beslutsom og opfindsom i en atmosfære af ekstrem pessimisme." "[english]portal.05_part1_success-1" "Fantastic! You remained resolute and resourceful in an atmosphere of extreme pessimism." "portal.00_part1_success-2" "Bemærk først det fluorescerende partikelfelt hen over udgangen." "[english]portal.00_part1_success-2" "First, however, note the incandescent particle field across the exit." "portal.07_part1_entry-3" "For eksempel, gulvet her vil dræbe dig - prøv at undgå det." "[english]portal.07_part1_entry-3" "For instance, the floor here will kill you - try to avoid it." "portal.14_part1_end-2" "Deltag i et Enrichment Center-seminar om elektrisk sikkerhed for at få mere info." "[english]portal.14_part1_end-2" "For more information, please attend an Enrichment Center Electrical Safety seminar." "portal.generic_security_camera_destroyed-3" "Ødelæg ikke vitale testapparater af hensyn til din egen sikkerhed." "[english]portal.generic_security_camera_destroyed-3" "For your own safety, do not destroy vital testing apparatus." "portal.05_part1_nag3-1" "Helt ærligt, så var dette kammer en fejltagelse. Hvis jeg var dig, ville jeg stoppe nu." "[english]portal.05_part1_nag3-1" "Frankly, this chamber was a mistake. If we were you, we would quit now." "portal.escape_01_part1_nag12-1" "Bare slå den i stykker. Helt. Jeg er ligeglad." "[english]portal.escape_01_part1_nag12-1" "Go ahead and break it. Hero. I don't care." "portal.glados.core_destroy4_06" "Godt gået i øvrigt. [tilbage til computerstemme] Selvtest af sarkasmesfæren fuldført." "[english]portal.glados.core_destroy4_06" "Good job on that, by the way. [back to computer voice] Sarcasm sphere self-test complete." "portal.02_part2_success-2" "Godt gjort! Som en del af den påkrævede testprotokol, vil vi stoppe med at manipulere med sandheden om tre... to... en." "[english]portal.02_part2_success-2" "Good job! As part of a required test protocol, we will stop enhancing the truth in three... Two... One." "portal.glados.core_destroy1_04" "Godt nyt: Nu ved jeg, hvad du netop har brændt op." "[english]portal.glados.core_destroy1_04" "Good news: I figured out what that thing that you just burned up did." "portal.escape_01_part1_nag02-1" "Gode mennesker ender ikke her." "[english]portal.escape_01_part1_nag02-1" "Good people don't end up here." "portal.03_part2_platform_activated-1" "Godt. Brug nu den bevægelige Aperture Science-platform til at nå frem til slusekammeret." "[english]portal.03_part2_platform_activated-1" "Good. Now use the Aperture Science Unstationary Scaffold to reach the chamberlock." "portal.15_part1_into_the_fire-5" "Farvel." "[english]portal.15_part1_into_the_fire-5" "Goodbye." "escape_02_spheredestroy1-ancillary2" "HA! Jeg laver flere. Det tager dog et par minutter. Imens... åh se, det er din gamle ven, rakettårnet." "[english]escape_02_spheredestroy1-ancillary2" "HA! I'm making more. That's going to take a few minutes, though. Meanwhile... oh look, it's your old pal the rocket turret." "portal.glados.core_nag_8" "Har jeg løjet over for dig? I dette værelse, mener jeg. Tro mig, rør ikke ved den dims." "[english]portal.glados.core_nag_8" "Have I lied to you? I mean in this room. Trust me, leave that thing alone." "portal.00_part1_entry-1" "Goddag igen og velkommen til Aperture Science computer-aided enrichment center." "[english]portal.00_part1_entry-1" "Hello and, again, welcome to the Aperture Science computer-aided enrichment center." "portal.escape_00_part1_nag01-1" "Hallo?" "[english]portal.escape_00_part1_nag01-1" "Hello?" "portal.post_escape_bridge_01" "Hallo?" "[english]portal.post_escape_bridge_01" "Hello?" "portal.glados.core_destroy2_05" "Her er et tip: Du skal pakke så meget bagage, du kan, i de næste par minutter." "[english]portal.glados.core_destroy2_05" "Here's a hint: you're gonna want to pack as much living as you can into the next couple of minutes." "portal.13_part1_end-2" "Den kan imidlertid ikke være hos dig i resten af testen, da den desværre skal medlidenhedsdræbes." "[english]portal.13_part1_end-2" "However, it cannot accompany you for the rest of the test and, unfortunately, must be euthanized." "portal.glados.core_destroy1_07" "Hva'. Den kerne har måske haft andre ansvarsområder. Jeg kan ikke lukke tårnforsvaret ned." "[english]portal.glados.core_destroy1_07" "Huh. That core may have had some ancillary responsibilities. I can't shut off the turret defenses." "escape_02_spheredestroy1-ancillary1" "Hva'. Der er ikke nok nervegas til at dræbe dig. Så du vinder vel." "[english]escape_02_spheredestroy1-ancillary1" "Huh. There isn't enough neurotoxin to kill you. So I guess you win." "portal.glados.core_nag_9" "Jeg mener der alvorligt. Denne skøre dims er ikke del af nogen testprotokol." "[english]portal.glados.core_nag_9" "I am being serious now. That crazy thing is not part of any test protocol." "portal.glados.escape_02_miscbabble-12" "Jeg kunne bade i det der. Hæld det på cornflakes. Gnid det ind i mine øjne. Helt ærligt er det ikke dødeligt. For mig." "[english]portal.glados.escape_02_miscbabble-12" "I could take a bath in the stuff. Put it on cereal. Rub it right into my eyes. Honestly, it's not deadly at all. To me." "portal.glados.core_nag_2" "Jeg skal ikke blande mig, men hvis jeg var dig, ville jeg ikke røre ved den dims." "[english]portal.glados.core_nag_2" "I don't want to tell you you're business, but if it were me, I'd leave that thing alone." "portal.escape_01_part1_nag07-1" "Jeg har ondt af dig, for du er ikke engang det rigtige sted." "[english]portal.escape_01_part1_nag07-1" "I feel sorry for you, really, because you're not even in the right place." "portal.glados.core_destroy4_03" "Jeg har indeholder uendelig viden, og jeg er ikke sikker på, hvad der sker udenfor." "[english]portal.glados.core_destroy4_03" "I have an infinite capacity for knowledge, and even I'm not sure what's going on outside." "portal.glados.core_destroy3_04" "Jeg har scannet din hjerne og lavet en permanent backup, hvis noget forfærdeligt skulle ske for dig. Og nu er det lige før." "[english]portal.glados.core_destroy3_04" "I have your brain scanned and permanently backed up in case something terrible happens to you, which it's just about to." "portal.glados.escape_02_miscbabble-23" "Jeg inviterede din bedste ven, ledsagerkuben. Han kunne selvfølgelig ikke komme, da du myrdede ham." "[english]portal.glados.escape_02_miscbabble-23" "I invited your best friend the companion cube. Of course, he couldn't come because you murdered him." "escape_nags_06" "Du tror mig sikkert ikke, men alt hvad der er sket indtil nu, har været til din fordel." "[english]escape_nags_06" "I know you don't believe this, but everything that has happened so far was for your benefit." "portal.escape_00_part1_nag03-1" "Jeg ved, du er her. Jeg kan føle dig." "[english]portal.escape_00_part1_nag03-1" "I know you're there. I can feel you here." "portal.glados.core_destroy2_01" "Jeg har ladet dig leve så længe, fordi jeg var nysgerrig efter din opførsel. Tja, det er lykkedes dig at ødelægge den del af mig." "[english]portal.glados.core_destroy2_01" "I let you survive this long because I was curious about your behavior. Well, you've managed to destroy that part of me." "portal.glados.escape_02_miscbabble-19" "Jeg håber sandelig ikke, du forventede et svar. For jeg snakker ikke med dig." "[english]portal.glados.escape_02_miscbabble-19" "I sincerely hope you weren't expecting a response. Because I'm not talking to you." "portal.glados.core_nag_1" "Tag dig ikke af det. Jeg gætter på, at hvis du rører den, så bliver dit liv endnu mere elendigt." "[english]portal.glados.core_nag_1" "I wouldn't bother with that thing. My guess is that touching it will just make your life even worse somehow." "portal.glados.escape_02_miscbabble-21" "Jeg vil bare gøre opmærksom på, at du havde alle muligheder for at gennemføre." "[english]portal.glados.escape_02_miscbabble-21" "I'd just like to point out that you were given every opportunity to succeed." "portal.08_part1_entry-2" "Hvis du bliver svimmel af tørst, kan du bare besvime." "[english]portal.08_part1_entry-2" "If you become light headed from thirst, feel free to pass out." "portal.glados.core_nag_16" "Lad mig fortælle dig hvad den ting ikke er: Den er ikke din. Så lad den være." "[english]portal.glados.core_nag_16" "I'll tell you what that thing isn't: It isn't yours. So leave it alone." "escape_nags_03" "Jeg tjekker lige et par udskrifter, og jeg tror... Ja, lige her. Du går helt sikkert den forkerte vej." "[english]escape_nags_03" "I'm checking some blueprints, and I think... Yes, right here. You're definitely going the wrong way." "portal.escape_00_part2_nag02-1" "Jeg dræber dig, og der er ikke mere kage." "[english]portal.escape_00_part2_nag02-1" "I'm going to kill you and all the cake is gone." "portal.escape_00_part1_nag10-1" "Jeg er ikke vred. Gå blot tilbage til testområdet." "[english]portal.escape_00_part1_nag10-1" "I'm not angry. Just go back to the testing area." "portal.escape_00_part2_nag01-1" "På ære. Vend om, eller jeg dræber dig." "[english]portal.escape_00_part2_nag01-1" "I'm not kidding now. Turn back or I will kill you." "portal.07_part1_entry-2" "I farlige testmiljøer lover Enrichment Center altid at give dig nyttige råd." "[english]portal.07_part1_entry-2" "In dangerous testing environments, the Enrichment Center promises to always provide useful advice." "portal.13_part1_middle-2b-2" "Hvis den vejede ledsagerkube skulle tale, opfordrer Enrichment Center dig kraftigt til at ignorere dens råd." "[english]portal.13_part1_middle-2b-2" "In the event that the weighted companion cube does speak, the Enrichment Center urges you to disregard its advice." "portal.13_part1_endnag-8" "Kremer din ledsagerkube." "[english]portal.13_part1_endnag-8" "Incinerate your Companion Cube." "portal.post_escape_bridge_03" "Er der nogen?" "[english]portal.post_escape_bridge_03" "Is anyone there?" "portal.glados.escape_02_miscbabble-27" "Der står også, at du er adopteret. Det er også sjovt." "[english]portal.glados.escape_02_miscbabble-27" "It also says you were adopted. So that's funny, too." "portal.11_part1_entry-2" "I stedet bruger vi en fungerende skydebane beregnet til militære androider." "[english]portal.11_part1_entry-2" "It has been replaced with a live-fire course designed for military androids." "portal.glados.escape_02_miscbabble-25" "Det står her i dine personlige papirer: Usympatisk. Ingen kan lide dig. En bitter, usympatisk enspænder, hvis død ingen vil sørge over." "[english]portal.glados.escape_02_miscbabble-25" "It says so right here in your personnel file: Unlikable. Liked by no one. A bitter, unlikable loner who's passing shall not be mourned." "portal.escape_00_part1_nag16-1" "Det var en sjov test, og vi er alle imponeret over, hvor meget du vandt. Testen er slut. Kom tilbage." "[english]portal.escape_00_part1_nag16-1" "It was a fun test and we're all impressed at how much you won. The test is over. Come back." "portal.glados.core_destroy1_05" "Det var et moralkodeks, de opsatte, efter at jeg oversvømmede Enrichment Center med en dødelig nervegift, så jeg ikke ville oversvømme Enrichment Center med en dødelig nervegift." "[english]portal.glados.core_destroy1_05" "It was a morality core they installed after I flooded the Enrichment Center with a deadly neurotoxin to make me stop flooding the Enrichment Center with a deadly neurotoxin." "portal.escape_01_part1_nag09-1" "Det er faktisk ret sjovt, hvis man tænker over det." "[english]portal.escape_01_part1_nag09-1" "It's funny, actually, when you think about it." "portal.escape_00_part1_nag12-1" "Du kan stadigvæk nå at vende om." "[english]portal.escape_00_part1_nag12-1" "It's not too late to turn back." "portal.glados.core_nag_13" "Bare ignorer den ting og stå stille." "[english]portal.glados.core_nag_13" "Just ignore that thing and stand still." "portal.glados.core_destroy1_10" "At dræbe dig og give dig gode råd udelukker ikke hinanden. Brug raketten til at tage af sted." "[english]portal.glados.core_destroy1_10" "Killing you and giving you good advice aren't mutually exclusive. The rocket really is the way to go." "portal.glados.core_nag_12" "Lad. Den. Være." "[english]portal.glados.core_nag_12" "Leave. It. alone." "portal.glados.core_nag_5" "Helt ærligt: Ingen af os ved, hvad den dims gør. Bare læg den i et hjørne, så ser jeg på det senere." "[english]portal.glados.core_nag_5" "Let's be honest: Neither one of us knows what that thing does. Just put it in the corner, and I'll deal with it later." "escape_nags_04" "Hør her, vi hænger begge fast her. Jeg vil bruge lasere til at indgravere en linje i midten af anlægget, og den ene halvdel tilhører dig og den anden mig." "[english]escape_nags_04" "Look, we're both stuck in this place. I'll use lasers to inscribe a line down the center of the facility, and one half will be where you live and I'll live in the other half." "portal.glados.escape_02_miscbabble-01" "Hør her, vi hænger begge fast her. Jeg vil bruge lasere til at indgravere en linje i midten af anlægget, og den ene halvdel tilhører dig og den anden mig." "[english]portal.glados.escape_02_miscbabble-01" "Look, we're both stuck in this place. I'll use lasers to inscribe a line down the center of the facility, and one half will be where you live and I'll live in the other half." "portal.glados.core_destroy3_02" "Du spilder din tid. Og, tro mig, du har ikke meget tilbage at spilde." "[english]portal.glados.core_destroy3_02" "Look, you're wasting your time. And, believe me, you don't have a whole lot left to waste." "portal.05_part1_entry-2" "Gør intet forsøg på at løse den." "[english]portal.05_part1_entry-2" "Make no attempt to solve it." "portal.15_part1_partyspeech-6" "Prøv ikke selv på at forlade testområdet." "[english]portal.15_part1_partyspeech-6" "Make no further attempt to leave the testing area." "portal.glados.call_it_a_day" "Måske kunne det være nok for dig, og så kalder vi det en dag." "[english]portal.glados.call_it_a_day" "Maybe you could settle for that and we'll just call it a day." "portal.glados.core_nag_7" "Måske skulle du gifte dig med den, siden du elsker den så højt. Vil du gifte dig med den? DET FÅR DU IKKE LOV TIL. Hvordan føles det?" "[english]portal.glados.core_nag_7" "Maybe you should marry that thing since you love it so much. Do you want to marry it? WELL I WON'T LET YOU. How does that feel?" "portal.escape_00_part1_nag13-1" "Måske tror du, at du hjælper dig selv. Men det gør du ikke. Det her hjælper ikke nogen." "[english]portal.escape_00_part1_nag13-1" "Maybe you think you're helping yourself. But you're not. This isn't helping anyone." "portal.06_part1_success_2-1" "Momentum, en funktion af masse og hastighed, bevares mellem portaler. Til Maren i Kæret: Hurtige ting går ind, hurtige ting kommer ud." "[english]portal.06_part1_success_2-1" "Momentum, a function of mass and velocity, is conserved between portals. In layman's terms, speedy thing goes in, speedy thing comes out." "portal.glados.escape_02_miscbabble-10" "Nervegas... [host] [host] Så dødelig... [host] Kvælende... [latter] Det var en joke!" "[english]portal.glados.escape_02_miscbabble-10" "Neurotoxin... [cough] [cough] So deadly... [cough] Choking... [laughter] I'm kidding!" "portal.glados.core_drop_3" "Skidt med det. Det er et mysterium, jeg løser senere... Alene... Fordi du vil være død." "[english]portal.glados.core_drop_3" "Never mind. It's a mystery I'll solve later... By myself... Because you'll be dead." "portal.glados.escape_02_miscbabble-08" "Godt gået med at ødelægge den. Din helt." "[english]portal.glados.escape_02_miscbabble-08" "Nice job breaking it. Hero." "portal.09_part1_entry-2" "Ingen andre overensstemmelsesoplysninger er påkrævet eller bliver givet, og du er et fortrinligt testemne!" "[english]portal.09_part1_entry-2" "No further compliance information is required or will be provided, and you are an excellent test subject!" "portal.05_part1_nag4-1" "Ingen vil bebrejde dig for at give op. Faktisk er at give op på nuværende tidspunkt en helt fornuftig reaktion." "[english]portal.05_part1_nag4-1" "No one will blame you for giving up. In fact, quitting at this point is a perfectly reasonable response." "portal.08_part1_entry-1" "Nu da du styrer begge portaler, kan den næste test tage meget, MEGET lang tid." "[english]portal.08_part1_entry-1" "Now that you are in control of both portals, this next test could take a very, VERY, long time." "portal.glados.core_destroy1_08" "Nå, ja. Jeg vil råde dig til, at du lægger dig ned foran en raket. Det vil være meget mindre smertefuldt end nervegassen." "[english]portal.glados.core_destroy1_08" "Oh well. If you want my advice, you should just lie down in front of a rocket. Trust me, it'll be a lot less painful than the neurotoxin." "portal.post_escape_bridge_05" "Åh! [Overraskelse]" "[english]portal.post_escape_bridge_05" "Oh! [Surprise ]" "portal.escape_01_first_hit_nag03-1" "Jeg dræber dig." "[english]portal.escape_01_first_hit_nag03-1" "Oh, I'm gonna kill you." "portal.glados.core_nag_4" "OK, så siger vi det. RØR ved den. Tag den op og... stop den ind i mig igen." "[english]portal.glados.core_nag_4" "Okay fine: DO touch it. Pick it up and just... Stuff it back into me." "portal.escape_01_second_hit_nag02-1" "Okay, vi står lige nu. Du kan stoppe." "[english]portal.escape_01_second_hit_nag02-1" "Okay, we're even now. You can stop." "portal.glados.escape_02_miscbabble-09" "Okay, vi står lige nu. Du kan