Portal 2 Ending *SPOILERS!!!*

tommy15994

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When GLADoS says "Just go" I felt like I was being scolded by a teacher :/ During the entire ending sequence I was in a constant state of Paranoia. Like, GLADoS being Nice? Then "Caroline Deleted" I KNEW IT, wait.... Your letting me go? rolls up to turrets "So this is how it ends" Lalalala... WHAT! I then proceded to roll on the floor to prevent my Lungs to burst out of my chest from Laughter. And then she gave me back my Companion Cube so I knew "She is reallly letting me go... now What?
 

idodo35

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dear god that was a great ending!!! and finaly got rid of this back stabber halfwit whetly i realy liked him when he was with you he was an awsome sidekick but as a villian? he sucked and wasnt even tenth the villian GLaDOS was! he was lame and im happy we got rid of him.
the song was awsome still not as good as still alive but it was great.
the turets suprised me i was half sure they were going to shoot me.
and the space thing? freaking awsome
WE ARE IN SPAAAAAAAAAAACE!!! (best core ever!)
 

TitenSxull

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Loved the ending. Not sure if the song was better but I definitely felt more emotional about it because of the longer game time and more suspenseful boss battle. Let's face it the Portal 1 GLaDOS boss battle was funny but not all that exciting compared to facing Wheatly.

I don't think they need to do a sequel, I'd prefer they just continuously add new test chambers to both single and co-op in the form of DLC. As long as they add some new puzzles every now and then the game will be worth keeping and playing for years to come.
 

Firefly9007

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It was an excellent ending, I was very impressed. Hilarious, exciting, and thought provoking. It reminded me of the Half Life 1 ending, in that it wrapped up the story while leaving the characters themselves open for a sequel if Valve wants to make one.

For example, Chell may be out of Aperture but she is probably pretty messed up both physically and mentally from her experiences. Additionally, she is alone in a world which may or may not have any civilization left with no bearings and no survival tools. There is certainly more story that could be told with her.

Also, although I won't mention any details, the ending of the co-op mode opens up the potential for sequels for GLaDOS and Aperture.
 
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tommy15994 said:
When GLADoS says "Just go" I felt like I was being scolded by a teacher :/ During the entire ending sequence I was in a constant state of Paranoia. Like, GLADoS being Nice? Then "Caroline Deleted" I KNEW IT, wait.... Your letting me go? rolls up to turrets "So this is how it ends" Lalalala... WHAT! I then proceded to roll on the floor to prevent my Lungs to burst out of my chest from Laughter. And then she gave me back my Companion Cube so I knew "She is reallly letting me go... now What?
live off that farm maybe?
 

Gigathrash

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I'minspace.

I liked the rest of the ending, and the ending song contradicts the bit of GLaDOS deleting Caroline (And little Carolines in here too.) But the space core really did it for me. Mostly because that's how I would react.
 

TimeLord

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crimson5pheonix said:
I like Portal 2's ending more. Especially with the WTF turrets going up the shaft.

And the end song is better imo.
When the door opened in the elevator and the turrets sat there I was thinking "Are they really going to shoot me?"

Then there was music and it was all ok.

Then there was a scorched Companion Cube and I was happy ^_^
 

T-Bone24

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I nearly fell out of my chair at the turret chorus. It was so funny, and whilst I was admiring the beautiful music, I couldn't help but laugh at the madness of it, especially the Animal King turret at the back providing the bass. It was a brilliant ending, very satisfying.
 

Casual Shinji

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Woodsey said:
Episode 2's ending is so effective (in part) because its one of the very few times in HL2 + episodes that control is taken away from you.

I'd rather they stuck with that then having the player character move independently at certain points.
Isn't that why it was so effective?

You're always in control and you can move around during narrative sections. So when that control is suddenly taken away from you, you feel helpless to do anything about the situation. It's no coincidence that you can't move when...

