*Portal* consists primarily of a series of puzzles that must be solved by 
teleporting the player's character and simple objects using "the Aperture 
Science Handheld Portal Device", also referred to as the "portal gun", a 
device that can create intra-spatial portals between two flat planes. The 
player-character, Chell, is challenged and taunted by an artificial 
intelligence named GLaDOS (Genetic Lifeform and Disk Operating System) to 
complete each puzzle in the Aperture Science Enrichment Center using the 
portal gun with the promise of receiving cake when all the puzzles are 
completed. The Source Engine's physics system allows kinetic energy to be 
retained through portals, requiring creative use of portals to maneuver 
through the test chambers. This gameplay element is based on a similar 
concept from the game *Narbacular Drop*; many of the team members from the 
DigiPen Institute of Technology who worked on *Narbacular Drop* were hired 
by Valve for the creation of *Portal*, making it a spiritual successor to 
the game.

*Portal* was acclaimed as one of the most original games of 2007, despite 
some criticism for its short duration. It received praise for its 
originality, unique gameplay and a dark story and sense of comedy. GLaDOS, 
voiced by Ellen McLain in the English-language version, received acclaim 
for her unique characterization, and the end credits song "Still Alive", 
written by Jonathan Coulton for the game, was praised for its original 
composition and humor. *Portal* is often cited as one of the greatest video 
games ever made. Excluding Steam download sales, over four million copies 
of the game have been sold since its release, spawning official merchandise 
from Valve including a model portal gun and plush Companion Cubes, as well 
as fan recreations of the cake.
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A standalone version with extra puzzles, *Portal: Still Alive*, was also 
published by Valve on the Xbox Live Arcade service in October 2008 
exclusively for Xbox 360. A sequel, *Portal 2*, was released in 2011, which 
expanded on the storyline, added several gameplay mechanics, and included a 
cooperative multiplayer mode.

In *Portal*, the player controls the protagonist, Chell, from a 
first-person perspective as she is challenged to navigate through a series 
of test chambers using the Aperture Science Handheld Portal Device, or 
portal gun, under the supervision of the artificial intelligence GLaDOS. 
The portal gun can create two distinct portal ends, orange and blue. The 
portals create a visual and physical connection between two different 
locations in three-dimensional space. Neither end is specifically an 
entrance or exit; all objects that travel through one portal will exit 
through the other. An important aspect of the game's physics is momentum 
redirection and conservation.[4] As moving objects pass through portals, 
they come through the exit portal at the same direction that the exit 
portal is facing and with the same speed with which they passed through the 
entrance portal.[5] For example, a common maneuver is to place a portal 
some distance below the player on the floor, jump down through it, gaining 
speed in freefall, and emerge through the other portal on a wall, flying 
over a gap or another obstacle. This process of gaining speed and then 
redirecting that speed towards another area of a puzzle allows the player 
to launch objects or Chell over great distances both vertically and 
horizontally. This is referred to as 'flinging' by Valve.[4] As GLaDOS puts 
it, "In layman's terms: speedy thing goes in, speedy thing comes out." If 
portal ends are not on parallel planes, the character passing through is 
reoriented to be upright with respect to gravity after leaving a portal end.

Chell and all other objects in the game that can fit into the portal ends 
will pass through the portal. However, a portal shot cannot pass through an 
open portal; it will simply fizzle or create a new portal in an offset 
position. Creating a portal end instantly fizzles an existing portal end of 
the same color. Moving objects, glass, non-white surfaces, liquids, or 
areas that are too small will not be able to anchor portals. Chell is often 
provided with cubes that she can pick up and use to climb on or to place on 
large buttons that open doors or activate mechanisms. Particle fields, 
known as "Emancipation Grills", occasionally called "Fizzlers" in the 
developer commentary, exist at the end of all and within some test 
chambers; when passed through, they will deactivate (fizzle) any active 
portals and disintegrate any object carried through. These fields also 
block attempts to fire portals through them.[6]

Although Chell is equipped with mechanized heel springs to prevent damage 
from falling,[4] she can be killed by various other hazards in the test 
chambers, such as turrets, bouncing balls of energy, and toxic liquid. She 
can also be killed by objects hitting her at high speeds, and by a series 
of crushers that appear in certain levels. Unlike most action games at the 
time, there is no health indicator; Chell dies if she is dealt a certain 
amount of damage in a short period, but returns to full health fairly 
quickly. Some obstacles, such as the energy balls and crushing pistons, 
deal fatal damage with a single blow.