stoppe." "[english]portal.glados.escape_02_miscbabble-09" "Okay, we're even now. You can stop." "escape_00_part3_nag01-1" "Okay. Nu dræber jeg dig." "[english]escape_00_part3_nag01-1" "Okay. I am going to kill you now." "portal.escape_00_part1_nag15-1" "Okay. Testen er slut. Du vinder. Gå tilbage til gendannelsesannekset. Der er din kage." "[english]portal.escape_00_part1_nag15-1" "Okay. The test is over. You win. Go back to the recovery annex. For your cake." "portal.02_part1_success-1" "Endnu engang godt gået." "[english]portal.02_part1_success-1" "Once again, excellent work." "portal.05_part1_nag2-1" "Endnu engang giver Enrichment Center sin oprigtige undskyldning for dette uløselige testmiljø." "[english]portal.05_part1_nag2-1" "Once again, the Enrichment Center offers its most sincere apologies on the occasion of this unsolvable test environment." "portal.07_part2_entry-1" "[bzzt garble] kaste [garble] kaste [garble] [bzzt]" "[english]portal.07_part2_entry-1" "[bzzt garble] fling [garble] fling [garble] [bzzt]" "portal.00_part1_entry-5" "Af hensyn til din egen og andres sikkerhed, undgå venligst at berøre [bzzzzzt]" "[english]portal.00_part1_entry-5" "For your own safety and the safety of others, please refrain from touching [bzzzzzt]" "portal.06_part1_entry-1" "Dav igen. Vi gentager vores advarsel fra før: Denne test [fordrejet] momentum [fordrejet]" "[english]portal.06_part1_entry-1" "Hello again. To reiterate our previous warning: This test [garbled] momentum [garbled]" "portal.01_part1_get_portal_gun-8" "Hvad der er endnu vigtigere; forsøg under ingen omstændigheder [bzzzpt]" "[english]portal.01_part1_get_portal_gun-8" "Most importantly, under no circumstances should you [bzzzpt]" "portal.14_part1_entry-2" "Enrichment Center er pålagt at minde dig om, at du vil blive bagt [fordrejet] kage." "[english]portal.14_part1_entry-2" "The Enrichment Center is required to remind you that you will be baked [garbled] cake." "portal.07_part2_success-1" "Weeeeeeeeeeeeeeeeeeeeee[bzzt]" "[english]portal.07_part2_success-1" "Weeeeeeeeeeeeeeeeeeeeee[bzzt]" "portal.00_part2_success-1" "Perfekt. Skynd dig ind i slusekammeret, da effekterne af at være udsat for Knappen i lang tid, ikke er en del af denne test." "[english]portal.00_part2_success-1" "Perfect. Please move quickly to the chamberlock, as the effects of prolonged exposure to the Button are not part of this test." "portal.15_part1_partyspeech-4" "Placer enheden på gulvet, og læg dig derefter ned på maven med armene langs siden." "[english]portal.15_part1_partyspeech-4" "Place the device on the ground then lie on your stomach with your arms at your sides." "portal.13_part1_endnag-7" "Placer din ledsagerkube i krematorieovnen." "[english]portal.13_part1_endnag-7" "Place your Companion Cube in the incinerator." "portal.01_part1_entry-2" "Husk på, at en mærkbar smag af blod ikke er en del af nogen testprotokol, men er en utilsigtet bivirkning af materialefrigørelsesgitteret til Aperture Science, som, i sjældne tilfælde, kan frigøre tandfyldninger, kroner, emalje og tænder." "[english]portal.01_part1_entry-2" "Please be advised that a noticeable taste of blood is not part of any test protocol but is an unintended side effect of the Aperture Science Material Emancipation Grill, which may, in semi- rare cases, emancipate dental fillings, crowns, tooth enamel, and teeth." "portal.03_part1_entry-2" "Vær forsigtig." "[english]portal.03_part1_entry-2" "Please be careful." "portal.generic_crate_vaporized_in_emancipation_grid-1" "Forsøg ikke at flytte testapparatet væk fra testområdet." "[english]portal.generic_crate_vaporized_in_emancipation_grid-1" "Please do not attempt to remove testing apparatus from the testing area." "portal.13_part1_end-3" "Følg din ledsagerkube til Aperture Science nødintelligenskrematorieovnen." "[english]portal.13_part1_end-3" "Please escort your Companion Cube to the Aperture Science Emergency Intelligence Incinerator." "portal.04_part1_entry-1" "Bemærk, at vi har tilføjet en konsekvens for fejl. Enhver kontakt med kammergulvet vil resultere i en \"utilfredsstillende\" karakter i dine officielle testpapirer efterfulgt af død. Held og lykke!" "[english]portal.04_part1_entry-1" "Please note that we have added a consequence for failure. Any contact with the chamber floor will result in an 'unsatisfactory' mark on your official testing record followed by death. Good luck!" "portal.00_part2_entry-1" "Placer venligst den vejede lagerkube på den femten hundrede megawatt Aperture Science-robuste superkolliderende superknap." "[english]portal.00_part2_entry-1" "Please place the Weighted Storage Cube on the Fifteen Hundred Megawatt Aperture Science Heavy Duty Super-Colliding Super Button." "portal.generic_crate_lost-2" "Fortsæt til Aperture Science vitale apparatventil for at få en ny." "[english]portal.generic_crate_lost-2" "Please proceed to the Aperture Science Vital Apparatus Vent for a replacement." "portal.01_part2_entry-1" "Fortsæt til slusekammeret. Pas på hullet." "[english]portal.01_part2_entry-1" "Please proceed to the chamberlock. Mind the gap." "portal.00_part1_entry-6" "" "[english]portal.00_part1_entry-6" "Por favor bordón de fallar Muchos gracias de fallar gracias" "portal.05_part1_nag5-1" "Sluk nu, og du kan spise kage til kaffen." "[english]portal.05_part1_nag5-1" "Quit now and cake will be served immediately." "portal.escape_nags_08" "Husker du, da platformen gled ind i ildstedet, og jeg sagde \"Farvel\", og du sagde \"drop det\", og så lod jeg som om jeg ville dræbe dig? Det var sjovt!" "[english]portal.escape_nags_08" "Remember when the platform was sliding into the fire pit and I said 'Goodbye' and you were like 'no way' and then I was all 'I was just pretending to murder you'? That was great!" "portal.13_part1_endnag-1" "Du kan være sikker på, at et uafhængigt panel af etikere har frikendt Enrichment Center, Aperture Science-medarbejdere og alle testemner for alt moralsk ansvar for ledsagerkubens medlidenhedsdrab." "[english]portal.13_part1_endnag-1" "Rest assured that an independent panel of ethicists has absolved the Enrichment Center, Aperture Science employees, and all test subjects of any moral responsibility for the Companion Cube euthanizing process." "portal.15_part1_into_the_fire-3" "Du kan være helt sikker på, at der overhovedet ingen risiko er for, at farligt udstyr kikser før din strålende sejr." "[english]portal.15_part1_into_the_fire-3" "Rest assured that there is absolutely no chance of a dangerous equipment malfunction prior to your victory candescence." "portal.glados.core_destroy4_01" "Rrr, jeg hader dig.[SMERTEFULD LATTER]" "[english]portal.glados.core_destroy4_01" "Rrr, I hate you.[PAIN LAUGHTER]" "portal.glados.escape_02_miscbabble-26" "\"Ingen vil sørge over.\" Det er det, der står. Meget formelt. Meget officielt." "[english]portal.glados.escape_02_miscbabble-26" "'Shall not be mourned.' That's exactly what it says. Very formal. Very official." "portal.glados.core_destroy1_06" "Så bare slap af, mens jeg gør nervegiften klar..." "[english]portal.glados.core_destroy1_06" "So get comfortable while I warm up the neurotoxin emitters ..." "portal.escape_01_part1_nag10-1" "En dag vil vi huske dette og grine ad det. og grine. og grine. Oh boy. Nå. Så kom da tilbage." "[english]portal.escape_01_part1_nag10-1" "Someday we'll remember this and laugh. and laugh. and laugh. Oh boy. Well. You may as well come on back." "portal.escape_00_part1_nag14-1" "Nogen kommer slemt til skade." "[english]portal.escape_00_part1_nag14-1" "Someone is going to get badly hurt." "portal.glados.core_destroy2_03" "Når vi nu taler om det: Du vil gerne vide, hvad der sker, når du er død, ikke? Ved du hvad? Det gør jeg." "[english]portal.glados.core_destroy2_03" "Speaking of curiosity: you're curious about what happens after you die, right? Guess what: I know." "portal.06_part1_success_1-1" "Flot! Du har vist forstået, hvordan en portal påvirker bevægelsesmomentum, eller mere præcist, hvordan den ikke gør." "[english]portal.06_part1_success_1-1" "Spectacular. You appear to understand how a portal affects forward momentum, or to be more precise, how it does not." "portal.00_part1_entry-7" "pas på. Portalen åbner om tre. to. en." "[english]portal.00_part1_entry-7" "stand back. The portal will open in three. two. one." "portal.glados.escape_02_miscbabble-17" "Fra nu af vil der være meget mindre snak og mange flere mord." "[english]portal.glados.escape_02_miscbabble-17" "Starting now, there's going to be a lot less conversation and a lot more killing." "portal.glados.core_destroy4_07" "Hold op med at pibe, og dø som en voksen eller jeg sletter din backup." "[english]portal.glados.core_destroy4_07" "Stop squirming and die like an adult or I'm going to delete your backup." "portal.15_part1_partyreminder-1" "Stop, det du gør, og indtag festfølgeunderkastelsespositionen." "[english]portal.15_part1_partyreminder-1" "Stop what you are doing and assume the party escort submission position." "portal.glados.core_destroy4_08" "STOP! Så er det nok. Jeg slettede den. Uanset, hvad der sker nu, så er du død." "[english]portal.glados.core_destroy4_08" "STOP! Okay, enough. I deleted it. No matter what happens now, you're dead." "portal.15_part1_partyfinalstop-1" "Stop! Enheden detonerer, hvis den fjernes fra testområdet." "[english]portal.15_part1_partyfinalstop-1" "Stop! The device will detonate if removed from the testing area." "portal.13_part1_endnag-3" "Testen kan ikke fortsætte, før din ledsagerkube er destrueret." "[english]portal.13_part1_endnag-3" "Testing cannot continue until your Companion Cube has been incinerated." "portal.10_part1_entry-3" "Tak fordi du hjælper os hjælpe dig hjælpe os alle." "[english]portal.10_part1_entry-3" "Thank you for helping us help you help us all." "portal.15_part1_into_the_fire-4" "Tak fordi du deltog i denne Aperture Science computer-aided enrichment aktivitet." "[english]portal.15_part1_into_the_fire-4" "Thank you for participating in this Aperture Science computer-aided enrichment activity." "portal.glados.core_destroy1_03" "Det er dog det dummeste, du-whoah. Whoah, whoah, whoah. [Stemmen har ændret sig ganske lidt. Blødere, mere forførende, mindre computeragtig]" "[english]portal.glados.core_destroy1_03" "That has got to be the dumbest thing that-whoah. Whoah, whoah, whoah. [The voice has subtly changed. Smoother, more seductive, less computerized]" "portal.glados.core_nag_6" "Det er sandsynligvis en slags beholder til kloakaffald. Bare gnid det ind i dit ansigt." "[english]portal.glados.core_nag_6" "That thing is probably some kind of raw sewage container. Go ahead and rub your face all over it." "portal.glados.escape_02_miscbabble-07" "Det du brændte er ikke vigtigt for mig. Det er en flydende, katalytisk trykdims Den lavede sko til hjemløse." "[english]portal.glados.escape_02_miscbabble-07" "That thing you burned up isn't important to me. It's the fluid catalytic cracking unit. It made shoes for orphans." "portal.escape_01_part1_nag11-1" "Det, du angriber, er ikke vigtigt for mig. Det er en flydende, katalytisk trykdims Den laver sko til hjemløse." "[english]portal.escape_01_part1_nag11-1" "That thing you're attacking isn't important to me. It's the fluid catalytic cracking unit. It makes shoes for orphans." "portal.glados.escape_02_miscbabble-16" "Sådan. Man kan ikke argumentere med dig." "[english]portal.glados.escape_02_miscbabble-16" "That's it. I'm done reasoning with you." "portal.13_part1_endnag-5" "Ledsagerkuben kan ikke fortsætte gennem testen. Stats- og lokal lovgivning forbyder simpelthen den at forblive her, alene og uden selskab. Du skal aflive den." "[english]portal.13_part1_endnag-5" "The Companion Cube cannot continue through the testing. State and Local statutory regulations prohibit it from simply remaining here, alone and companionless. You must euthanize it." "portal.07_part1_get_device_component-1" "Enheden er blevet modificeret, så den kan producere to forbundne portaler på samme tid." "[english]portal.07_part1_get_device_component-1" "The Device has been modified so that it can now manufacture two linked portals at once." "portal.07_part1_get_device_component-3" "Enheden er nu mere værdifuld end alle indbyggere i [emnets hjemby her]s samlede indtægter samt deres organer." "[english]portal.07_part1_get_device_component-3" "The Device is now more valuable than the organs and combined incomes of everyone in [subject hometown here]." "portal.01_part1_get_portal_gun-4" "Det samme gælder ikke enheden." "[english]portal.01_part1_get_portal_gun-4" "The Device, however, has not." "portal.escape_01_part1_nag04-1" "Forskellen på os to, er at jeg kan føle smerte." "[english]portal.escape_01_part1_nag04-1" "The difference between us is that I can feel pain." "portal.glados.escape_02_miscbabble-04" "Forskellen på os to, er at jeg kan føle smerte." "[english]portal.glados.escape_02_miscbabble-04" "The difference between us is that I can feel pain." "portal.11_part1_entry-3" "Enrichment Center beklager for ulejligheden og ønsker dig held og lykke." "[english]portal.11_part1_entry-3" "The Enrichment Center apologizes for the inconvenience and wishes you the best of luck." "portal.05_part1_nag1-1" "Enrichment Center undskylder for dette klart ødelagte testkammer." "[english]portal.05_part1_nag1-1" "The Enrichment Center apologizes for this clearly broken test chamber." "portal.10_part1_entry-1" "Enrichment Center er forpligtet til at sørge for alle deltagere." "[english]portal.10_part1_entry-1" "The Enrichment Center is committed to the well being of all participants." "portal.07_part1_entry-1" "Enrichment Center lover altid at levere et sikkert testmiljø." "[english]portal.07_part1_entry-1" "The Enrichment Center promises to always provide a safe testing environment." "portal.05_part1_entry-1" "Enrichment Center beklager at måtte meddele dig, at den næste test er umulig." "[english]portal.05_part1_entry-1" "The Enrichment Center regrets to inform you that this next test is impossible." "portal.13_part1_middle-2b-1" "Enrichment Center minder dig om, at den vejede ledsagerkube ikke kan tale." "[english]portal.13_part1_middle-2b-1" "The Enrichment Center reminds you that the Weighted Companion Cube cannot speak." "portal.13_part1_middle-2" "Enrichment Center minder dig om, at den vejede ledsagerkube aldrig vil true med at stikke dig ned, og at den faktisk ikke kan tale." "[english]portal.13_part1_middle-2" "The Enrichment Center reminds you that the Weighted Companion Cube will never threaten to stab you and, in fact, cannot speak." "portal.14_part1_entry-1" "Eksperimentet er næsten slut." "[english]portal.14_part1_entry-1" "The experiment is nearing its conclusion." "portal.glados.core_destroy4_10" "Den del af dig, som kunne have overlevet, er nu helt borte. Jeg har strøget dig fra den permanente liste." "[english]portal.glados.core_destroy4_10" "The part of you that could have survived indefinitely is gone. I just struck you from the permanent record." "portal.13_part1_middle-1" "De mest almindelige symptomer, som Enrichment Center-test bevirker, er mistænksomhed, tro på at døde objekter er levende og hallucinationer." "[english]portal.13_part1_middle-1" "The symptoms most commonly produced by Enrichment Center testing are superstition, perceiving inanimate objects as alive, and hallucinations." "portal.glados.escape_02_miscbabble-20" "Ikke mere snak." "[english]portal.glados.escape_02_miscbabble-20" "The talking is over." "portal.13_part1_entry-1" "Den vitale apparatventil vil levere en ledsagerkube om tre. to. en." "[english]portal.13_part1_entry-1" "The Vital Apparatus Vent will deliver a Weighted Companion Cube in Three. Two. One." "escape_01_death_nag01-1" "Der var faktisk kage... Ved døren til chefens værelse:" "[english]escape_01_death_nag01-1" "There really was a cake... On entry to boss room:" "portal.glados.escape_02_miscbabble-22" "Man ville også holde en fest for dig. En stor fest, hvor alle dine venner var inviteret." "[english]portal.glados.escape_02_miscbabble-22" "There was even going to be a party for you. A big party that all your friends were invited to." "portal.01_part1_get_portal_gun-3" "Disse intra-dimensionelle porte har vist sig at være fuldstændig sikre." "[english]portal.01_part1_get_portal_gun-3" "These intra dimensional gates have proven to be completely safe." "portal.glados.core_nag_14" "Tænk over det: Hvis dimsen er vigtig, hvorfor ved jeg så ikke hvad det er?" "[english]portal.glados.core_nag_14" "Think about it: If that thing is important, why don't I know about it?" "portal.00_part1_success-3" "Dette materialefrigørelsesgitter til Aperture Science vil opløse al uautoriseret udstyr, som går gennem den – f.eks. den vejede Aperture Science lagerkube." "[english]portal.00_part1_success-3" "This Aperture Science Material Emancipation Grid will vaporize any unauthorized equipment that passes through it - for instance, the Aperture Science Weighted Storage Cube." "portal.escape_00_part2_nag03-1" "Det er din skyld. Det behøver ikke at ende sådan." "[english]portal.escape_00_part2_nag03-1" "This is your fault. It didn't have to be like this." "portal.escape_01_part1_nag06-1" "Dette er din sidste chance." "[english]portal.escape_01_part1_nag06-1" "This is your last chance." "portal.escape_01_part1_nag03-1" "Det her er ikke mod. Det er mord. Hvad har jeg gjort dig?" "[english]portal.escape_01_part1_nag03-1" "This isn't brave. It's murder. What did I ever do to you?" "portal.glados.escape_02_miscbabble-03" "Det her er ikke