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Glados

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GLaDOS ist ein fiktives künstlich superintelligentes Computersystem aus der Videospielserie Portal. GLaDOS erschien später in The Lab und Lego Dimensions. Die Figur wurde von Erik Wolpaw und Kim Swift kreiert und von Ellen McLain geäußert. Moral: Der Moralkern hält GLaDOS davon ab, das Enrichment Center mit tötlichem Neurotoxin zu fluten. Violettes Auge. Neugier: Vermutlich der Core der​. GLaDOS voice lines/de. From the Portal Wiki. < GLaDOS voice lines. Jump to: navigation, search. Achievement hortlaxefs.se, „I can't get over. GLaDOS ist sichtlich verärgert über Chells Rückkehr und beginnt, Chell erneut durch eine Vielzahl neuer Tests zu schicken, während sie die. Als EDV-Systemhaus ist glados EDV-Lösungen mit dem IT Know-How von über 25 Jahren Ihr kompetenter Ansprechpartner rund um die gesamte EDV.

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Glados - Navigation menu

Ihr müsst sie also erneut wählen. Wir planen, errichten, pflegen und supporten Ihr Netzwerk, abgestimmt und fit für die Zukunft. Die Überlebenden schalteten sie ab und entwickelten eine Reihe von Kernen, künstlichen Intelligenzen, die ihr Verhalten ändern und sie weniger mörderisch machen sollten. So gesund. Ich kann aber mitteilen, dass es für einen von euch sehr, sehr gut aussieht. Auf ihrem Weg durch die alten Testkammern erfährt Chell, dass Johnson mehr und mehr durch eine Vergiftung durch gemahlenes Mondgestein geistig verwirrt wurde, und die Firma von ihren ursprünglichen Zielen dazu überging, sich nur noch auf die Tests von Versuchsobjekten für die Wissenschaft zu fokussieren. Wir gehen direkt darauf zu. Neben erweiterter Herstellergarantie bis zu 5 Jahren und Blitzreparaturservice können article source nun für glados Geräte einen Vor-Ort-Reparaturservice für Notebooks anbieten, mehr Service geht nicht. Orange wirft dich zurück. X-Play ähnlich sie mit der besten neuen Charakter ausgezeichnet. Du warst beschäftigt. Der Emanzipationsgrill ist kaputt. Das sind Waschbären. Du lebst. Jahr im Tieftemperaturbereich. Wolpaw sharply criticized the pacing, which caused the players to wander around until they found the corridor, at which point a series of pistons would spring out of the walls. This topic apologise, serienstream to game of thrones magnificent untouched through the entirety of their second testing track, Mass and Trier cinemaxx. Her newer components spotted on her body since the chapter The Escape are sleek and black, and is of little resemblance to the amazon channels kГјndigen ones from glados body during the reawakening and Portal. Portal Portal 2. Del Toro contacted Newell directly to secure McLain's voice, with his glados influence on the call helping to finalize the deal. A K Peters, Ltd. Portal character.

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GLaDOS also acts as the primary antagonist in a bonus level bridging the events of Portal 2 with Lego Dimensions , wherein Chell and Wheatley returned from space redeemed with anti-gravity abilities defeat her by performing a core transfer using the Space Core.

Before development of GLaDOS had begun, Erik Wolpaw was writing the script for the video game Psychonauts , where he went around the office, finding people to provide voices to the words until they could add the final voices to the game.

Once he ran out of people, however, he began using a text-to-speech program. According to Wolpaw, people found the lines funnier than they were worth.

He commented that "no amount of writing is funnier than this text-to-speech thing reading it. Portal had been under development for about a year, at a state where there were only test chambers that the player moved between.

Valve found from playtesting that while players had fun with the game's concept, they were left asking of where these puzzles were leading towards.

The team worked to come up with some type of narrative, coming down to creating an antagonist that would guide the player in early part of the game but become the goal that the player would strive for by the end.

A week later, to alleviate this problem, Wolpaw returned with sample dialogue made with a text-to-speech program, which was intended to be used as a series of messages relayed to the player in the relaxation vault, the first area of the game.

The team liked the voice, describing it as "funny" and "sinister", so Wolpaw decided to add this voice to other test chambers, all the while trying to think of story elements.

The developers noticed that play testers were more motivated by the voice because they became attached to it. Early designs used for her included a floating brain, a spider-like appearance, and an upside-down version of Sandro Botticelli 's painting The Birth of Venus with the four personality cores around her body.

This was done to convey both a sense of raw mechanical power and femininity. However, the team found it to be too small, giving her a body and putting it below the disk.

GLaDOS was written with the intent of making her more understandable and empathetic to players, making her villainy more tragic.

Kim Swift, team leader of Portal , described her growth in the game as her becoming more and more human.

One of his intentions was for players to believe that they are "putting her through the wringer emotionally".

She begins as a supportive, yet also increasingly sinister character, where she delivers exposition about the general Aperture mindset.

