Come Talk About the Epic of GLaDOS, Portal 2, at Kotaku Game Club

Illustration for article titled Come Talk About the Epic of GLaDOS, Portal 2, at Kotaku Game Club

Welcome everyone to week 3 of the Kotaku Game Club's look back at Portal 2. In our third meeting we'll be talking about the game's story and characters.


Gameplay aside, the world of Portal 2 plays such a large role in making Portal 2 a rich experience, and I'm sure you all have something to say about the game's memorable story moments.

As with our past two meetings, the discussion today isn't chronological. There will be spoilers from the entire game, including the ending. Since today's discussion focuses on the plot, today's meeting will be especially jam-packed with spoilers.

If you're joining us for the first time, Our goal at Kotaku Game Club is to play games as a community so that we can share our thoughts as we're experiencing the game. We meet each week in the Game Club's comments section to discuss our experiences with our game of the month.

Our meetings generally start at 4pm Eastern every Thursday, and last an hour or so after the post is published. The Game Club is here to get everybody talking with each other, so don't be afraid to speak your mind and to start a dialogue with other posters.

As for our question of the week: Is there such a thing as too much GLaDOS?

In the original Portal GLaDOS accounted for 100% of your character interaction. (No, I don't count the turrets.) She was your guide and your nemesis for a few sentences between each puzzle. In Portal 2, her presence has grown, but her role has not. In fact, it's shrunk—GLaDOS never plays that double-role the same way. Shrunk into her personal story, GLaDOS, once an instrument of narrative utility, is now a superfluous flourish to the player's experience. So here's the larger question: Can a story that's compelling but tangential to your experience be as compelling as one that effects you directly?

Don't miss our last meeting about Portal 2 next Thursday! We'll be looking at the co-op levels and what makes them special. That's Thursday, February 2nd, at 4pm Eastern.



The foreshadowing of the moon shot was probably the best-done twist I've seen in video games for a long, long time.

1) Tell player the wall panels you can make portals on are coated in crushed moon rock.

2) Show player the moon. Make sure the portal crosshair lights up to tell you that you can make a portal there.

3) Realize in awe at what the game is asking you to do.

4) Applause.