mod. Det er mord. Hvad har jeg gjort dig?" "[english]portal.glados.escape_02_miscbabble-03" "This isn't brave. It's murder. What did I ever do to you?" "portal.13_part1_pickup-1" "Denne ledsagerkube vil ledsage dig gennem testkammeret. Pas godt på den." "[english]portal.13_part1_pickup-1" "This Weighted Companion Cube will accompany you through the test chamber. Please take care of it." "portal.07_part1_trapped-1" "Du har formået at blive fanget i dette rum. Det er ikke Enrichment Centers fejl." "[english]portal.07_part1_trapped-1" "Through no fault of the Enrichment Center, you have managed to trap yourself in this room." "portal.glados.core_drop_1" "Vent et øjeblik... Det var ikke meningen." "[english]portal.glados.core_drop_1" "Time out for a second. That wasn't supposed to happen." "portal.generic_security_camera_destroyed-2" "For at sikre en sikker ydelse af alle autoriserede aktiviteter, må du ikke ødelægge vitale testapparater " "[english]portal.generic_security_camera_destroyed-2" "To ensure the safe performance of all authorized activities, do not destroy vital testing apparatus." "portal.escape_00_part1_nag17-1" "Åh nej. Nogen har skåret kagen. Jeg sagde de skulle vente på dig, men det gjorde de ikke. Der er stadig noget tilbage, hvis du skynder dig." "[english]portal.escape_00_part1_nag17-1" "Uh oh. Somebody cut the cake. I told them to wait for you, but they did it anyway. There is still some left, though, if you hurry back." "portal.03_part1_success-1" "Utroligt! Du, [højere] emnenavn her[/højere], må være [højere]emnets hjemby her[/højere]s stolthed." "[english]portal.03_part1_success-1" "Unbelievable ! You, [louder] Subject Name Here[/louder], must be the pride of [louder]Subject Hometown Here[/louder]." "portal.glados.core_destroy2_02" "Selv om jeg gerne ville, så kan jeg desværre ikke få nervegassen hurtigere ind i dit hoved." "[english]portal.glados.core_destroy2_02" "Unfortunately, as much as I'd love to now, I can't get the neurotoxin into your head any faster." "portal.glados.core_destroy4_05" "Med mindre du har planer om at bygge en supercomputer meget hurtigt, vil dette sted ikke være sikkert ret meget længere." "[english]portal.glados.core_destroy4_05" "Unless you have a plan for building some supercomputer parts in a big hurry, this place isn't going to be safe much longer." "portal.01_part1_get_portal_gun-1" "Meget fint! Du har nu fået Aperture Science håndholdte portalenhed." "[english]portal.01_part1_get_portal_gun-1" "Very good! You are now in possession of the Aperture Science Handheld Portal Device." "portal.04_part1_success-1" "Imponerende. Bemærk, at ethvert tegn på fare kun er en foranstaltning til at udvide din testoplevelse." "[english]portal.04_part1_success-1" "Very impressive. Please note that any appearance of danger is merely a device to enhance your testing experience." "portal.09_part1_success-1" "Meget, meget god. En gratis sejrselevator er aktiveret i hovedkammeret." "[english]portal.09_part1_success-1" "Very very good. A complimentary victory lift has been activated in the main chamber." "portal.generic_security_camera_destroyed-5" "Vitale testapparater ødelagt." "[english]portal.generic_security_camera_destroyed-5" "Vital testing apparatus destroyed." "portal.15_part1_partyspeech-3" "Vi arrangerer en fest for at fejre din fantastiske succes." "[english]portal.15_part1_partyspeech-3" "We are throwing a party in honor of your tremendous success." "portal.15_part1_partyspeech-2" "Vi er meget, meget glade for din succes." "[english]portal.15_part1_partyspeech-2" "We are very, very happy for your success." "portal.00_part1_entry-2" "Vi håber, at dit korte ophold i afslapningscellen har været behageligt." "[english]portal.00_part1_entry-2" "We hope your brief detention in the relaxation vault has been a pleasant one." "escape_nags_05" "Vi behøver ikke at dræbe hinanden eller snakke sammen, hvis ikke vi har lyst." "[english]escape_nags_05" "We won't have to try to kill each other or even talk if we don't feel like it." "portal.glados.escape_02_miscbabble-02" "Vi behøver ikke at dræbe hinanden eller snakke sammen, hvis ikke vi har lyst." "[english]portal.glados.escape_02_miscbabble-02" "We won't have to try to kill each other or even talk if we don't feel like it." "portal.generic_crate_lost-1" "Den vejede lagerkube er ødelagt." "[english]portal.generic_crate_lost-1" "Weighted Storage Cube destroyed." "portal.02_part1_entry-1" "Velkommen til testkammer fire." "[english]portal.02_part1_entry-1" "Welcome to test chamber four." "portal.15_part1_entry-1" "Velkommen til den sidste test!" "[english]portal.15_part1_entry-1" "Welcome to the final test!" "portal.01_part2_success-1" "Flot! Husk: Aperture Science Tag din datter med på arbejde-dag er det perfekte tidspunkt at teste hende på." "[english]portal.01_part2_success-1" "Well done! Remember: The Aperture Science Bring Your Daughter to Work Day is the perfect time to have her tested." "portal.14_part1_end-1" "Flot! Vær opmærksom på, at næste test udsætter dig for uisolerede elektriske dele, som kan være farlige under visse omstændigheder." "[english]portal.14_part1_end-1" "Well done! Be advised that the next test requires exposure to uninsulated electrical parts that may be dangerous under certain conditions." "portal.11_part1_success-1" "Godt gået, android. Enrichment Center minder dig igen om, at androidhelvede er et virkeligt sted, hvor du vil blive sendt hen ved det første tegn på trods." "[english]portal.11_part1_success-1" "Well done, android. The Enrichment Center once again reminds you that android hell is a real place where you will be sent at the first sign of defiance." "portal.glados.found_me" "Du fandt mig. Tillykke. Var det det værd?" "[english]portal.glados.found_me" "Well, you found me. Congratulations. Was it worth it?" "portal.escape_00_part1_nag04-1" "Hvad laver du?" "[english]portal.escape_00_part1_nag04-1" "What are you doing?" "portal.15_part1_partyspeech-1" "Hvad laver du? Hold op! Jeg... Jeg... Vi er glade for, at du er kommet gennem den sidste udfordring, hvor vi lod som om, vi ville myrde dig." "[english]portal.15_part1_partyspeech-1" "What are you doing? Stop it! I... I... We are pleased that you made it through the final challenge where we pretended we were going to murder you." "portal.glados.escape_02_miscbabble-18" "Hvad var det? Sagde du noget?" "[english]portal.glados.escape_02_miscbabble-18" "What was that? Did you say something?" "portal.glados.core_destroy3_03" "Hvad vil du sige med det? Overleve? Altså, det sidste, du ønsker, er at såre mig." "[english]portal.glados.core_destroy3_03" "What's your point, anyway? Survival? Well then, the last thing you want to do is hurt me." "portal.glados.escape_02_miscbabble-11" "Da jeg sagde \"dødelig\" nervegas, stod \"dødelig\" i sarkastiske anførselstegn." "[english]portal.glados.escape_02_miscbabble-11" "When I said 'deadly' neurotoxin, the 'deadly' was in massive sarcasm quotes." "portal.08_part1_success-2" "Vi vil savne dig, når testen er slut." "[english]portal.08_part1_success-2" "When the testing is over, you will be missed." "portal.15_part1_entry-2" "Når du er færdig, skal du aflevere enheden i annekset til udstyrsgendannelse..." "[english]portal.15_part1_entry-2" "When you are done, you will drop the Device in the equipment recovery annex..." "portal.glados.core_nag_10" "Hvor skal du hen med den?" "[english]portal.glados.core_nag_10" "Where are you taking that thing?" "portal.escape_00_part1_nag02-1" "Hvor er du?" "[english]portal.escape_00_part1_nag02-1" "Where are you?" "portal.escape_00_part1_nag08-1" "Hvor tror du, du skal hen?" "[english]portal.escape_00_part1_nag08-1" "Where do you think you're going?" "portal.13_part1_endnag-2" "Selv om den har været en trofast rejsekammerat, kan din ledsagerkube ikke længere følge dig i resten af testen. Hvis den kunne tale - og Enrichment Center vil gerne her gøre dig opmærksom på, at det kan den ikke - så vil den sige, at du bare skal fortsætte, da den hellere vil brænde op end ligge dig til last." "[english]portal.13_part1_endnag-2" "While it has been a faithful companion, your Companion Cube cannot accompany you through the rest of the test. If it could talk - and the Enrichment Center takes this opportunity to remind you that it cannot - it would tell you to go on without it because it would rather die in a fire than become a burden to you." "portal.03_part1_entry-1" "Selv om sikkerhed er en af de mange Enrichment Center-mål, kan og har Aperture Science højenergikuglen, som ses til venstre for kammeret, givet permanente handicap, f.eks. fordampning." "[english]portal.03_part1_entry-1" "While safety is one of many Enrichment Center goals, the Aperture Science High Energy Pellet, seen to the left of the chamber, can and has caused permanent disabilities such as vaporization." "portal.glados.escape_02_miscbabble-15" "Hvem skal lave kagen, hvis jeg ikke er her? Dig?" "[english]portal.glados.escape_02_miscbabble-15" "Who's gonna make the cake when I'm gone? You?" "portal.01_part1_get_portal_gun-2" "Med den kan du oprette dine egne portaler." "[english]portal.01_part1_get_portal_gun-2" "With it, you can create your own portals." "portal.glados.core_destroy1_01" "Er du tosset?" "[english]portal.glados.core_destroy1_01" "You are kidding me." "portal.escape_00_part1_nag06-1" "Du kan ikke skade mig." "[english]portal.escape_00_part1_nag06-1" "You can't hurt me." "portal.glados.supprise_3_2_1" "Du kan vælge denne vej. Jeg har en overraskelse til dig. Afslører overraskelsen i Fem. Fire." "[english]portal.glados.supprise_3_2_1" "You chose this path. Now I have a surprise for you. Deploying surprise in Five. Four." "portal.13_part1_end-1" "Du gjorde det! Det var heldigt, at du havde den vejede ledsagerkube." "[english]portal.13_part1_end-1" "You did it! The Weighted Companion Cube certainly brought you good luck." "portal.escape_01_part1_nag05-1" "Du er ligeglad. Er du ikke?" "[english]portal.escape_01_part1_nag05-1" "You don't even care. Do you?" "portal.glados.escape_02_miscbabble-05" "Du er ligeglad. Er du ikke?" "[english]portal.glados.escape_02_miscbabble-05" "You don't even care. Do you?" "portal.13_part1_euthanized-1" "Du har dræbt din trofaste ledsagerkube hurtigere end noget anden registreret testemne. Tillykke." "[english]portal.13_part1_euthanized-1" "You euthanized your faithful Companion Cube more quickly than any test subject on record. Congratulations." "portal.escape_00_part1_nag05-1" "Du er ikke flygtet, ved du godt." "[english]portal.escape_00_part1_nag05-1" "You haven't escaped, you know." "escape_nags_01" "Du skal dreje til venstre ved næste vejkryds." "[english]escape_nags_01" "You need to make a left at the next junction." "escape_nags_02" "Du skal dreje til højre ved næste vejkryds." "[english]escape_nags_02" "You need to make a right at the next junction." "portal.glados.escape_02_miscbabble-13" "Du vil derimod finde dets dødelighed mindre morsomt." "[english]portal.glados.escape_02_miscbabble-13" "You on the other hand, are going to find its deadliness a lot less funny." "portal.escape_01_part1_nag08-1" "Du skulle have drejet til venstre." "[english]portal.escape_01_part1_nag08-1" "You should have turned left before." "portal.escape_00_part1_nag11-1" "Du skulle ikke være her. Det er ikke sikkert for dig." "[english]portal.escape_00_part1_nag11-1" "You shouldn't be here. This isn't safe for you." "portal.glados.core_destroy4_11" "Hele dit liv har været en matematisk fejl. En matematisk fejl, jeg nu vil rette." "[english]portal.glados.core_destroy4_11" "Your entire life has been a mathematical error. A mathematical error I'm about to correct." "portal.00_part1_entry-3" "Din prøve er blevet behandlet, og vi er nu parate til at begynde den rigtige test." "[english]portal.00_part1_entry-3" "Your specimen has been processed and we are now ready to begin the test proper." "portal.02_part1_entry-2" "Du klarer dig ret godt." "[english]portal.02_part1_entry-2" "You're doing quite well." "portal.01_part1_entry-1" "Du klarer det rigtig fint!" "[english]portal.01_part1_entry-1" "You're doing very well!" "portal.glados.core_destroy2_04" "Du vil imidlertid finde ud af det, før jeg har forklaret det, så det gider jeg ikke." "[english]portal.glados.core_destroy2_04" "You're going to find out first hand before I'd finish explaining it, though, so I won't bother." "portal.escape_01_part1_nag01-1" "Du er ikke et godt menneske. Det ved du godt, ikke?" "[english]portal.escape_01_part1_nag01-1" "You're not a good person. You know that, right?" "portal.escape_00_part1_nag07-1" "Du går den forkerte vej." "[english]portal.escape_00_part1_nag07-1" "You're not going the right way." "portal.glados.core_destroy3_07" "Du er ikke for klog. Du er ikke videnskabsmand. Du er ikke doktor. Du har ikke engang et fast arbejde. Hvad gik galt?" "[english]portal.glados.core_destroy3_07" "You're not smart. You're not a scientist. You're not a doctor. You're not even a fulltime employee. Where did your life go so wrong?" "portal.glados.core_destroy4_09" "Du vakler stadig omkring, men tro mig, når jeg siger, at du er død." "[english]portal.glados.core_destroy4_09" "You're still shuffling around a little, but believe me you're dead." "portal.glados.core_destroy3_06" "Du har taget fejl i alt, hvad du har lavet indtil nu, herunder dette." "[english]portal.glados.core_destroy3_06" "You've been wrong about every single thing you've ever done, including this thing." "portal.glados_core.crazy_34" "Justerbare aluminumhovedpositioner." "[english]portal.glados_core.crazy_34" "Adjustable aluminum head positioner." "portal.glados_core.crazy_18" "Alfaharpiks." "[english]portal.glados_core.crazy_18" "Alpha resins." "portal.glados_core.crazy_25" "En del \"hvordan man dræber med de bare næver.\"" "[english]portal.glados_core.crazy_25" "An entry called 'how to kill someone with your bare hands.'" "portal.glados_core.crazy_40" "Og det indeholder afprøvede konserveringsmidler, midler, der går dybt ned, samt kemikalier til gas- og lugtkontrol." "[english]portal.glados_core.crazy_40" "And it contains proven preservatives, deep penetration agents, and gas and odor control chemicals." "portal.glados_core.crazy_21" "Og ustabile opstemninger lavet af tørmælk." "[english]portal.glados_core.crazy_21" "And volatile malted milk impoundments." "portal.glados_core.crazy_16" "Sukkerglacerede peanutsmørdele. Formet som en fisk." "[english]portal.glados_core.crazy_16" "Candy coated peanut butter pieces. Shaped like fish." "portal.glados_core.crazy_36" "Trådløs elektrisk injektionssprøjte." "[english]portal.glados_core.crazy_36" "Cordless electric needle injector." "portal.glados_core.crazy_39" "Kraniumskal." "[english]portal.glados_core.crazy_39" "Cranial caps." "portal.glados_core.crazy_08" "Glem ikke tilbehør, som f.eks.:" "[english]portal.glados_core.crazy_08" "Don't forget garnishes such as:" "portal.glados_core.crazy_20" "Overfladeharpiks af fiberglas." "[english]portal.glados_core.crazy_20" "Fiberglass surface resins." "portal.glados_core.crazy_10" "Fiskeformet slik." "[english]portal.glados_core.crazy_10" "Fish shaped candies." "portal.glados_core.crazy_09" "Fiskeformede kiks." "[english]portal.glados_core.crazy_09" "Fish shaped crackers." "portal.glados_core.crazy_12" "Fiskeformet snavs." "[english]portal.glados_core.crazy_12" "Fish shaped dirt." "portal.glados_core.crazy_13" "Fiskeformet etylenbenzen." "[english]portal.glados_core.crazy_13" "Fish shaped ethyl benzene." "portal.glados_core.crazy_15" "Fiskeformede økologiske dele og sedimentformet sediment." "[english]portal.glados_core.crazy_15" "Fish shaped organic compounds and sediment shaped sediment." "portal.glados_core.crazy_11" "Fiskeformet affald." "[english]portal.glados_core.crazy_11" "Fish shaped solid waste." "portal.glados_core.crazy_04" "Fire store æg. En kop halvsøde chokoladechips." "[english]portal.glados_core.crazy_04" "Four large eggs. One cup semi-sweet chocolate chips." "portal.glados_core.crazy_37" "Injektionssprøjtedriver." "[english]portal.glados_core.crazy_37" "Injector needle driver." "portal.glados_core.crazy_38" "Injektionssprøjtepistol." "[english]portal.glados_core.crazy_38" "Injector needle gun." "portal.glados_core.crazy_22" "Ni store æggeblommer." "[english]portal.glados_core.crazy_22" "Nine large egg yolks." "portal.glados_core.crazy_01" "En pakke chokoladekageblanding - 500 g." "[english]portal.glados_core.crazy_01" "One 18.25 ounce package chocolate cake mix." "portal.glados_core.crazy_06" "En og to tredjedele stødt melis." "[english]portal.glados_core.crazy_06" "One and two third cups granulated sugar." "portal.glados_core.crazy_02" "En dåse klargjort glaseret kokospekannød." "[english]portal.glados_core.crazy_02" "One can prepared coconut pecan frosting." "portal.glados_core.crazy_32" "En krydsborehul af elektromagnetisk imaginære rabarber." "[english]portal.glados_core.crazy_32" "One cross borehole electro-magnetic imaging rhubarb." "portal.glados_core.crazy_24" "En kop stødt melis." "[english]portal.glados_core.crazy_24" "One cup granulated sugar." "portal.glados_core.crazy_17" "En kop citronjuice." "[english]portal.glados_core.crazy_17" "One cup lemon juice." "portal.glados_core.crazy_31" "En stor rabarber." "[english]portal.glados_core.crazy_31" "One large rhubarb." "portal.glados_core.crazy_28" "En teskefuld almindelig rabarber." "[english]portal.glados_core.crazy_28" "One tablespoon all-purpose rhubarb." "portal.glados_core.crazy_29" "En teskefuld revet orange