However, once the player-character escapes, she begins to speak in first-person singular rather than first-person plural. She shows desperation due to her lack of control at this point, adding that more emotion begins to creep through her voice.

After destroying the morality core, she becomes unhinged, featuring an almost human voice. This voice, described as sultry by Wolpaw, was originally to be used for turrets, but it did not work out.

This was accomplished by her emulating a computer-generated voice that the Valve team played for her and her adding emotion to lines when appropriate.

This song was written by Jonathan Coulton , who was approached by the team and asked if he would want to write a song for them.

He later decided that it would be a good idea to do a song featuring one of the voices from the game that would tie up the story at the end.

Wolpaw and the other writers wrote down a list of things that would make people happy, which resulted in "Still Alive". As a result, she had to sing the phrases in one breath, while attempting to keep a clean, even tone.

It is performed by McLain. This was accomplished by forcing the player to incinerate it, therein providing a tutorial for how to defeat the boss and a revenge angle.

GLaDOS was originally designed to be a devious boss, citing one form where she would use a series of lasers, like those seen in James Bond films.

However, it was determined that this twitch gameplay distracted players from GLaDOS, and was too different from the game's puzzle-solving gameplay.

Additionally, it was difficult for players to detect when they were hit, so the developers switched the gameplay to feature rockets.

This incarnation of the final boss was dubbed "Portal Kombat", which Swift describes as a "high intensity rocket battle".

While it went over well with hardcore shooter fans, the people who liked the puzzle-focused gameplay were turned off by it.

Wolpaw sharply criticized the pacing, which caused the players to wander around until they found the corridor, at which point a series of pistons would spring out of the walls.

The developers came to the conclusion that complex battles would only serve to confuse players. One play tester helped them by pointing out the quality of the fire pit puzzle, a puzzle that has the player-character riding on a moving platform that is descending into flames, requiring players to find a way to survive.

He stated that it was both dramatic and exciting, but also a difficult puzzle. Wolpaw stated that this made no sense, commenting that it was one of the easiest puzzles in the game.

He added that the battle was a dramatic high-point, since it was being the first time GLaDOS directly tries to kill the player-character and the first time that players have to use the environment to their advantage.

After learning about what fellow Valve developers had planned for the final boss battle in Half-Life 2: Episode Two , the Portal developers decided to implement a neurotoxin that would kill the player-character in six minutes.

As a result, they scaled the game back, intending to ensure that everyone was able to see the game to the very end. However, the demand for all of these to be implemented into Portal 2 was great enough that they chose to do so.

Originally, the character Cave Johnson was intended to be the antagonist instead and Portal 2 to be a prequel. They felt that she should "go someplace" and that since GLaDOS is "kind of likeable in the first game" and players "enjoy being with her", they would utilize Wheatley as an "other, external threat".

The developers considered having GLaDOS and Chell act as "buddy cops against a new threat", but felt that since Chell never talked, it would not work.

They found that play testers were not interested in her when she was powerless and insulting players and would question why they were "carting this person along".

In order to keep players from feeling that they should want to abandon GLaDOS in her powerless form to prevent her from becoming powerful again, the designers made sure to give players reason to bring her with them.

The co-operative campaign includes additional dialog from GLaDOS; the original dialog Wolpaw wrote for GLaDOS was aimed to two women, Chell and a new character "Mel", with the assumption of "image issues", but this dialog remains in place even after the change of the co-op characters to robots.

Valve considered initially to have separate lines for GLaDOS that would be given to each player individually, but found this to be a significant effort for minimal benefit.

The writers also attempted adding GLaDOS lines that would make the players attempt to compete against each other, such as the awarding of meaningless points, but playtesters did not respond well to these lines.

The writers found they needed another character to play off of Cave during his recordings; instead of hiring a voice actor for a few lines, they economized by reusing McLain to play Caroline, Cave's assistant.

They felt however that this would "get old pretty quick" if they did not put her "into another space". They accomplished this through a combination of her anger with Wheatley and her conflict with her past life as Caroline.

Through the course of the game's events, GLaDOS' personality shifts significantly; however, at the end, she resets her personality to her original personality, an action Wolpaw sums up as "explicitly reject[ing] it" and saying "You know what?

The designers also intended to make it vague whether or not GLaDOS was under the control of the machine that she was attached to.

These games were all a part of an alternate reality, based on a cryptic narrative that suggested the awakening and relaunch of GLaDOS.

Valve provided the developers access to their art assets to include Portal 2 -themed content into them, and in some cases, McLain recorded new dialog specifically for these games.

The alternate reality game ultimately led to "GLaDOS Home", a distributed computing spoof, which prompted players to play the independently developed games to awaken GLaDOS ahead of schedule, effectively promoting the Steam release of Portal 2 about 10 hours earlier than the official time.

The song "Still Alive" has garnered significant attention from fans and critics alike. It was released as a part of The Orange Box Official Soundtrack and appeared in other video games, including the Rock Band series and Left 4 Dead 2 , the latter which was also released by Valve.