...Alyx gets attacked by the Hunter. When both of you almost get killed by the Advisor. And in the end when Eli gets his brains sucked out.

If control would be taken away from you during every narrative section, these moments wouldn't be as effective as they were.

OT: The Portal 2 ending was very cool, especially the epilogue with Wheatley.
 

Piorn

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When I saw the moon, I literally had a flashback of Cave Johnson and how the white gel is made of moon rocks. It felt awesome.

Also, the Turret Opera is so beautiful, it made me cry.
 

Woodsey

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Casual Shinji said:
Woodsey said:
Episode 2's ending is so effective (in part) because its one of the very few times in HL2 + episodes that control is taken away from you.

I'd rather they stuck with that then having the player character move independently at certain points.
Isn't that why it was so effective?

You're always in control and you can move around during narrative sections. So when that control is suddenly taken away from you, you feel helpless to do anything about the situation. It's no coincidence that you can't move when...

...Alyx gets attacked by the Hunter. When both of you almost get killed by the Advisor. And in the end when Eli gets his brains sucked out.

If control would be taken away from you during every narrative section, these moments wouldn't be as effective as they were.

OT: The Portal 2 ending was very cool, especially the epilogue with Wheatley.
You seem to have just written what I said...? xD

I meant I felt Portal 2 did it one too many times, and I wasn't too keen on Chell herself moving independently. In HL2 you may be stuck by someone, but Gordon himself never takes over.
 

Casual Shinji

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Woodsey said:
Casual Shinji said:
Woodsey said:
Episode 2's ending is so effective (in part) because its one of the very few times in HL2 + episodes that control is taken away from you.

I'd rather they stuck with that then having the player character move independently at certain points.
Isn't that why it was so effective?

You're always in control and you can move around during narrative sections. So when that control is suddenly taken away from you, you feel helpless to do anything about the situation. It's no coincidence that you can't move when...

...Alyx gets attacked by the Hunter. When both of you almost get killed by the Advisor. And in the end when Eli gets his brains sucked out.

If control would be taken away from you during every narrative section, these moments wouldn't be as effective as they were.

OT: The Portal 2 ending was very cool, especially the epilogue with Wheatley.
You seem to have just written what I said...? xD

I meant I felt Portal 2 did it one too many times, and I wasn't too keen on Chell herself moving independently. In HL2 you may be stuck by someone, but Gordon himself never takes over.
Oh okay, I misunderstood that.

I hate that too (especially in an FPS) when control is suddenly taken away from you. I seem to remember Bioshock doing this a lot as well.
 

Pedro The Hutt

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Piorn said:
When I saw the moon, I literally had a flashback of Cave Johnson and how the white gel is made of moon rocks. It felt awesome.

Also, the Turret Opera is so beautiful, it made me cry.
Just wait until you find out what the lyrics [http://www.youtube.com/watch?v=nV3HgrfC4Q0] say. :)
 

Woodsey

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Casual Shinji said:
Woodsey said:
Casual Shinji said:
Woodsey said:
Episode 2's ending is so effective (in part) because its one of the very few times in HL2 + episodes that control is taken away from you.

I'd rather they stuck with that then having the player character move independently at certain points.
Isn't that why it was so effective?

You're always in control and you can move around during narrative sections. So when that control is suddenly taken away from you, you feel helpless to do anything about the situation. It's no coincidence that you can't move when...

...Alyx gets attacked by the Hunter. When both of you almost get killed by the Advisor. And in the end when Eli gets his brains sucked out.

If control would be taken away from you during every narrative section, these moments wouldn't be as effective as they were.

OT: The Portal 2 ending was very cool, especially the epilogue with Wheatley.
You seem to have just written what I said...? xD

I meant I felt Portal 2 did it one too many times, and I wasn't too keen on Chell herself moving independently. In HL2 you may be stuck by someone, but Gordon himself never takes over.
Oh okay, I misunderstood that.