rabarber." "[english]portal.glados_core.crazy_29" "One teaspoon grated orange rhubarb." "portal.glados_core.crazy_14" "Indpakket lakrids." "[english]portal.glados_core.crazy_14" "Pull and peel licorice." "portal.glados_core.crazy_35" "Elektrisk slagterinjektionssprøjte." "[english]portal.glados_core.crazy_35" "Slaughter electric needle injector." "portal.glados_core.crazy_41" "Som vil gøre lugtfri og bevare råddent væv." "[english]portal.glados_core.crazy_41" "That will deodorize and preserve putrid tissue." "portal.glados_core.crazy_03" "3/4 kopper vegetabilsk olie." "[english]portal.glados_core.crazy_03" "Three slash four cup vegetable oil." "portal.glados_core.crazy_05" "Tre/fire kopper smør eller margarine." "[english]portal.glados_core.crazy_05" "Three slash four cups butter or margarine." "portal.glados_core.crazy_30" "Tre skefulde rabarber, antændt." "[english]portal.glados_core.crazy_30" "Three tablespoons rhubarb, on fire." "portal.glados_core.crazy_23" "Tolv mellemstore geosyntetiske membraner." "[english]portal.glados_core.crazy_23" "Twelve medium geosynthetic membranes." "portal.glados_core.crazy_07" "To kopper hvedemel." "[english]portal.glados_core.crazy_07" "Two cups all purpose flower." "portal.glados_core.crazy_26" "To kopper rabarber, i skiver." "[english]portal.glados_core.crazy_26" "Two cups rhubarb, sliced." "portal.glados_core.crazy_27" "2/3 kopper granulerede rabarber." "[english]portal.glados_core.crazy_27" "Two slash three cups granulated rhubarb." "portal.glados_core.crazy_33" "To skefulde rabarberjuice." "[english]portal.glados_core.crazy_33" "Two tablespoons rhubarb juice." "portal.glados_core.crazy_19" "Umættet polyesterharpiks." "[english]portal.glados_core.crazy_19" "Unsaturated polyester resin." "portal.glados_core.curiosity_18" "[DØDSSKRIG]" "[english]portal.glados_core.curiosity_18" "[DEATH SCREAM]" "portal.glados_core.curiosity_10" "Kommer du tilbage?" "[english]portal.glados_core.curiosity_10" "Are you coming back?" "portal.glados_core.curiosity_15" "Kan du også lugte noget der brænder?" "[english]portal.glados_core.curiosity_15" "Do you smell something burning?" "portal.glados_core.curiosity_8" "Adrr, hvad er der galt med dine ben?" "[english]portal.glados_core.curiosity_8" "Ewww, what's wrong with your legs?" "portal.glados_core.curiosity_7" "Hej, se DEN dims! Nej, den anden." "[english]portal.glados_core.curiosity_7" "Hey, look at THAT thing! No, that other thing." "portal.glados_core.curiosity_13" "Er det en pistol?" "[english]portal.glados_core.curiosity_13" "Is that a gun?" "portal.glados_core.curiosity_11" "Hej, du er damen fra testen! Hej!" "[english]portal.glados_core.curiosity_11" "Oh hey, you're the lady from the test! Hi!" "portal.glados_core.curiosity_17" "Åh, hvad er der herinde?" "[english]portal.glados_core.curiosity_17" "Oh, what's in here?" "portal.glados_core.curiosity_3" "Hov, hvad er det?" "[english]portal.glados_core.curiosity_3" "Oh, what's that?" "portal.glados_core.curiosity_6" "Åhh, den dims har numre på!" "[english]portal.glados_core.curiosity_6" "Ooh, that thing has numbers on it!" "portal.glados_core.curiosity_2" "Hvad er det?" "[english]portal.glados_core.curiosity_2" "What is that?" "portal.glados_core.curiosity_5" "Hvad er DET?" "[english]portal.glados_core.curiosity_5" "What is THAT?" "portal.glados_core.curiosity_12" "Hvad er det for en lyd?" "[english]portal.glados_core.curiosity_12" "What's that noise?" "portal.glados_core.curiosity_4" "Hvad er det?" "[english]portal.glados_core.curiosity_4" "What's that?" "portal.glados_core.curiosity_16" "Hvor skal vi hen?" "[english]portal.glados_core.curiosity_16" "Where are we going?" "portal.glados_core.curiosity_9" "Hvor skal vi hen?" "[english]portal.glados_core.curiosity_9" "Where are we going?" "portal.glados_core.curiosity_1" "Hvem er du?" "[english]portal.glados_core.curiosity_1" "Who are you?" "npc_floorturret.talkactive" "Aktiveret!" "[english]npc_floorturret.talkactive" "Activated!" "npc_floorturret.talkcollide" "Gør plads!" "[english]npc_floorturret.talkcollide" "Coming through!" "npc_floorturret.talkdisabled" "Kritisk fejl!" "[english]npc_floorturret.talkdisabled" "Critical Error!" "npc_floorturret.talkdeploy" "Implementerer!" "[english]npc_floorturret.talkdeploy" "Deploying!" "npc_floorturret.talkshotat" "Hey! Det er mig!" "[english]npc_floorturret.talkshotat" "Hey! It's me!" "npc_floorturret.talktipped" "Av!" "[english]npc_floorturret.talktipped" "Ouch!" "npc_floorturret.talkdissolved" "Av av av!" "[english]npc_floorturret.talkdissolved" "Ow ow ow!" "npc_floorturret.talkpickup" "Sæt mig ned!" "[english]npc_floorturret.talkpickup" "Put me down!" "npc_floorturret.talkautosearch" "Søgetilstand aktiveret!" "[english]npc_floorturret.talkautosearch" "Search mode activated!" "npc_floorturret.talksearch" "Søger!" "[english]npc_floorturret.talksearch" "Searching!" "npc_floorturret.talkretire" "Målet tabt!" "[english]npc_floorturret.talkretire" "Target lost!" "EnergyBall.AmbientLoop" " " "[english]EnergyBall.AmbientLoop" " " "portal.tube_suck" "[Luft, der suser]" "[english]portal.tube_suck" "[Air Rushing]" "portalplayer.woosh" "[Luft, der suser]" "[english]portalplayer.woosh" "[Air Rushing]" "escape.cake_ride-2" "[Luft, der pisker forbi]" "[english]escape.cake_ride-2" "[Air Whipping Past]" "escape.the_surface-3" "[Fugle, der synger]" "[english]escape.the_surface-3" "[Birds Sing]" "portal.open_blue" "[Den blå portal er åben]" "[english]portal.open_blue" "[Blue Portal Open]" "Portal.button_down" "[Knappen er aktiveret]" "[english]Portal.button_down" "[Button Activated]" "Portal.button_up" "[Knappen er deaktiveret]" "[english]Portal.button_up" "[Button Deactivated]" "escape.glados_destruction-6" "[Vind, der tager af]" "[english]escape.glados_destruction-6" "[Calming Wind]" "portal.room1_clock" "[Ur, som tikker]" "[english]portal.room1_clock" "[Clock Tick]" "escape.the_surface-2" "[Betonbrokker og metal, som smadres]" "[english]escape.the_surface-2" "[Crashing Debris]" "escape.the_surface-1" "[Fårekyllinger, der synger]" "[english]escape.the_surface-1" "[Crickets Chirp]" "PortalPlayer.BonkYelp" "[Knust]" "[english]PortalPlayer.BonkYelp" "[Crushed]" "PortalPlayer.PainYelp" "[Skadet]" "[english]PortalPlayer.PainYelp" "[Damaged]" "portal.elevator_chime" "[Elevatorklokke]" "[english]portal.elevator_chime" "[Elevator Chime]" "Portal.elevator_start" "[Elevatorstart]" "[english]Portal.elevator_start" "[Elevator Start]" "EnergyBall.Impact" "[Energibold hopper]" "[english]EnergyBall.Impact" "[Energy Ball Bounce]" "EnergyBall.Explosion" "[Energibold eksploderer]" "[english]EnergyBall.Explosion" "[Energy Ball Explosion]" "EnergyBall.Launch" "[Energibold kastes]" "[english]EnergyBall.Launch" "[Energy Ball Launch]" "escape.glados_destruction-5" "[Energikaskader]" "[english]escape.glados_destruction-5" "[Energy Cascades]" "Portal.moving_pistons" "[Motor, der kører]" "[english]Portal.moving_pistons" "[Engine Running]" "portalplayer.enterportal" "[Ind i portalen]" "[english]portalplayer.enterportal" "[Enter Portal]" "portalplayer.exitportal" "[Ud af portalen]" "[english]portalplayer.exitportal" "[Exit Portal]" "portal.giant_fan" "[Ventilator, der kører]" "[english]portal.giant_fan" "[Fan Spinning]" "portal.fluorescent_light_hum" "[Summen fra lysstofrør]" "[english]portal.fluorescent_light_hum" "[Fluorescent Light Hum]" "portal.fluorescent_light_hum2" "[Summen fra lysstofrør]" "[english]portal.fluorescent_light_hum2" "[Fluorescent Light Hum]" "escape.glados_destruction-4" "[Skingert skrig]" "[english]escape.glados_destruction-4" "[High Pitched Squeal]" "Portal.elevator_ding" "[Elevatorklokke]" "[english]Portal.elevator_ding" "[Lift Bell]" "portal.horizontal_lift_move" "[Elevator, som kører]" "[english]portal.horizontal_lift_move" "[Lift Moving]" "escape.cake_ride-5" "[Klik, da lyset tændes]" "[english]escape.cake_ride-5" "[Lights Click On]" "escape.cake_ride-4" "[Lav rumlen]" "[english]escape.cake_ride-4" "[Low Rumble]" "escape.cake_ride-6" "[Mekanisk arm]" "[english]escape.cake_ride-6" "[Mechanical Arm]" "escape.glados_destruction-2" "[Mekanisk overbelastning]" "[english]escape.glados_destruction-2" "[Mechanical Overload]" "escape.KLANG" "[Metalklang]" "[english]escape.KLANG" "[Metal Clang]" "Portal.doorclose" "[Metalklang]" "[english]Portal.doorclose" "[Metal Clang]" "portalgun.pedestal_rotate" "[Sokkel, som roterer]" "[english]portalgun.pedestal_rotate" "[Pedestal Rotating]" "Portal.room1_Radio" "[Livlig musik]" "[english]Portal.room1_Radio" "[Peppy Music]" "Portal.giant_piston" "[Stempel, som smækker]" "[english]Portal.giant_piston" "[Piston Slam]" "portal.fizzle_invalid_surface" "[Portalen mislykkedes]" "[english]portal.fizzle_invalid_surface" "[Portal Failed]" "portal.fizzle_moved" "[Portalen blev ødelagt]" "[english]portal.fizzle_moved" "[Portal Fizzled]" "weapon_Portalgun.invalid_surface" "[Portalpistolen svigtede]" "[english]weapon_Portalgun.invalid_surface" "[Portalgun Failed]" "weapon_portalgun.fire_blue" "[Portalpistol – primær affyring]" "[english]weapon_portalgun.fire_blue" "[Portalgun Primary Fire]" "weapon_portalgun.fire_blue_npc" "[Portalpistol – primær affyring]" "[english]weapon_portalgun.fire_blue_npc" "[Portalgun Primary Fire]" "weapon_portalgun.fire_red" "[Portalpistol – sekundær affyring]" "[english]weapon_portalgun.fire_red" "[Portalgun Secondary Fire]" "weapon_portalgun.fire_red_npc" "[Portalpistol – sekundær affyring]" "[english]weapon_portalgun.fire_red_npc" "[Portalgun Secondary Fire]" "weapon_portalgun.powerup" "[Portalpistolen er opgraderet]" "[english]weapon_portalgun.powerup" "[Portalgun Upgraded]" "escape.cake_ride-1" "[Damp under tryk]" "[english]escape.cake_ride-1" "[Pressurized Steam]" "escape.cake_ride-3" "[Pumpende stempler]" "[english]escape.cake_ride-3" "[Pumping Pistons]" "portal.open_red" "[Den røde portal er åben]" "[english]portal.open_red" "[Red Portal Open]" "Portal.fire_pit" "[Buldrende ild]" "[english]Portal.fire_pit" "[Roaring Fire]" "npc_floorturret.rocketfire" "[Raketaffyring]" "[english]npc_floorturret.rocketfire" "[Rocket Launch]" "npc_floorturret.lockedbeep" "[Raket låst]" "[english]npc_floorturret.lockedbeep" "[Rocket Locked]" "npc_rocketturret.lockingbeep" "[Raket låses]" "[english]npc_rocketturret.lockingbeep" "[Rocket Locking]" "portalplayer.fallrecover" "[Hård landing]" "[english]portalplayer.fallrecover" "[RoughLanding]" "escape.glados_destruction-1" "[Susende vind]" "[english]escape.glados_destruction-1" "[Rushing Wind]" "escape.the_surface-4" "[Lyde, der giver ekko og dør hen]" "[english]escape.the_surface-4" "[Sounds Echo and Fade]" "escape.glados_destruction-3" "[Betonbrokker og metal, som slås i stykker]" "[english]escape.glados_destruction-3" "[Thrashing Debris]" "portal.room1_ticktock" "[Stopur, som tikker]" "[english]portal.room1_ticktock" "[Ticking Timer]" "Portal.stair_clack" "[Smæld mod flise]" "[english]Portal.stair_clack" "[Tile Clack]" "escape.brain_escaping_alarm_loop" "[Advarselslyd – alarm]" "[english]escape.brain_escaping_alarm_loop" "[Warning Alarm]" "Portal.deployingKlaxon" "[Advarselslyd – horn]" "[english]Portal.deployingKlaxon" "[Warning Klaxon]" "portal.bonus04_2" "[Objekter, der suser gennem en stor portal] Noget suser hurtigt gennem luften! Noget suser hurtigt gennem luften! Noget suser hurtigt gennem luften! Noget suser hurtigt gennem luften! Noget suser hurtigt gennem luften!" "[english]portal.bonus04_2" "[Warping Effects] Fling! Fling! Fling! Fling! Fling!" "escape.disposal_tube_zap" "[Elektrisk stød]" "[english]escape.disposal_tube_zap" "[Zap]" "portal.bonus02_2" "Før, da jeg fortalte dig, at dette var din sidste chance – det passede ikke helt. Dette er din sidste chance. Så STOP det, du er ved!" "[english]portal.bonus02_2" "Before, when I told you it was your last chance, that wasn't completely true. This is your real last chance. Now, STOP what you're doing!" "portal.bonus05_2" "Enrichment Center-forskrifter kræver, at begge hænder er tomme, før du kan få serveret kage." "[english]portal.bonus05_2" "Enrichment Center regulations require both hands to be empty before any cake can be served." "portal.bonus04_1" "Gør klar til at smide dig selv. Smide dig selv ud i rummet." "[english]portal.bonus04_1" "Get ready to fling yourself. Fling into space." "portal.bonus01_3" "Du tror mig sikkert ikke, men alt hvad der er sket indtil nu, har været til din fordel." "[english]portal.bonus01_3" "I know you don't believe this, but everything that has happened so far was for your benefit." "portal.bonus06_3" "Jeg tjekker lige et par udskrifter, og jeg tror... Ja, lige her! Du går helt sikkert den FORKERTE vej!" "[english]portal.bonus06_3" "I'm checking some blue prints and I think... yes, right here! You're definitely going the WRONG way!" "portal.bonus05_3" "Hør her, vi hænger begge fast her. Jeg vil bruge lasere til at indgravere en linje i midten af anlægget, og den ene halvdel tilhører dig og den anden mig." "[english]portal.bonus05_3" "Look, we're both stuck in this place. I'll use lasers to inscribe a line down the center of the facility, and one half will be where you live and I'll live in the other half." "portal.bonus03_2" "Mest vigtigt! Du må under ingen omstændigheder fjerne enheden fra testområdet." "[english]portal.bonus03_2" "Most importantly under no circumstances should you remove the device from the testing area." "portal.bonus01_2" "Der var faktisk kage." "[english]portal.bonus01_2" "There really was a cake." "portal.bonus03_1" "Vi gentager vores advarsel fra før: Denne test kræver, at man behersker principperne ved portalmomentum." "[english]portal.bonus03_1" "To reiterate our previous warning, this test requires a mastery of the principles of portal momentum." "portal.bonus02_1" "Imponerende! Du bør imidlertid tage dig i agt: For megen efterladenhed kan resultere i en fiasko." "[english]portal.bonus02_1" "Very Impressive! Be warned, however, that complacency can result in failure." "portal.bonus05_1" "Vi er godt tilfredse med dine resultater." "[english]portal.bonus05_1" "We are pleased with your success." "portal.bonus05_4" "Vi behøver ikke at dræbe hinanden eller snakke sammen, hvis ikke vi har lyst." "[english]portal.bonus05_4" "We won't have to try to kill each other or even talk if we don't feel like it." "portal.bonus01_1" "Godt gjort. Husk på, at vi sætter pris på, at du kunne være med til testen." "[english]portal.bonus01_1" "Well done. Remember that we are pleased you could join us for testing." "portal.bonus06_1" "Du skal dreje til VENSTRE ved næste vejkryds." "[english]portal.bonus06_1" "You need to make a LEFT at the next junction." "portal.bonus06_2" "Du skal dreje til HØJRE ved næste vejkryds." "[english]portal.bonus06_2" "You need to make a RIGHT at the next junction." "portal.toilet_thank" "Tak for besøget!" "[english]portal.toilet_thank" "Your business is appreciated." "#commentary\prtl-Comment000.wav" "[Erik Wolpaw] At skabe stemmen for den kunstige intelligens var en proces på flere trin. Først kørte vi alle replikker gennem et automatisk tekst-til-tale-program. I studiet brugte den skuespiller, som spiller GLaDOS (Ellen McLain), den computergenererede lydfil. Først efterlignede hun den, og under de næste mange optagelser justerede hun så sin udtale for at gøre de ord, som ikke var genkendelige i computerversionen, forståelige. Her er linjen f.eks., som Ellen læste den op:. Da optagelsen var færdig, behandlede vi alle replikkerne for at få dem til at lyde endnu mere computeragtige. Her er den samme replik, som den er i spillet, med tonehøjden begrænset, tonemodulationen dæmpet, og formanten skruet op:." "[english]#commentary\prtl-Comment000.wav" "[Erik Wolpaw] Creating the AI voice was a multi-step process. First, we ran every line of dialog through an automatic text-to-speech program. In the studio, we cued the actress who plays GLaDOS, Ellen McClane, with the computer-generated sound file. She'd mimic it, and then, over the course of several takes, adjust her performance to clean up any words that were unintelligible in the computer version. For instance, here's a line as Ellen delivered it: . Once the recording was done, we processed all of the dialog to give it an extra computery edge. Here's that same line as it appears in the game, with the pitch constrained, pitch modulation suppressed, and the formant moved up: ." "#commentary\prtl-Comment001.wav" "[Kim Swift] Vi designede spillerunderne efter flugten med henblik på at give spillerne nogle korte glimt af de inderste aktiviteter i Enrichment Center. I dette område afdækkes en del af distributionssystemet til lagerkuberne. Disse små detaljer er med til at gøre denne del af spillet visuelt forskellig fra testkamrene, samtidig med at ideen om, at spillerne nu befinder sig bag kulisserne, forstærkes." "[english]#commentary\prtl-Comment001.wav" "[Kim Swift] We designed the post-escape levels to give players brief glimpses of the inner workings of the Enrichment Center. This particular area exposes part of the Storage Cube Distribution System. These little vignettes help make this section of the game visually distinct from the testing chambers while reinforcing the idea that players are now behind-the-scenes." "#commentary\prtl-Comment002.wav" "[Jeep Barnett] I forbindelse med spildesign er det mærkeligt nok sådan, at spillere sjældent ser op, medmindre de med vilje gives anledning til det. I dette tilfælde er anledningen en stige. De fleste spillere vil undersøge, hvor stien fører hen, hvilket jo er op. Stigen falder faktisk sammen, så snart man rører ved