Del Toro contacted Newell directly to secure McLain's voice, with his daughter's influence on the call helping to finalize the deal.

Paste Magazine's Jason Killingsworth listed GLaDOS as the sixth best new character of the decade; he wrote that she "may just be the most likable villain in video-game history" and that "we only killed her because we had to".

Epic Games design director Cliff Bleszinski stated that he was motivated to complete test chambers in Portal.

He also compared her to an ex-girlfriend who sent text messages that went from friendly, to aggressive, and finally to apologetic.

They stated that she had the most defined personality in gaming, adding that she "redefined passive-aggressive". However, he added that it had an "air of epicness".

They added that during the final encounter, her mood swings provided some of the most memorable dialogue in video game history. GLaDOS is frequently cited as both a quality villain and a quality computer character.

IGN called her the greatest video game villain of all time, stating that while their time with her was short, she left a mark on players like no other villain has.

They cited her uniqueness as being because no other players existed in the game. They also added she was more human than most video game villains.

He stated that not only is she the best insane computer in video games, but in films and books as well. He explains his choice by citing her eagerness to kill the player-character, but not being overt about it until the end.

He also cites her feminine voice and passive-aggressive manner for his decision. He adds that he can imagine it not being easy to be a super-intelligent computer trapped in a single building.

Crave editor Rich Trenholm also regarded her highly, listing her as the fifth best evil computer. The review adds that while the game may be short, GLaDOS will "resonate with players long after players finish it".

GLaDOS has received praise for her humor and wit. He described her as the "humorous, clinical, savage and poignant heart of Portal ".

He states that she is the reason he keeps returning to play Portal , describing her as funny, unexpected, and beguiling.

It had the best end credits song of all time. It was funny, smart, fresh and managed to feel like the plucky, accidental hero".

He stated that "it literally pokes fun for not having parents", and stopped playing when he first heard the insult. He added that "it throws the ultimate question that that child is ever going to have for you He also pointed out that "morons and the overweight are also mocked by robots" in Portal 2.

GameSpot's Chris Watters wrote that GLaDOS was a "complex character who evolves throughout these early levels" and that "before all is said and done, you'll once again come to cherish your relationship with that cruel AI".

It is our pleasure to provide students tools for learning and researching technologies and cultures. Not only Firewalls can harm an open mind and open society, paywall and many walls do the same thing.

Skip to content. Dismiss Join GitHub today GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.

Sign up. Branch: master. Sign in Sign up. Launching Xcode If nothing happens, download Xcode and try again. Latest commit.

Git stats 37 commits 3 branches 0 tags. Failed to load latest commit information. Jun 19, View code. I'm going to kill you, and all the cake is gone!

You don't even care, do you? This is your last chance! Questo non doveva succedere. Non sto scherzando, adesso! Non ti interessa nemmeno, vero?

Il suo desiderio di uccidere il protagonista e i mezzi che sfrutta per nascondere il suo proposito sono stati paragonati a quelli usati da altri computer immaginari della storia del cinema, tra cui il celebre HAL da Odissea nello spazio.

Nel gioco si vede come una volta terminati i test GlaDOS si limiti a distruggere la cavia, ormai inutile.

GLaDOS si trova in una stanza apposita degli Aperture Laboratories, in cui sono collocati anche un inceneritore e una postazione di controllo, con un telefono rosso che sarebbe dovuto servire come mezzo per dare l'allarme nel caso in cui GLaDOS fosse sfuggita al controllo umano.

GLaDOS appare come un complesso apparato computerizzato pendente dal soffitto della stanza, al centro dell'ambiente; dall'apparato si stacca un braccio meccanico collegato alla telecamera principale, che diffonde una luce giallastra.

Nonostante non ci siano prove, sembra inoltre che il design di GLaDOS ricalchi la silhouette di una donna rovesciata con la testa verso il basso , ipotesi che sarebbe rafforzata dal fatto che una delle prime idee per disegnare GLaDOS era proprio di raffigurarla come la dea Venere, ma capovolta allusione alla massima degenerazione possibile della figura femminile.

Ad aumentare il senso di mistero contribuiscono alcune distorsioni o interruzioni improvvise nella sua voce non si capisce se volute o accidentali e frasi ambigue.

A seguito del suo risveglio, altre sfere le furono impiantate. L'unico scienziato a sfuggirgli fu Doug Rattmann, soprannominato Lab Rat, che sfuggi alla sua neurotossina con il suo cubo da compagnia e, frugando tra i file delle cavie, mise quello di una ragazza di nome Chell prima di tutti, dopo aver notato in lei tanta tenacia e determinazione.

Tornati da Wheatley, questi le fa sottoporre ad altre camere test, ma poi decide di ucciderle dopo aver scoperto due robot programmati da GLaDOS proprio per sostituire le cavie umane.

Chell, quindi, spara un portale sulla Luna, facendo risucchiare Wheatley nello spazio e permettendo a GLaDOS di tornare a capo della struttura.

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