Many solutions exist for completing each puzzle.[7] Two additional modes 
are unlocked upon the completion of the game that challenge the player to 
work out alternative methods of solving each test chamber. Challenge 
chambers are unlocked near the halfway point and Advanced Chambers are 
unlocked when the game is completed.[8] In Challenge chambers, levels are 
revisited with the added goal of completing the test chamber either with as 
little time, with the fewest portals, or with the fewest footsteps 
possible. In Advanced chambers, certain levels are made more complex with 
the addition of more obstacles and hazards.[9][10]

A presentation seen during gameplay reveals that GLaDOS was also included 
in a proposed bid for de-icing fuel lines, incorporated as a fully 
functional disk-operation system that is arguably alive, unlike Black 
Mesa's proposal, which inhibits ice, nothing more.[15] Roughly thirteen 
years later, work on GLaDOS was completed and the untested AI was activated 
during the company's bring-your-daughter-to-work day in May 2000.[13] 
Immediately after activation, the facility was flooded with deadly 
neurotoxin by the AI. Events of the first *Half-Life* game occur shortly 
after that, presumably leaving the facility forgotten by the outside world 
due to apocalyptic happenings. Wolpaw, in describing the ending of *Portal 
2*, affirmed that the Combine invasion, chronologically taking place after 
*Half-Life* and before *Half-Life 2*, had occurred before *Portal 2*'s 
events.[16]

The areas of the Enrichment Center that Chell explores suggest that it is 
part of a massive research installation. At the time of events depicted in 
*Portal*, the facility seems to be long-deserted, although most of its 
equipment remains operational without human control.[17]

The game begins with Chell waking up from a stasis bed and hearing 
instructions from GLaDOS, an artificial intelligence, about upcoming tests. 
Chell enters into sequential distinct chambers that introduce her to 
varying challenges to solve using her portal gun, with GLaDOS as her only 
interaction.[4] GLaDOS promises cake as a reward for Chell if she completes 
all the test chambers.[18] As Chell nears completion, GLaDOS's motives and 
behavior turn more sinister, suggesting insincerity and callous disregard 
for the safety and well-being of test subjects. The test chambers become 
increasingly dangerous as Chell proceeds, including a live-fire course 
designed for military androids, as well as chambers flooded with a 
hazardous liquid. In one chamber, GLaDOS forces Chell to "euthanize" a 
Weighted Companion Cube in an incinerator, after Chell uses it for 
assistance.[17][19][20]

After Chell completes the final test chamber, GLaDOS manoeuvres Chell into 
an incinerator in an attempt to kill her. Chell escapes with the portal gun 
and makes her way through the maintenance areas within the Enrichment 
Center.[21] GLaDOS panics and insists that she was pretending to kill Chell 
as part of testing, while it becomes clear that GLaDOS had previously 
killed all the inhabitants of the center.[11][12] Chell travels further 
through the maintenance areas, discovering dilapidated backstage areas 
covered in graffiti that includes statements such as "the cake is a lie", 
and pastiches of quotes from famous poets such as Henry Wadsworth 
Longfellow and Emily Bront.[4]

Despite GLaDOS's attempts to dissuade her with lies and threats, Chell 
proceeds and eventually confronts GLaDOS in a large chamber where her 
hardware hangs overhead. A sphere soon falls from GLaDOS and Chell drops it 
in an incinerator. GLaDOS reveals that the sphere was the morality core of 
her conscience, one of multiple personality cores that Aperture Science 
employees installed after she flooded the center with neurotoxin gas; with 
the core removed, she can access its emitters again. A six-minute countdown 
starts as Chell dislodges and incinerates more of GLaDOS' personality 
cores, while GLaDOS mocks and attacks her. After Chell destroys the last 
personality core, a malfunction tears the room apart and transports 
everything to the surface. Chell lies outside the facility's gates amid the 
remains of GLaDOS, but is promptly dragged away by an unseen robotic 
entity.[b]

The final scene, viewed within the bowels of the facility, shows a 
candlelit Black Forest cake,[23] and a Weighted Companion Cube, surrounded 
by shelves containing dozens of inactive personality cores. The cores begin 
to light up, before a robotic arm descends and extinguishes the candle on 
the cake, casting the room into darkness.[24] Over the credits, GLaDOS 
delivers a concluding report through the song "Still Alive", declaring the 
experiment to be a success.[25]
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