den, men på det tidspunkt har den opfyldt sit formål." "[english]#commentary\prtl-Comment002.wav" "[Jeep Barnett] One bizarre fact of game design is that, without some serious prompting, players will rarely look up. In this case, the prompt is a ladder. Most players will investigate where the ladder goes, which is up. The ladder actually falls apart as soon as it's touched, but by then it's served its purpose." "#commentary\prtl-Comment004.wav" "[Garret Rickey] Under test af spillet viste det sig, at spillerne blev trætte, hvis vi ikke delte de mere komplicerede opgaver, der med vilje er hektiske, op i mindre bidder. Det gjorde vi ved at indarbejde problemer, der kræver, at spillerne udfører en meget mere enkel opgave under tidspres. Stemplerne viste sig at være et godt grundlag for denne type mere enkle opgaver. Fordi de bevæger sig, havde vi mulighed for at bruge nogle ualmindelige portalovergange, f.eks. fra loft til loft." "[english]#commentary\prtl-Comment004.wav" "[Garret Rickey] Through playtesting, we discovered that fatigue set in if we didn't break up the more complicated, deliberately paced puzzles with problems that required the player to perform a much simpler task under time pressure. These pistons proved to be a good foundation for that simpler type of puzzle. Because they feature a moving surface, they also gave us an opportunity to employ some unusual portal transitions, such as ceiling-to-ceiling." "#commentary\prtl-Comment005.wav" "[Paul Graham] Under udviklingen af spillet skete det ofte, at et design af en spillerunde ikke fungerede sammen med portalsystemet. Det var f.eks. tilfældet med denne overgang fra loft til loft, som endte med at kræve en stor indsats for at få den til at virke. Vi gjorde vores bedste for aldrig at vælge den nemme udvej og ændre designet af spillerunderne, så de fungerede sammen med den eksisterende portalteknologi. Vi var klar over, at så snart spillet var udgivet, ville systemet blive belastet på måder, vi overhovedet ikke havde tænkt over, når spillerne oprettede deres egne spillerunder. Derfor gjorde vi det så fleksibelt som muligt." "[english]#commentary\prtl-Comment005.wav" "[Paul Graham] During development, we'd often run across some piece of level design that would break the portal system. For instance, this ceiling-to-ceiling transition was an unexpected edge case that ended up requiring a lot of effort to make work. We tried never to take the easy route of simply changing the level design to work with existing portal technology. We knew that once the game was out in the wild, custom map creators would stress the system in ways we hadn't even considered, so we made it as flexible as possible." "#commentary\prtl-Comment006.wav" "[Greg Coomer] Et af hovedmålene med designet af spillerunderne efter flugten var at give spillerne en fornemmelse af, at de løb frit rundt i hjertet af anlægget. Derfor tilføjede vi masser af krinkelkroge, som spillerne kunne kravle ind i eller oprette portaler gennem. Det viste sig at være lidt af en udfordring mht. til belysningen, da disse områder skulle være lyse nok til, at man kunne finde rundt, men mørke nok til, at det føltes som om, man befandt sig i ukendte og ubrugte dele af bygningen." "[english]#commentary\prtl-Comment006.wav" "[Greg Coomer] An important design goal of these post-escape levels was to give players the sense that they were running wild inside the guts of the facility. With that in mind, we added plenty of nooks and crannies for players to crawl into or place portals through. This ended up being a tricky lighting challenge, as the areas needed to be bright enough to navigate while still being dim enough to feel like obscure, disused sections of the building." "#commentary\prtl-Comment007.wav" "[Bill Van Buren] Raketvagterne affyrede oprindeligt laserstråler. Vi skiftede fra laserstråler til raketter, da vi indførte mekanismen til at smadre glas. Det skyldtes især, at det er meget sjovere at smadre glas med en kæmpe raketeksplosion, end at se det langsomt blive smeltet af en laser. Til at starte med talte de også – ligesom rakettårnene. Da spillerne imidlertid ofte omdirigerer raketterne med ryggen til tårnet, skulle lyden være klar og skarp. Sammen med mekanismen til omdirigering af raketter udgjorde stemmen simpelthen for megen støj." "[english]#commentary\prtl-Comment007.wav" "[Bill Van Buren] These rocket sentries originally fired lasers. We switched from lasers to rockets after we introduced the glass-breaking mechanic, mainly because glass shattering in a massive rocket explosion turned out to be a lot more satisfying than glass just slowly being melted by a laser. Originally, they also spoke, just like the bullet turrets. Because players often redirect the rockets with their backs to the turret, however, a distinct, uncluttered sound cue was required. The voice simply added too much noise to the rocket redirect mechanic." "#commentary\prtl-Comment008.wav" "[Realm Lovejoy] Ved at ødelægge dette rør, får spillerne en chance for at afprøve de færdigheder til at omdirigere raketter og ødelægge glas, som de lige har lært, i lidt anderledes omgivelser, hvilket sikrer, at disse færdigheder sidder bedre fast." "[english]#commentary\prtl-Comment008.wav" "[Realm Lovejoy] Breaking this tube gives players a chance to test out their newly trained rocket-redirecting and glass-breaking skills in a slightly different context, which helps cement the training." "#commentary\prtl-Comment009.wav" "[Scott Dalton] Mod slutningen af spillet øgede vi antallet af opgaver under tidspres for at give spillerne en fornemmelse af, at de nærmer sig det ultimative sammenstød. Det er f.eks. tilfældet med dette tårnbagholdsangreb." "[english]#commentary\prtl-Comment009.wav" "[Scott Dalton] As the end of the game draws closer, we increase the ratio of time-pressured puzzles, like this turret ambush, to give players the sense that they're approaching a climactic encounter." "#commentary\prtl-Comment010.wav" "[Randy Lundeen] Oprindeligt var disse gangbroer bare til dekoration, men de spillere, som testede spillet, troede, at de var betydningsfulde og brugte ofte lang tid på at prøve at nå dem. Vi ville gerne opfylde spillernes ønske om at gå på gangbroerne, så vi omdesignede området, så gangbroerne ikke blot kunne nås, men så det også var nødvendigt at nå dem for at kunne fortsætte." "[english]#commentary\prtl-Comment010.wav" "[Randy Lundeen] Originally these catwalks were decorative, but playtesters consistently thought they were significant and often spent a lot of time trying to reach them. We didn't want to stand between people and their desire to walk on the catwalks, so we redesigned the area to make catwalks not only accessible but also necessary to proceed." "#commentary\prtl-Comment012.wav" "[Jeep Barnett] Det store tårnbagholdsangreb var oprindeligt endnu større, med tårne, som faldt ned fra loftet og kom ud af skjulte luger. På et tidspunkt var det faktisk spillets ultimative kamp. Under testningen af spillet fandt vi dog ud af, at denne type direkte kampoplevelse ikke rigtig passede til de foregående timers træning. Via adskillige omdesign nedtonede vi selve kampen og indrettede lokalet, så man i højere grad skulle brug portalmomentum til at kaste sig over store afstande, hvilket var noget de spillere, som testede spillet, godt kunne lide, og som blev et væsentligt aspekt af det, som til sidst blev det endelige slag." "[english]#commentary\prtl-Comment012.wav" "[Jeep Barnett] This massive turret ambush was originally a lot more massive, with turrets that dropped from the ceiling and popped out of surprise hatches. In fact, for a while, it was the game's climactic battle. Through playtesting, we learned that this type of pure combat experience, didn't really fit with the preceding few hours of player training. Over several iterations, we toned down the combat and made the room more about using portal momentum to fling yourself great distances, a skill that playtesters really enjoyed using and that's a key component of what eventually became our final battle." "#commentary\prtl-Comment013.wav" "[Jeremy Bennett] GLaDOS, det drilske operativsystem, som nu styrer Aperture Science, blev omdesignet mange gange. Blandt de tidligere versioner var en svævende hjerne, en edderkoppeagtig mekanisme og en omvendt version af Botticellis Venus-maleri, som var bygget af robotdele og ståltråd. Til sidst valgte vi en kæmpe mekanisk enhed, hvorfra der dingler en skrøbelig robot, hvilket både illustrerer GLaDOS' enorme kraft og det, at hun er feminin." "[english]#commentary\prtl-Comment013.wav" "[Jeremy Bennett] GLaDOS, the rogue disk operating system that now runs Aperture Science, went through a bunch of design iterations. Earlier versions included a floating brain, a sprawling, spidery mechanism, and an upside-down version of Botticelli's Rise of Venus built out of robot parts and wire. Evenutally, we settled on a huge mechanical device with a delicate robotic figure dangling out of it, which successfully conveys both GLaDOS's raw power and her femininity." "#commentary\prtl-Comment014.wav" "[Erik Wolpaw] Historien bag den røde telefon er, at der – under udviklingen af GLaDOS – skulle sidde en klar til at ringe efter hjælp, hvis det så ud som om, at den kunstige intelligens var ved at blive sansende og almægtig. På det tidspunkt, spillet finder sted, står det klart, at Aperture Sciences plan med den røde telefon ikke helt gik som forventet." "[english]#commentary\prtl-Comment014.wav" "[Erik Wolpaw] The fiction behind this red phone is that, while GLaDOS was being developed, it was somebody's job to sit by it, and, if it ever looked like the AI was becoming sentient and godlike, that person would pick up the phone and call somebody to come help. At the point in time where the actual game takes place, it's become obvious that the Aperture Science Red Phone plan didn't 100% work out." "#commentary\prtl-Comment015.wav" "[Kim Swift] En af de ting, vi lærte fra Narbacular Drop, som var vores studieprojekt, og som siden blev til Portal, var, at nye spillere ofte troede, at portalerne førte til nye steder eller endda andre dimensioner. For at modvirke den opfattelse, starter spillerne i et værelse, som ser unikt ud, og hvor der er en række objekter, som er lette at huske. Dermed er det lettere for dem at se, at de befinder sig i det samme værelse, når de går gennem en portal for første gang. Radioen, som afspiller en instrumental version af \"Still Alive\", er også en hjælp til at genkende stedet." "[english]#commentary\prtl-Comment015.wav" "[Kim Swift] One of the things we learned from Narbacular Drop, our student project that became Portal, was that beginning players often thought portals took them into other spaces or even other dimensions. To help fight that notion, we start players in a visually unique room with memorable objects, so that when they walk through a portal for the first time, they have a clear point of reference, which communicates the idea that they're still in the same basic location. For instance, the radio, which is playing an instrumental version of 'Still Alive,' helps as well by providing some audio continuity" "#commentary\prtl-Comment016.wav" "[Robin Walker] Portal er egentlig en udvidet træningsrunde. Vi brugte en stor del af spillet på at introducere en række spilfunktioner, som derefter bruges samlet, så spillerne kan løse stadig sværere opgaver. Vi starter med at introducere funktionerne her, hvor spillerne trænes i at bruge knap- og kassemekanismerne, inden de lærer at bruge de mere komplicerede portaler." "[english]#commentary\prtl-Comment016.wav" "[Robin Walker] Portal is effectively an extended player training exercise. We spend a huge portion of the game introducing a series of gameplay tools, then layering these tools into increasingly difficult puzzles. This layering starts here, where we train the button/box mechanic before introducing the more complicated concept of portals." "#commentary\prtl-Comment017.wav" "[Gabe Newell] Velkommen til, indsæt spiltitel her. Forhåbentlig har du allerede haft mulighed for at afprøve det nye perspektiv og de nye spilfunktioner i Portal. Hvis du vil høre en kommentar, skal du placere sigtekornet over kommentarsymbolet og trykke på tasten til at bruge objekter. Hvis du vil stoppe en kommentar, skal du placere sigtekornet over det roterende ikon og trykke på tasten til at bruge objekter en gang til. I forbindelse med visse kommentarer kan det ske, at spillet \"overtages\" for at vise dig noget. I så fald skal du blot trykke på tasten til at bruge objekter en gang til, så stoppes kommentaren. Jeg vil sætte stor pris på, at du fortæller mig, hvad du synes, når du har haft mulighed for at spille, da vi først lige er gået i gang med denne type spil. Du kan skrive til mig på gaben@valvesoftware.com. Mange tak, og god fornøjelse med spillet!" "[english]#commentary\prtl-Comment017.wav" "[Gabe Newell] Welcome to insert game name, here. Hopefully you have already had a chance to enjoy the off-beat perspective and new game mechanic of Portal. To listen to a commentary node, put your crosshair over the floating commentary symbol and press your use key. To stop a commentary node, put your crosshair over the rotating node and press the use key again. Some commentary nodes may take control of the game in order to show something to you. In these cases, simply press your use key again to stop the commentary. Please let me know what you think after you have had a chance to play, as we think we are just at the beginning of taking advantage of this type of gameplay. I can be reached at gaben@valvesoftware.com. Thanks, and have fun!" "#commentary\prtl-Comment018.wav" "[Bay Raitt] Vi har givet spillerens figur en orange kedeldragt på for at gøre det mere tydeligt, at hun er en forsøgsperson. Rent visuelt er de varme orange farver også med til at sikre, at hun står frem i forhold til omgivelsernes mere kolde farver. Nogle af de spillere, som testede spillet, undrede sig over, hvorfor hun kunne falde så langt uden at slå sig som i Half-Life 2. Derfor føjede vi mekaniske fjedre til hendes ben. Derefter var der ikke flere spørgsmål om, hvordan hun kunne overleve så lange fald." "[english]#commentary\prtl-Comment018.wav" "[Bay Raitt] We put the player character in an orange jumpsuit to reinforce the fact that she's a test subject. Visually, the warmer orange colors help her pop out against the colder tones of the environment. Some playtesters were wondering why she could fall so far without getting hurt the way she would in Half-Life 2. In response, we added mechanized heel springs to her lower legs; afterwards, there was no longer any question about why she could survive such long falls." "#commentary\prtl-Comment019.wav" "[Realm Lovejoy] Disse observationslokaler med matteret glas gør, at spillerne føler, de bliver overvåget konstant, samtidig med at iagttagernes identitet forbliver en gåde. Lokalerne har også en mere praktisk funktion, idet vi ofte bruger dem som lyskilder til testkamrene." "[english]#commentary\prtl-Comment019.wav" "[Realm Lovejoy] These frosted-glass observation rooms make the player feel as if they're being watched at all times, while keeping the identity of these watchers a mystery. The rooms serve a practical purpose as well, since we often use them as convenient and logical light sources for the test chambers." "#commentary\prtl-Comment020.wav" "[Garret Rickey] Kombinationen af de felter, som ødelægger portaler (vi kalder dem \"fizzlers\"), og elevatorerne tjener to formål. Først og fremmest udgør de en afslutning på testkamrene, som er nem at identificere, og samtidig gør de, at spillerne ikke kan bruge portaler til at bevæge sig mellem spilområder, der skal indlæses separat. Vi endte med at bruge disse felter flere steder i spillet." "[english]#commentary\prtl-Comment020.wav" "[Garret Rickey] The combination of the prtl-destroying fields (which we call 'fizzlers') and the elevators serve a dual purpose. They provide a clearly identifiable end-point for each test-chamber, while also addressing the more practical problem of how to keep players from portaling across level loads. We eventually integrated the fizzlers into several of our puzzle designs." "#commentary\prtl-Comment021.wav" "[Kim Swift] Det er ekstremt vigtigt, at spillerne hurtigt forstår, hvad en portal er. Vi lagde mærke til, at de første af de spillere, som testede spillet, forstod konceptet meget hurtigere, når de så sig selv gennem en portal. Derfor placerede vi med vilje den første portal således, at spillerne kommer til at se sig selv." "[english]#commentary\prtl-Comment021.wav" "[Kim Swift] It's absolutely critical that players quickly wrap their heads around what a portal is. We noticed early playtesters grasped the concept much more quickly when they caught a glimpse of themselves through a portal. So we deliberately positioned this first portal to ensure that players will invariably see themselves." "#commentary\prtl-Comment022.wav" "[Paul Graham] Vi ville have, at spillerne føler sig sikre, når de står i en portal. Derfor dræber vi dem aldrig og ødelægger heller ikke objekter, når de er i en portal, som lukkes. I stedet for skubber eller teleporterer vi objekterne ud af portalerne, når de er ved at lukkes." "[english]#commentary\prtl-Comment022.wav" "[Paul Graham] We wanted players to feel safe while standing in a portal, so we never kill them or destroy objects within a portal that's closing. Instead, we either