I hate that too (especially in an FPS) when control is suddenly taken away from you. I seem to remember Bioshock doing this a lot as well.
Crysis 2 is the worst offender as of late. Silent protagonists either have to be done perfectly (the Valve model) or not at all. Crysis 2 wrestles control from you constantly.

The first one had a voiced character, and the cutscene transitions were much smoother too. The second makes me fight against the camera for a few seconds before I realise I'm supposed to be in a cutscene.
 

Outright Villainy

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Casual Shinji said:
Woodsey said:
Casual Shinji said:
Woodsey said:
Episode 2's ending is so effective (in part) because its one of the very few times in HL2 + episodes that control is taken away from you.

I'd rather they stuck with that then having the player character move independently at certain points.
Isn't that why it was so effective?

You're always in control and you can move around during narrative sections. So when that control is suddenly taken away from you, you feel helpless to do anything about the situation. It's no coincidence that you can't move when...

...Alyx gets attacked by the Hunter. When both of you almost get killed by the Advisor. And in the end when Eli gets his brains sucked out.

If control would be taken away from you during every narrative section, these moments wouldn't be as effective as they were.

OT: The Portal 2 ending was very cool, especially the epilogue with Wheatley.
You seem to have just written what I said...? xD

I meant I felt Portal 2 did it one too many times, and I wasn't too keen on Chell herself moving independently. In HL2 you may be stuck by someone, but Gordon himself never takes over.
Oh okay, I misunderstood that.

I hate that too (especially in an FPS) when control is suddenly taken away from you. I seem to remember Bioshock doing this a lot as well.
Bioshock? Um, wasn't that the entire point?

Unless you meant the end. Because yeh, that was pretty lame.
 

Casual Shinji

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Outright Villainy said:
Casual Shinji said:
I hate that too (especially in an FPS) when control is suddenly taken away from you. I seem to remember Bioshock doing this a lot as well.
Bioshock? Um, wasn't that the entire point?

Unless you meant the end. Because yeh, that was pretty lame.
I don't mean the "would you kindly" bit.

Maybe I'm not remembering it right - I haven't played the game in ages - but I think there were a lot of moments were the game just outright controls the character for you in order to focus your attention on something. The very first time you encounter a little sister and have to choose whether to kill or save her, the game pulls this shit.
 

Hubbe

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The ending becomes 10 times more epic once you translate what the Turrets were singing...

WOO SPOILER


Valve seem to be telling us that Caroline was Chell's mother. Which would be epic and creepy at the same time. Sheesh.
 

Alon Shechter

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To the whole "what cutscene is better" I suggest this:
Having a cutscene where you can move and do to stuff yourself, but make a new form of walking just for it
Like... Umm.... I think it was called "Aftermath" in CoD 4.
Hubbe said:
The ending becomes 10 times more epic once you translate what the Turrets were singing...

WOO SPOILER


Valve seem to be telling us that Caroline was Chell's mother. Which would be epic and creepy at the same time. Sheesh.
http://images.memegenerator.net/Cereal-Guy-Spit/File/332878/Cereal-Guy-Spit.jpg
 

Outright Villainy

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Casual Shinji said:
Outright Villainy said:
Casual Shinji said:
I hate that too (especially in an FPS) when control is suddenly taken away from you. I seem to remember Bioshock doing this a lot as well.
Bioshock? Um, wasn't that the entire point?

Unless you meant the end. Because yeh, that was pretty lame.
I don't mean the "would you kindly" bit.

Maybe I'm not remembering it right - I haven't played the game in ages - but I think there were a lot of moments were the game just outright controls the character for you in order to focus your attention on something. The very first time you encounter a little sister and have to choose whether to kill or save her, the game pulls this shit.
Huh, didn't really notice at that part. I guess since I didn't really find it as bad as most modern fps games, which of course, abuse the hell out of scripted on rails bits. Bioshock is nowhere near the worst offender.