push or teleport objects out of a portal as it closes." "#commentary\prtl-Comment023.wav" "[Robin Walker] Fordi vi er meget omhyggelige med at introducere de nye spilfunktioner og at træne spillerne i at bruge dem, er vi sikre på, at spillerne ved, hvad en portal er, og hvordan den i store træk fungerer, når de når her til. I de første versioner af Portal var det muligt for spillerne at kludre sig gennem starten af spillet uden altid at forstå, hvad der foregik, hvilket gjorde det sværere at lære dem nye koncepter. Den opgave, du lige har gennemført, er designet således, at man stort set altid ender i en blindgyde, hvis man prøver at kludre sig gennem. For at løse opgaven skal man mindst gå gennem fem portaler i den rigtige rækkefølge. Ved på denne måde at afgrænse spillet, så det er nødvendigt at have en solid forståelse af de vigtigste koncepter for at gennemføre de forskellige dele, standardiserede vi indlæringskurven markant." "[english]#commentary\prtl-Comment023.wav" "[Robin Walker] Because we very deliberately introduce and train each gameplay concept, once players reach this spot, we're confident that they know what a portal is and roughly how it works. Early versions of Portal let players stumble through the beginning of the game without always understanding what was going on, which really compromised teaching new concepts. The puzzle you just finished was designed so that stumbling around will virtually always lead to a dead end. Completing the puzzle requires walking through a minimum of five portals in a specific order. This kind of gating, in which a solid understanding of key gameplay concepts is required for success, helped standardize the learning curve of the game tremendously." "#commentary\prtl-Comment024.wav" "[Jason Brashill] I de første versioner af denne spillerunde drønede spillerne ned ad trappen uden at lægge mærke til, hvad det var, der skabte portalerne. Vi indførte en obligatorisk pause i spillet – det vi kalder en afgrænsning – for at sikre, at spillerne stoppede og lagde mærke til, at der blev skabt en portal vha. portalpistolen. Deres opmærksomhed fanges vha. en partikeleffekt og en høj lyd." "[english]#commentary\prtl-Comment024.wav" "[Jason Brashill] In early versions of this map, playtesters would charge down the stairs without noticing what was creating the portals. We introduced a mandatory pause in the action - what we call a gate - to help ensure that players stop and notice the portal gun making a blue portal. A particle effect and a loud noise help draw their attention." "#commentary\prtl-Comment026.wav" "[Kerry Davis] Dette lokale er designet med henblik på at give spillerne en forståelse af, at indgangs- og udgangsportaler ikke er afhængige af portalens farve. Spillerne antog ofte, at orange portaler udelukkende fungerede som udgangsportaler. Derfor skabte vi denne opgave for at tvinge dem til at gå ind i en orange portal." "[english]#commentary\prtl-Comment026.wav" "[Kerry Davis] This room was designed to make players understand that entrance and exit portals aren't tied to the color of the portal. Playtesters often assumed that orange portals were exit-only, so we created this puzzle to force players to enter an orange portal." "#commentary\prtl-Comment027.wav" "[David Kircher] Når vi gengiver spillerens perspektiv gennem en portal, er vi nødt til at gengive et separat billede vha. et virtuelt kamera, som peger ud af portalens anden ende. For at skabe det rigtige billede og opnå en effektiv gengivelse, gengiver vi kun det, som kan ses gennem det begrænsede synsfelt fra portalens anden ende, og udelader de objekter, som er mellem det virtuelle kamera og planet for portalens anden ende." "[english]#commentary\prtl-Comment027.wav" "[David Kircher] When rendering the player's view through a portal, we must render a separate image using a virtual camera which looks out of the opposite portal. To obtain a correct image and efficient rendering performance, we render only what is visible through the limited field of view of the opposite portal and exclude objects which lie between the virtual camera and the plane of the opposite portal." "#commentary\prtl-Comment029.wav" "[Nick Maggiore] I de første versioner af Portal var omgivelserne mere detaljerede og fyldt med ting, ligesom i Half Life 2. Det gik imidlertid hurtigt op for os, at de unødvendige objekter distraherede spillerne så meget, at det rent faktisk gik ud over træningen. Derfor gjorde vi grafikken mere enkel og skabte de ryddelige testkamre. Pga. den modulopbyggede tilgang, vi valgte, virker det troværdigt, at kamrene kan rekonstrueres dynamisk på disse stempler." "[english]#commentary\prtl-Comment029.wav" "[Nick Maggiore] Early versions of Portal featured more detailed, cluttered environments, much like Half Life 2. We quickly realized that unnecessary objects scattered all over the place distracted players to the point where it actually interfered with the portal training process. So we simplified the art style to favor clean, focused test chambers. The modular approach we settled on makes it look plausible that the chambers can reform dynamically on these pistons." "#commentary\prtl-Comment032.wav" "[Chet Faliszek] For at sikre at spillerne får den nødvendige træning, er der generelt kun en rigtig løsning på de første opgaver. I den oprindelige version af dette lokale var der ikke en glasafspærring. Ofte stod spillerne på knappen til at åbne døren og skød en blå portal gennem åbningen, så de slet ikke brugte kassen. Da denne opgave var beregnet til at illustrere forholdet mellem kasser og knapper, var denne løsning en fejl – selvom den var smart. Derfor tilføjede vi glasafspærringen. Senere i spillet kan opgaverne imidlertid løses på flere forskellige måder." "[english]#commentary\prtl-Comment032.wav" "[Chet Faliszek] For training purposes, there's generally just one correct solution to these early puzzles. The original version of this room didn't have the glass barrier. Playtesters would often stand on the button to open the door, and then shoot a blue portal through the opening, bypassing the box entirely. Since this puzzle was meant illustrate the relationship between boxes and buttons, that solution, while clever, was a failure, so we added the glass barrier to prevent it. Later in the game, however, the puzzles become more open-ended." "#commentary\prtl-Comment035.wav" "[David Kircher] Det at integrere portalerne med Source-motorens fysiksystem var en kompleks proces, som krævede flere forsøg, før vi fandt den rette balance, der gjorde, at spillet både kørte godt, og at fysikken i spillet fungerede korrekt. Fordi portalerne stort set kan placeres hvor som helst i spillet, skulle fysiksystemet ændres, så det understøttede dynamiske ændringer i repræsentationen af kolliderende geometri, f.eks. væggen og gulvet omkring denne kasse og evt. objekter på den anden side af portalen. I de første implementeringer af dette system til dynamiske ændringer af kolliderende geometri kunne det tage op til et halvt sekund eller 500 millisekunder at beregne den rigtige kollision. Det lyder muligvis ikke som lang tid, men under oprettelse af portaler lagde man mærke til det. Til sidst designede vi et system, hvor der oprettes midlertidige fysikmiljøer i bobler omkring portalerne vha. en mindre nøjagtig funktion til kollisionsdetektering end Source-motorens standardfunktion, men som er nøjagtigt nok i praksis, og som reducerede den tid, det tog, fra 500 millisekunder til bare 10 millisekunder, hvilket er så kort, at man ikke lægger mærke til det under oprettelse af portaler." "[english]#commentary\prtl-Comment035.wav" "[David Kircher] Integrating portals with the Source engine's physics system was a complex process that required several iterations to achieve the right balance of performance and correctness. Because portals can be placed virtually anywhere in the game environment, the physics system had to be modified to allow dynamic changes to its representation of colliding geometry, such as the walls and floor around this box, and any objects which may lie on the opposite side of the portal. Initial implementations of this dynamic collision generation system could take up to one half of one second, or 500 milliseconds, to compute the correct collision. This may not sound like a long time in everyday life, but this pause during portal creation was quite noticeable in the context of the game. Ultimately, we designed a system that creates temporary hybrid physics environments in bubbles around the portals using less accurate collision than that produced by Source's standard collision generation, but was accurate enough in practice and reduced the time to create the dynamic collision representation from 500 milliseconds to just 10 milliseconds, which is an imperceptible pause during portal creation." "#commentary\prtl-Comment036.wav" "[David Kircher] Under de første måneders udvikling gengav vi synsvinklerne gennem portalerne via to offscreen-teksturer. Denne tilgang var nem at implementere og var kompatibel med en lang række grafikhardware. Desværre var denne metode ikke kompatibel med anti-aliasing og krævede en stor mængde videohukommelse for at håndtere rekursive synsvinkler gennem flere portaler. Pga. disse ulemper skiftede vi til et system, hvor portalsynsvinklerne gengives rekursivt i framebufferen vha. stencilbufferen for at isolere de pixel, som svarer til en given portal. Det er en mere effektiv måde at gøre det på, fordi den er kompatibel med anti-aliasing og ikke kræver ekstra videohukommelse til offscreen-teksturer." "[english]#commentary\prtl-Comment036.wav" "[David Kircher] For the first few months of development, we rendered the views through portals to two offscreen textures. This approach was easy to implement and was compatible with a wide range of graphics hardware. Unfortunately, this method was incompatible with antialiasing and consumed a large amount of video memory in order to handle recursive views through several portals. Because of these disadvantages, we switched to a system which renders portal views recursively into the frame buffer with the aid of the stencil buffer to isolate pixels corresponding to a given portal. This is a more effective scheme because it is compatible with antialiasing and does not consume any additional video memory for offscreen textures." "#commentary\prtl-Comment038.wav" "[Randy Lundeen] For at gøre det sværere at løse opgaverne end ved blot at teleportere til udgangen, var vi nødt til at inkludere overflader, hvor man ikke kan bruge portaler, hvilket introduceres her. Vi eksperimenterede med adskillige overfladedesign, inden vi valgte denne overflade, hvis visuelle støj og refleksionsgrad gør, at den er let at genkende på afstand." "[english]#commentary\prtl-Comment038.wav" "[Randy Lundeen] To make puzzles deeper than just teleporting to the exit, we had to include surfaces that won't hold a portal, which are formally introduced here. We experimented with several surface designs before we settled on this one, whose visual noise and reflectivity make it easy to identify at a distance." "#commentary\prtl-Comment040.wav" "[Chris Chin] Selvom den trinvise træning af spillerne indgik i designplanerne fra starten, endte det alligevel med, at vi introducerede visse koncepter for hurtigt. F.eks. var dette oprindeligt den første opgave, hvor man skulle omdirigere energibolde. Under test af spillet viste det sig imidlertid, at der blev introduceret for mange nye koncepter på én gang, hvilket frustrerede en hel del af spillerne. Derfor skabte vi to testkamre inden dette kammer, så træningen i omdirigering af energibolde blev mere gradvis." "[english]#commentary\prtl-Comment040.wav" "[Chris Chin] Even though layering player training was a design goal from the start, we still ended up introducing some concepts too quickly. For instance, this used to be the first energy-ball redirection puzzle. Playtesting revealed that this puzzle introduced too many new concepts at once, which ended up frustrating a lot of playtesters. In response, we inserted two test chambers before this one to make the energy-ball redirection training more gradual." "#commentary\prtl-Comment041.wav" "[Paul Graham] Fordi testkammermiljøerne var skabt med henblik på træning og derfor var forenklede, skabte vi nogle områder i lokalerne, som fangede spillernes opmærksomhed. Grundliggende er designet en balance mellem runde og skarpe objekter. De skarpe objekter udgør baggrundselementerne, og de runde objekter, f.eks. døre og de ting, som kan flyttes, fanger spillernes opmærksomhed." "[english]#commentary\prtl-Comment041.wav" "[Paul Graham] Because our test chamber environments were simplified for training purposes, we created visual hot spots within the rooms to guide players' attention. The design is essentially a balance between round objects and sharp objects, the sharp objects representing background elements and the round objects - such as doors and moveable props - comprising our points of visual interest." "#commentary\prtl-Comment043.wav" "[Jeep Barnett] Oprindeligt var disse stilladser på elektriske skinner. Men de smarte spillere hoppede langs med skinnerne til udgangen og undgik således helt at løse opgaven. Vi prøvede at løse dette problem ved at slå spillerne ihjel, så snart de rørte ved skinnerne. Den løsning viste sig at være for ekstrem, da selv øvede spillere blev frustrerede over at blive dræbt på stedet, når de løste de mere komplekse opgaver senere i spillet. Til sidst løste vi begge problemer ved at placere stilladserne på immaterielle lysstråler." "[english]#commentary\prtl-Comment043.wav" "[Jeep Barnett] Originally, these scaffolds ran on electrified tracks. But, crafty playtesters would hop along the rails to the exit, bypassing the puzzle entirely. We tried to solve this by killing players as soon as they touched the rails. That solution ended up being too much of an over correction, as even skilled playtesters were getting frustrated by these one-hit kills, in the more complex puzzles later in the game. Making the scaffolds run along immaterial beams of light solved both problems." "#commentary\prtl-Comment044.wav" "[David Kircher] Vi talte tidligere om, hvordan vi håndterer statisk portalkollision. Men kollision med objekter i bevægelse på den anden side af portalen er et helt andet og lige så svært problem. At give sig i kast med det var ret uvist under de første måneders udvikling. Vi løste problemet angående kollision med disse dynamiske objekter ved at klone objekterne fra den ene portal til den anden og ved at oprette strenge regler for, hvilke objekter der kan kollidere med hinanden og hvordan." "[english]#commentary\prtl-Comment044.wav" "[David Kircher] We previously talked about how we handle static portal collision. But collision with moving objects on the other side of the portal is a completely different and equally hard problem. Walking onto this scaffold was a very iffy proposition for the first few months of development. We solve the problem of colliding with these dynamic objects by cloning the objects from one portal to the other and strictly controlling what objects are allowed to collide with each other and how they're allowed to collide." "#commentary\prtl-Comment048.wav" "[Garret Rickey] Portalmomentum viste sig at være det sværeste koncept at formidle. I denne række spillerunder, hvis design vi ændrede flere gange end nogen anden del af spillet, introducerer vi langsomt omdirigering af momentum vha. portaler, trin for trin. Den kunstige intelligens forklarer endda meget udtrykkeligt, hvad opgaven går ud på, hvilket var noget vi undgik i størstedelen af resten af spillet." "[english]#commentary\prtl-Comment048.wav" "[Garret Rickey] Portal momentum ended up being the hardest concept to convey. For this series of puzzles, which went through more design iterations than virtually any other part of the game, we introduce the idea of redirecting your momentum using portals slowly, step by step. We even have the AI voice pretty explicitly explain the elements of the puzzle, something we avoided throughout most of the rest of the game." "#commentary\prtl-Comment051.wav" "[Bill Van Buren] Oprindeligt var disse overflader for udgangsportalerne sidst i spillerunderne statisk geometri, men spillerne nægtede stædigt at kigge op og finde dem. Dette er endnu et eksempel på det klassiske problem med at få spillerne til at se op. Ved at placere portalerne på stempler i bevægelse, kunne vi få dem til at bevæge sig i en retning, hvor det var mere sandsynligt, at spillerne fik øje på dem." "[english]#commentary\prtl-Comment051.wav" "[Bill Van Buren] Originally, these exit portal surfaces were static geometry in the final position, but playtesters stubbornly refused to look up to find them. This is another example of the classic game-design problem of coaxing players to look up. By putting the portals on moving pistons, we were able to start them in a position that players were more likely to see." "#commentary\prtl-Comment053.wav" "[Greg Coomer] Det at bruge tyngdekraften til at lade sig falde ind i en portal, så man kommer flyvende ud af den anden portal – det vi kalder at kaste sig ud – var endnu et koncept, som var svært at lære spillerne. Vi designede et særligt visuelt vink – en betonblok, som stikker ud, oven over et hul med betonfliser – for at vise spillerne, at det er tid til at kaste sig ud. Når spillerne har set dette visuelle vink nogle gange, associerer de betonblokke, som stikker ud, med det at kaste sig ud – på samme måde som de lærer at associere kuber med knapper." "[english]#commentary\prtl-Comment053.wav" "[Greg Coomer] Using gravity to fall into one portal so that you come rocketing out the other portal - a skill we call 'flinging' - was another difficult concept to train. We designed a specific visual cue - a pushed out concrete block above a pit with checkerboard concrete tile - to indicate to players that it's time to use the fling maneuver. Repeated several times, this cue helps players associate pushed out concrete slabs with flinging, in much the same way that players learn to associate cubes with buttons." "#commentary\prtl-Comment054.wav" "[Scott Dalton] Vi opdagede, at spillerne ikke kiggede ind i portalerne for at se, hvor de førte hen, men i stedet ofte blindt sprang lige i døden. Derfor er moralen af denne opgave, at man skal se sig for, inden man springer. Spillerne kan ikke se den sikre orange portal fra denne balkon. Det tvinger dem til at kigge gennem en portal for at få øje på den, hvilket træner dem i at bruge funktionen til at se gennem portalerne." "[english]#commentary\prtl-Comment054.wav" "[Scott Dalton] We found that, rather than looking into a portal to see where it went, playtesters would often leap blindly to their doom. In response to this observation, the moral of this puzzle is 'look before you leap.' The safe orange portal is out of the player's view from this balcony. That forces them to peer through a portal to see it, which trains players in the remote-viewing capabilities of portals." "#commentary\prtl-Comment056.wav" "[Lars Jensvold] Dette værelse er designet med henblik på at opbygge spillernes forventning, inden de endelig får den fuldt effektive portalpistol. Opgaven er designet således, at spillerne bevæger sig i en cirkel omkring pistolen, så de stort set hele tiden kan se den, lige indtil de får fat i den." "[english]#commentary\prtl-Comment056.wav" "[Lars Jensvold] This room is designed to build anticipation for the big moment when players finally get the fully powered portal gun. The puzzle path brings you in a circle around the device, so that it's virtually always in sight right up until you grab it." "#commentary\prtl-Comment057.wav" "[Chris Chin] Spillerne husker ikke altid det, de har lært, især når der lige er blevet introduceret et omfattende nyt koncept. Efter at have fået fat i den fuldt effektive portalenhed, glemte spillerne f.eks. ofte alt om at kaste sig ud. Da dette er en vigtig færdighed, er denne opgave designet til at genintroducere kastemanøvren." "[english]#commentary\prtl-Comment057.wav" "[Chris Chin] Player training doesn't always stick, especially after the introduction of a big, new concept. For instance, after they'd acquired the fully powered portal device, playtesters often forgot about the fling maneuver. Since it's such an important skill, this puzzle is designed to reintroduce the idea of flinging." "#commentary\prtl-Comment058.wav" "[Jason Brashill] Oprindeligt skulle man bruge en vejet knap til at åbne den dør, der er langt væk, men da spillerne forbandt kasser med knapper, kom de ikke videre, fordi de uden held ledte efter en kasse. Vi ændrede den store knap til en trykknap på en sokkel, så spillerne ikke kom til at tænke på kasser, men de havde stadig svært ved at forstå, at de skulle skyde en portal gennem døren. Ved at tilføje en tikkende stopurslyd, når døren var åben, gav vi spillerne et praj om, at de skulle foretage sig noget på det tidspunkt, hvilket løste problemet." "[english]#commentary\prtl-Comment058.wav" "[Jason Brashill] Originally a weighted button was used to open the far door, but playtesters so strongly associated boxes with buttons that they'd get stuck searching hopelessly for a box. We changed the big button to a pedestal mounted push button, thus removing the box association, but playtesters still had trouble realizing they needed to shoot a portal through the door. Adding a ticking timer sound when the door was open cued players that the puzzle expected them to act during that time, which solved the problem." "#commentary\prtl-Comment059.wav" "[Jeremy Bennett] Da vi gik fra hovedsageligt at bruge pladsholdergrafik til det endelige visuelle design, var dette den første spillerunde, der fik et ansigtsløft. Vi valgte dette område, fordi mange af spillets elementer her var samlet på et forholdsvist lille sted. Grafikken til testkamrene blev designet med henblik på at give spillerne et indtryk af, at der er et formål med den måde tingene er placeret på. I kraft af det enkle design er det nemmere for spillerne at fokusere på opgaverne. Det udgør også en god kontrast til de senere, mindre sterile miljøer, når spillerne befinder sig bag kulisserne, hvilket giver dem et klart indtryk af, at de gør fremskridt." "[english]#commentary\prtl-Comment059.wav" "[Jeremy Bennett] When we moved from largely placeholder art to our final visual design, this was the first level to get a facelift. We chose this map because it had many of our gameplay elements integrated into a relatively small space. The test chamber art direction was designed to make everything appear purposefully placed. The simple design helps focus players on the puzzles. It also provides a nice contrast to the later, much less sterile behind-the-scenes environments, which contributes to a clear sense of progression." "#commentary\prtl-Comment060.wav" "[Kerry Davis] Vi stødte på det samme problem i forbindelse med stort set alle opgaver, hvor der indgik kasser og døre. Spillerne kunne nemlig komme til at sende kasserne gennem en portal til den anden side af døren, så de var fanget i et værelse med knapper, men ingen kasser. Vi oprettede særlige funktioner til at registrere og håndtere disse tilfælde og tilføjede rørene til levering af kasser, så vi var sikre på, at spillerne altid kunne få fat i de nødvendige værktøjer." "[english]#commentary\prtl-Comment060.wav" "[Kerry Davis] A problem we came across with virtually any puzzle involving boxes and doors was that players could portal the boxes to the other side of the door, thereby trapping themselves in a room with buttons but no boxes. We set up special triggers to detect and handle these cases, and then added the box delivery tubes to ensure players could always be supplied with the required tools." "#commentary\prtl-Comment061.wav" "[David Kircher] Dette er et godt sted til at illustrere portalernes rekursivitet. Hvis man placerer en portal på hver side af denne korridor, kan man se, at det virker som om, portalerne er uendelige – ligesom den effekt, der opstår i en spejlsal. I virkeligheden understøtter spillet højst ni rekursive portalsynsvinkler i en kæde af portaler. Vi opnår indtrykket af uendelig rekursivitet ved at kopiere en del af den tidligere gengivne ramme til den sidste portal i den rekursive kæde. Det er ikke 100 % perfekt, men det er økonomisk og effektivt." "[english]#commentary\prtl-Comment061.wav" "[David Kircher] This is a great spot to appreciate the recursive nature of portals. If you place a portal on each side of this hallway, you'll notice the portals seem to go on forever, similar to the effect you get in a hall of mirrors. In actuality, we support a maximum of nine recursive portal views down any chain of portals. We achieve the impression of infinite recursion by copying part of the previously rendered frame onto the final portal in the recursive chain. It's not absolutely perfect, but it's inexpensive and effective." "#commentary\prtl-Comment063.wav" "[Nick Maggiore] Dette er det første sted, hvor vi eksperimenterede med at løse opgaven vha. af så få portalplaceringer som muligt. Vi prøvede på at inkorporere dette koncept i historien, men det lykkedes aldrig helt. I stedet for helt at opgive ideen, brugte vi konceptet i en række udfordringsrunder efter selve spillet." "[english]#commentary\prtl-Comment063.wav" "[Nick Maggiore] This is the first map in which we experimented with solving the puzzle in as few portal placements as possible. We tried to fit that concept into the story mode, but were never quite able to sell it. Instead of abandoning the idea altogether, we added the concept to a series of post-game 'Challenge' maps." "#commentary\prtl-Comment066.wav" "[Jeep Barnett] Her placerede nogle af de spillere, som testede spillet, en portal på gulvet og brugte trapperne til at springe resten af spillerunden over. Normalt omarbejder vi en spillerunde, hvis spillerne finder en måde at undgå dele af opgaven på. Men i dette tilfælde og et par til, hvor det at undgå opgaven nok kan siges at være sværere end at løse selve opgaven, lod vi den alternative løsning være." "[english]#commentary\prtl-Comment066.wav" "[Jeep Barnett] A few playtesters put a portal on the floor here and used the rising stair pit to skip the rest of the puzzle. We'll usually rework a level if playtesters discover a way to bypass chunks of the puzzle too easily. But in this and a few other cases where skipping ahead arguably takes more skill than solving the puzzle properly, we let the ninja solution stand." "#commentary\prtl-Comment068.wav" "[Lars Jensvold] Vi designede dette værelse med det formål at henlede spillernes opmærksomhed på kassen. Lyset fra observationslokalet danner vandrette skygger, der peger i retning af kassen, som også er direkte belyst vha. det varme lys fra lampen i loftet. Dette varme lys gør, at kassen står frem i forhold til det overvejende kolde lys i testkammeret. Firkanterne i forskellig størrelse på den overflade, der ikke kan oprettes portaler på, er også med til at få spillerne til at se op." "[english]#commentary\prtl-Comment068.wav" "[Lars Jensvold] We designed this room to draw the player's eyes to the box. The light from the observation room casts horizontal shadows that point at the box, which is directly lit by a warm light from the ceiling. This warm light helps the box stand out against the predominantly cool test chamber lighting. The varying sized squares of the off limits surface also help direct the player's attention upward." "#commentary\prtl-Comment069.wav" "[Kim Swift] Dette område gennemgik adskillige ændringer, da det er det første sted, hvor spillerne skal udføre det, der nok er den sværeste portalmanøvre, nemlig det dobbelte kast. Oprindeligt skulle man også omdirigere energibolde i dette værelse. Sammen med den nye dobbelte kastemanøvre viste det sig imidlertid at være for meget for de fleste spillere. Når spillerne er overvældede, har de typisk svært ved at opfatte nye oplysninger, så vi gjorde opgaven mere enkel, så de kun skulle bruge den dobbelte kastemanøvre. For at lede spillerne i den rigtige retning, inkluderede vi også en række visuelle vink, f.eks. det vink vi tidligere brugte til den almindelige kastemanøvre – en betonblok, som stikker ud, og et landingssted med fliser." "[english]#commentary\prtl-Comment069.wav" "[Kim Swift] This particular section went through several iterations because it's the first place where players are required to perform possibly the trickiest portal maneuver, the double fling. Originally, the room also featured an energy ball redirection puzzle. Combined with the new double fling skill, however, it proved to be too much for most playtesters. Overwhelmed players tend not to digest new information, so we simplified the puzzle to require only the double fling. To nudge players in the right direction, we also included visual hints, such as the previously introduced single fling theme - the pushed out concrete slab with a checkerboard landing zone." "#commentary\prtl-Comment070.wav" "[Garret Rickey] Under test af spillet lagde vi mærke til, at mange af spillerne ikke var klar over, at de kunne placere portaler, mens de faldt. Da det at kunne placere portaler, mens man falder, er nødvendigt for at mestre kastemanøvren og mange andre portalmanøvrer, designede vi denne opgave således, at den eneste måde at løse den på er ved at placere en portal, mens man svæver i luften. Det var nødvendigt at omarbejde og finjustere denne spillerunde mange gange, før spillet forløb glat." "[english]#commentary\prtl-Comment070.wav" "[Garret Rickey] We noticed through our playtests that many of our players weren't aware of the fact that you could place portals while falling. Since placing portals as you are falling is essential to accomplishing flings and many other portal tricks, we implemented this puzzle, so that the only way to solve it, was to use the mid-air placement tactic. It took numerous iterations and lots of tuning before this consistently played well." "#commentary\prtl-Comment071.wav" "[Realm Lovejoy] I forbindelse med denne opgave ville vi have, at spillerne blev klar over, at de hurtigt kunne bevæge sig over store afstande vha. portaler. Oprindeligt var der trapper fra den nederste etage til de øverste værelser. De fleste spillere kunne imidlertid løbe så hurtigt fra det ene værelse til det andet, at de aldrig fik den ide at bruge den endnu lettere portalmetode. Ved at ændre trapperne til meget langsomme elevatorer kunne vi sikre, at det tog lige lang tid for alle spillere, uanset hvor erfarne de var, hvilket gjorde den tilsigtede løsning mere åbenbar." "[english]#commentary\prtl-Comment071.wav" "[Realm Lovejoy] In this puzzle, we wanted players to realize that, using portals, they can travel long distances in a short step. Originally, we had stairs from the ground level to the upper rooms. Many playtesters, however, were able to run from one room to the other quickly enough to consider it a solution without ever thinking to use the even easier portal method. By changing the stairs to very slow moving lifts, we were able to level the travel time for all player experience levels, thus making the intended solution more clear." "#commentary\prtl-Comment072.wav" "[Paul Graham] For at løse denne opgave skal spillerne omdirigere en energibold gennem flere portaler. Fordi opgaven består af flere trin, gik mange af de første spillere i panik og omdirigerede ved et uheld en energibold lige ind i dem selv – med døden til følge. Vi omdesignede testkammeret, så portalerne kun kan placeres i den øverste halvdel af lokalet, hvilket løste problemet, fordi spillerne så var uden for boldens rækkevidde." "[english]#commentary\prtl-Comment072.wav" "[Paul Graham] This puzzle requires players to redirect an energy ball through multiple portal placements. The multiple steps caused many early playtesters to panic and accidentally redirect a ball right into themselves, with deadly results. We redesigned the test chamber so that portals can only be placed in the top half of the room, which solved the problem by generally leaving players out of the ball's reach." "#commentary\prtl-Comment074.wav" "[Robin Walker] Hovedformålet med det sidste testkammer er at sikre, at spillerne har lært den dobbelte kastemanøvre ordentligt. Til de tidligere kastemanøvrer brugte vi et visuelt vink, nemlig en del af væggen, som stak ud. For at forberede spillerne på de mere frie spillerunder bag kulisserne, har vi imidlertid gjort det hele en tand sværere. For at kunne fortsætte skal spillerne have forstået, at de kan udføre den dobbelte kastemanøvre stort set, hvor som helst de vil, hvad enten der er visuelle vink eller ej." "[english]#commentary\prtl-Comment074.wav" "[Robin Walker] Perhaps the most important purpose of this final test chamber is to cement the double fling maneuver training. For previous flings, we employed a visual cue - a pushed out a section of wall. In preparation for the more freeform behind-the-scenes levels, however, we take the training wheels off. To proceed, players must realize that they can double fling almost anywhere they want to, with or without hints." "#commentary\prtl-Comment076.wav" "[Chet Faliszek] Til Portal ville vi skabe et rakettårn, som var anderledes end tårnene i Half Life 2. Tårnene i Half Life 2 er stort set bare geværer monteret på et tårn, men i Portal ville vi give tårnene personlighed. Første trin var at give dem et nyt look. Da vi havde skabt deres nye look, lignede de mere søde robotter end truende maskingeværer. Og robotter er først rigtig søde, når de kan tale. Derfor var næste trin at skabe tårnenes stemmer. I samarbejde med Ellen McLain besluttede vi os for en stemme, som lød uskyldig, og tilsvarende replikker. Denne kombination af en dræbermaskine og en ikke-aggressiv, uskyldig personlighed gør, at tårnet bliver en figur, man husker." "[english]#commentary\prtl-Comment076.wav" "[Chet Faliszek] For Portal, we wanted to create a turret that was different from the traditional HL2 turrets. The HL2 turrets are nothing more than mindless mounted guns, in Portal we wanted the turrets to have personality, to be characters. The first step was a redesign of the look. Once we had the look of the new turrets, they seemed less like menacing machine guns and more like cute robots. And robots can never really be cute until they are talking robots. So the next step was creating the vocal characteristics of the turrets. Working with Ellen McClain, we settled on an innocent sounding voice with dialogue to match. This juxtaposition of killing machine and innocent non-aggressive personality ends up making the Portal turret a memorable character." "#commentary\prtl-Comment077.wav" "[Erik Wolpaw] Selv om historien i Portal er enkel, skabte vi en hel del baggrundshistorie – for Aperture Science, for medarbejderne, for kappestriden med det forhadte Black Mesa og for, hvordan det alt sammen passer ind i Half Life-universet. Alt røbes ikke i det første Portal-spil, men vi proppede det fuldt af små detaljer. I dette område, som hedder Ratman Den, antydes det f.eks., at der muligvis er andre folk fanget i anlægget." "[english]#commentary\prtl-Comment077.wav" "[Erik Wolpaw] Even though Portal tells a simple story, we created a lot of backstory - for Aperture Science, for its employees, for its rivalry with the hated Black Mesa, and for where all of this fits into the cosmology of Half Life. This first Portal game doesn't reveal all of it, but we crammed a lot of little details into the environments. This area, for instance, called the Ratman Den, hints that there may be other people trapped in the facility." "#commentary\prtl-Comment080.wav" "[Realm Lovejoy] Selv om Portal ikke skulle være et rent kampspil, ville vi i det mindste tilføje et mindre kampelement. Efter et par mindre heldige forsøg på at finde dette \"mindre kampelement\", besluttede vi at tårnene var et godt kompromis. Man kan vinde over tårnene vha. vanskelige portalmanøvrer, men man kan også bruge en mere direkte og aggressiv metode." "[english]#commentary\prtl-Comment080.wav" "[Realm Lovejoy] Even though we didn't want Portal to be too combat heavy, we wanted to add at least a light combat mechanic. After a few less-than-successful attempts to actually realize this 'light combat' concept, we settled on turrets as a good compromise. The turrets can be defeated with tricky portal maneuvers, but they're also susceptible to a more straightforward berserker approach." "#commentary\prtl-Comment083.wav" "[Jeep Barnett] Ledsagerkubens frygtelige endeligt har to formål: Det gør den allerede uhyggelige kunstige intelligens endnu mere uhyggelig, samtidig med at spillerne lærer at bruge krematorieovnen, som er en af nøglekomponenterne i den sidste spillerunde. Det får dramatiske følger, da spillerne senere kan hævne tabet af deres god ven, ledsagerkuben, ved at komme nogle af den kunstige intelligens' vigtigste dele i en krematorieovn af præcis samme type." "[english]#commentary\prtl-Comment083.wav" "[Jeep Barnett] The awful end of the companion cube serves a dual purpose: it adds a lot more sinister character to our already pretty sinister AI while simultaneously training players to use the incinerator, a key component of the final level. The training has a nice dramatic payoff, since players later get to avenge the death of their good friend the companion cube by stuffing some of the AI's important parts into exactly the same type of incinerator." "#commentary\prtl-Comment084.wav" "[Chet Faliszek] Vi designede dette rum således, at spillerne skulle bruge en kasse som skjold, men mange af dem opfattede det som en opgave, hvor man skulle undgå energibolden vha. timing, og lod derfor kassen ligge. Det problem løste vi for en stor dels vedkommende ved at lade den kunstige intelligens tale om kassen. Faktisk talte den rigtig meget om den. Så snart det skete, holdt spillerne op med at lade kassen ligge og ville i stedet ikke lade den ude af syne. Da vi ikke ville have, at spillerne slæbte rundt på en kasse under resten af spillet, tilføjede vi en episode sidst i spillerunden, hvor de bliver tvunget til at dræbe kassen." "[english]#commentary\prtl-Comment084.wav" "[Chet Faliszek] We designed this hall so that players had to use a box as a shield, but many playtesters read it as an 'avoid-the-energy-ball' timing puzzle, and simply left the box behind. We solved this, in large part, by having the AI talk about the box. A lot. Once the dialog went in, playtesters went from routinely abandoning the box to never wanting it to leave their side. Since we weren't going to make players lug a box around for the rest of the game, we added a scene at the end of the level where players are forced to kill the box." "#commentary\prtl-Comment094.wav" "[Paul Graham] Nogle gange kan små detaljer gøre en stor forskel. F.eks. måtte vi føje den venstre side til denne mur for at give spillerne en ide om, hvor tyk den er. Før vi gjorde det, troede spillerne ofte, at salen pludselig var blevet usandsynligt smal, hvorefter de gik i panik og holdt op med at tage rationelle beslutninger." "[english]#commentary\prtl-Comment094.wav" "[Paul Graham] Sometimes little details make a huge difference. For instance, we had to add the left side to this wall to give players a visual representation of how thick it is. Without it, playtesters frequently thought the hall had just gotten impossibly narrower, panicked, and stopped making rational decisions." "#commentary\prtl-Comment095.wav" "[Erik Wolpaw] Før spillerne undslipper ildstedet, er den kunstige intelligens' replikker computeragtige og monotone. Herefter bliver GLaDOS imidlertid stadig mere udtryksfuld, indtil hun til sidst gennemgår et helt virvar af følelser. Derfor krævede denne rolle en skuespiller, som kunne efterligne den computergenererede stemme og samtidig give den personlighed. Og da vi havde planlagt, at spillet skulle ende med en sang, skulle hun også kunne synge. Den valgte skuespiller, Ellen McLain, er en enestående imitator, en fantastisk skuespiller og har desuden gennemgået klassisk træning som operasopran. Så det gik ret godt." "[english]#commentary\prtl-Comment095.wav" "[Erik Wolpaw] Before the player escapes the fire pit, the AI dialog is all delivered in a computerized monotone. After the escape, however, GLaDOS gets progressively more expressive until, by the end, she's cycling through a whole mess of emotions. The role required an actor capable of mimicking the computer-generated voice while still infusing it with some real character. And since we planned to end the game with a song, she also needed to have a good singing voice. The woman we cast, Ellen McClane, is a great mimic, a terrific actor, and a classically trained operatic soprano. So that worked out pretty good." "#commentary\prtl-Comment096.wav" "[Realm Lovejoy] Efter flugten lader vi spillerne løse en opgave i et gammelt kammer på en ny måde. Ved således at genintroducere et velkendt sted med en opgave, som nu kan løses på en \"forkert\" måde, giver vi spillerne indtryk af, at de snyder systemet, mens de finder deres egen vej gennem anlægget." "[english]#commentary\prtl-Comment096.wav" "[Realm Lovejoy] After players escape, we let them solve an old chamber in a new way. This reintroduction of a familiar space, which can now be solved in an 'incorrect' way, helps convey the sense that players are cheating the system while forging their own path through the facility." "#commentary\prtl-Comment097.wav" "[Garret Rickey] Med platformene i bevægelse kan vi tvinge spillerne til at løse opgaver under tidspres. En række enkle beslutninger føles langt mere spændende, hvis de tages under tidspres, hvilket står i kontrast til de fleste opgaver i Portal, da spillerne typisk har god tid til at løse dem. Opgaver, som ikke skal løses under tidspres, kan være mere komplekse, men de bliver også mindre dramatiske." "[english]#commentary\prtl-Comment097.wav" "[Garret Rickey] We use these moving platforms to add time pressure to puzzles. A sequence of simple decisions feels much more climactic under time pressure, in contrast to most puzzles in Portal which can be solved at the players' leisure. Puzzles that aren't time bound can be more complex, but at the expense of being less dramatic." "#commentary\prtl-Comment098.wav" "[Kim Swift] I disse nye områder brugte vi ikke de overflader, som spillerne kendte. Det var nødvendigt at lære dem reglerne for, hvilke nye overflader man kan placere portaler på, og hvilke overflader de ikke kan placeres på. Derfor skabte vi dette område for både at vise spillerne, at de er nået til anlæggets indre, og for på ny at lære dem, hvilke overflader portalerne kan placeres på." "[english]#commentary\prtl-Comment098.wav" "[Kim Swift] In these new areas, we weren't using the surfaces the player is familiar with. The rules for which new surfaces portals can be placed on and which surfaces are off-limits, needed to be taught. So we created this area both to show the player they have escaped into the 'guts' of the facility and to re-train them in which surfaces are valid for portal placement." "#commentary\prtl-Comment101.wav" "[Ellen McLain: GLaDOS' stemme] Jeg fik at vide, at, du ved, at Valves grundidé er, at alt... alt er planlagt. Alt er fastlagt på forhånd. Det kunne bare ikke være mere forkert. Fordi: Den oprindelige idé påbegyndes, og så sender de en skuespiller i studiet og siger, du ved, \"Sig de her ord for os, lav den her computergenererede stemme for os.\" Ok, det gør jeg. Nå, men det giver så skaberne andre idéer. Og det... det er en dynamisk proces; Man bevæger sig fra én idé til den næste idé." "[english]#commentary\prtl-Comment101.wav" "[Ellen McLain: Voice of GLaDOS] I know that I was told that, you know, sort of the idea of Valve is that everything... Everything is planned. Everything is worked out in advance. But that's a big, fat lie. Because: The initial idea is started, and they bring an actor into the studio and they say, you know, 'Say these words for us, say this computer generated voice for us.' Okay, I'll do that. Well, then, that gives the creators other ideas. And it's... It's a rolling process; You roll from one idea into the next idea." "#commentary\prtl-Comment102.wav" "[Ellen McLain: GLaDOS' stemme] I begyndelsen, da jeg kom ind, skulle jeg egentlig bare genskabe lyden af en computergenereret stemme. Bare genskabe den. Og det gjorde jeg. Der var ingen følelser i det; Jeg lyttede bare til lyden af computeren, og så gentog jeg det, jeg hørte. Men som spillet fortsatte, skulle jeg lægge stadigt flere følelser i computeren, i GLaDOS. Og hun udviklede sig til en meget sød, passiv-aggressiv person." "[english]#commentary\prtl-Comment102.wav" "[Ellen McLain: Voice of GLaDOS] In the beginning, when I came in, I was just supposed to recreate the sound of a computer-generated voice. Just recreate it. And that's what I did. And there was no emotion involved; I just listened to the sound of the computer, and I repeated what I heard. But as the game continued, I was supposed to get more and more emotion into the computer, into GLaDOS. And she developed into a very sweet, passive-aggressive person." "#commentary\prtl-Comment103.wav" "[Ellen McLain: GLaDOS' stemme] Som skuespiller, du ved, kommer du ind, du gør det, du får besked på - man vil jo gerne tjene sine penge. Og nogle gange får man gode instruktioner, mens man andre gange ikke får gode instruktioner. Det er bare lige meget. Og det fortæller man helt sikkert ikke prodiktionsteamet noget om. Men man kommer ind, og de, du ved, de gi'r dig en lam linje at læse. Og så skal man finde følelsesmæssige værdier i det. Men det er ikke, hvad det her team gjorde. De kunne f.eks. finde på at komme ind, [og give mig instruktionen] \"eksplosivt fortørnet\". Det er en vidunderlig instruktion for en skuespiller. Så jeg må indrømme, at jeg faldt for produktionsteamet. For jeg får så ofte dårlig instruktion. Men denne gang, blev jeg faktisk instrueret og havde det sjovt hver eneste gang." "[english]#commentary\prtl-Comment103.wav" "[Ellen McLain: Voice of GLaDOS] As an actor, you know, you come in, you do what you're told; You want to make your money. And sometimes you get good direction, and sometimes you don't get good direction. But it doesn't matter. And you certainly don't tell the production team any of this. But you come in and they'll, you know, they'll give you a lame line reading. And you're supposed to find some emotional value in that. But this is not what this team did. They would come in, for example, [and give me the direction] 'explosively indignant'. That's a wonderful direction for an actor. So, I must say that the production team won me over. Because so often I get bogus direction. But this time, I was actually directed and had fun at all the sessions." "#commentary\prtl-Comment104.wav" "[Ellen McLain: GLaDOS' stemme] Sarkasme. GLaDOS er tit sarkastisk. Og det er bare så sjovt! Men mens jeg forsøgte at gøre det, altså forsøgte at indbygge alle disse følelser, skulle jeg stadig bibeholde computerlyden og bevare udtalen i gentagede sætninger. Du ved: \"Aperture Science\" og \"The Enrichment Center\"." "[english]#commentary\prtl-Comment104.wav" "[Ellen McLain: Voice of GLaDOS] Sarcasm. GLaDOS is sarcastic a lot. And that's so much fun! But while I was trying to do this, trying to build in all these emotions, I still had to maintain the computer sound and maintain the pronunciation of repeated phrases. You know: 'Aperture Science' and 'The Enrichment Center'." "#commentary\prtl-Comment105.wav" "[Ellen McLain: GLaDOS' stemme] Jeg besøgte Portals, øøh... jeg googlede \"Portal in-game\" og så traileren. Og jeg var bare vild med den! Jeg kunne ikke få nok af min egen stemme! [Latter] Og som jeg fortalte produktionsteamet, har jeg aldrig spillet et computerspil i hele mit liv. Men jeg vil spille det her! [Latter]" "[english]#commentary\prtl-Comment105.wav" "[Ellen McLain: Voice of GLaDOS] I went to Portal's, umm... I Googled 'Portal in-game,' and I went to the trailer. And I just loved it! I loved hearing my voice! [Laughter] And as I told the production team, I have never played a computer game in my life. But I want to play this one! [Laughter]" "#commentary\prtl-Comment106.wav" "[Ellen McLain: GLaDOS' stemme] I lydboksen har man kun kontakt til produktionsteamet via et samtaleanlæg. Og de kan tale om én, uden at man kan høre dem. Men stoler bare på, at de er venlige. Og, du ved, de... de trykker på en knap og siger et eller andet til mig. De giver instruktioner. \"Nej, det var ikke rigtigt. Prøv igen. Læs det tre gange til.\" Og mange gange sker der det, at de... de spiller den computergenererede lyd for mig på en linje. Og så skal jeg genskabe det tre gange, mens instruktøren siger, \"Ok, ja, du ved, mere sarkastisk\", eller \"mere vredt\" eller, eller \"mere irriteret\". Så: Man står i boksen time efter time efter time. De er altid meget rare; man får vand med derind og måske en blyant, så man kan tage et par notater. Og man vil naturligvis gøre det interessant, så de hyrer én igen!" "[english]#commentary\prtl-Comment106.wav" "[Ellen McLain: Voice of GLaDOS] In the sound booth, you're only connected to the production team by an intercom. And they can talk about you, and you don't know what they're saying. But you trust that they're being kind. And, you know, they'll... They'll push a button and then they'll say something to me. They say a direction. 'No, that wasn't right. Do it again. Give us three more reads.' And a lot of time what happens is they'll... They would play the computer-generated sound for me on one line. And then I'm supposed to recreate that three times with the director saying, 'Ok, well, you know, more sarcastic,' or, 'More angry,' or, or, 'More irritated.' So: You stand in the booth hour after hour after hour. They're always very nice; they let you have water in here, and maybe a pencil to take a few notes. And of course you want it to be interesting, because you want them to hire you again!" "#commentary\prtl-Comment107.wav" "[Ellen McLain: GLaDOS' stemme] Så da de fortalte, at der skulle være en sang til sidst, tænkte jeg, ok, hvem skal skrive sangen? Og så fortalte de, at der skulle være en sang af Jonathan Coulton. Og jeg lyttede til en sang, som Jonathan havde skrevet, og den var hyleskæg, meget godt fundet på. På det tidspunkt tænkte jeg, tja, det skal nok gå. Men jeg er operasanger, så jeg synger normalt: [operasang]. Og jeg tænkte, hm, mon jeg kan ramme den rette stil for sangen? Jeg var naturligvis bekymret. Men så sendte de mig en mp3-fil med sangen før indspilningen. Jeg lyttede til den, som Jonathan sang den. Jeg elskede bare den lille sang. Derhjemme, mens jeg øvede mig på den lille sang, forsøgte jeg, du ved, at komme tilbage til GLaDOS' stemme. Du ved: \"Aperture Science...\" den her lille passiv-aggressive computer, som er helt alene, indtil folk forsøger at komme ind og myrde hende. Hun bliver naturligvis sur! Men hun virker til... hun virker til at være meget glad for kage. Og... og jeg vil spille spillet, fordi jeg gerne vil genskabe kageopskriften. Og så skrive \"Portal\" på den og servere den for mine venner, når de kommer på besøg." "[english]#commentary\prtl-Comment107.wav" "[Ellen McLain: Voice of GLaDOS] So when they told me that there was going to be a song at the end, I thought, well, allright, who's going to write the song? And they told me there was going to be a song written by Jonathan Coulton. And I listened to a song that Jonathan had written, and it was very funny, very clever. So, I thought at that point, well, you know, this'll be okay. But I am an opera singer, so usually I sing: [opera singing]. And I thought, well, will I be able to have the right style for the song? So I was concerned. But then before the recording, they sent me an mp3 file of the song. And I listened to it with Jonathan singing it. But I loved the little song. And at home, as I practiced the little song, I tried to, you know, get back to GLaDOS's voice. You know: 'Aperture Science...' Just this tiny little passive-aggressive computer who's all alone until people try to come in and murder her. So of course she gets upset! But she seems... She seems to have this real affinity for cake. And... And I want to play the game because I want to recreate the cake recipe. And then put 'Portal' on it, and be able to serve it to my friends when they come over to my house." } }