Portal 2: 20 years or hundreds of years into the future? Maybe join with Half Life?

I don’t get the point of this.
Aperture is old, we know that.
Valve said it was 100 years later.
In your opinion Aperture should be more damaged?

changes that would occur in 50 or 100 or 200 years would not be that different from one another

50 000 is a different thing

What the fuck…

what kind of a reaction is that…

Um, guys?

Number one, the facility hasn’t been abandoned. Robots have been living there and keeping the facility operational and as far as i know, they don’t die or get old. Nanobots (which we know exist in-game) can actually produce energy for other robots (which is how Wheatley survived in-game) and are capable of finding ways to self-replicate. The problem was that their central intelligence unit, i.e. GLaDOS, was knocked out and they all got disorganized. Also, it’s a game; architectural science doesn’t count for shit. If being totally accurate conflicts with the mesh of the plot they wanted and the setting they wanted, then accuracy would be the thing to go. if Valve says it’s hundreds of years, then it’s hundreds of years. There’s no room for argument. We already know it’s more than 9,999,999 days, which is already over 20,000 years.

That one free cake is so delicious.

I think that OP may be right. First of all, Valve didn’t mention in game how long it has been since P1. Next, computer equipment was damaged, and “99999…” implies that that it broke on day 9 - maybe GLaDOS only programmed the machines for few days and kept updating them for maximum flexibility. Finally, the protagonist - if Chell really had been in stasis for thousands of years she wouldn’t be even alive, because her body would be continuously damaged by external factors that normally would be nullified by cellular regeneration - and all of that is while assuming that all of the equipment worked perfectly after those years. More, even if we assume that Chell was alive after all those years in stasis, there is gravity - her body would be badly damaged by things like bedsores and many organs that are used to constant movement would collapse and be unable to serve their functions.

Also, the shed at the end of P2. It’s a normal shed. GLaDOS had to adjust it’s look to the world outside in order to prevent it from standing out, and apparently nothing has changed since HL2.

Portal 2 certainly doesn’t take place 50,000 years into the future, or even remotely close to that. Entropy would ensure that the structure and consistency of the facility would degenerate regardless of level of maintenance. I would say that a few hundred years is a realistic number.
What boggles my mind however is the degree of plantlife down in a facility that has little to no photosynthesis whatsoever.

nope

What makes you think that? Is it the announcement that “you have been in suspension for 9-9-9-9-9…9-9…”?

You do understand that the announcement system was malfunctioning and looping the word “nine” right?

arguing on such a high level of realism, in a game that’s about a shower curtain company, which created a schizophrenic super intelligent A.I., a gun that opens portals and powers a hole science complex with potatoes, is the mistake some people are doing here.

But all of that is science! Portal 2 being 20,000 years into the future is unreal! :stuck_out_tongue:

Appropriate. I’m not referring to the thread. I’m referring to that guys name.

hah yeah, almost identical :slight_smile:

Where is that from? Does not look like it was written by a valve employee.

Some of you wrote “valve has stated x” in this thread. Does anyone have a quote from valve that is less vague than “a long time”?

Well, your avatar is pretty wtf too. Seriously I can’t stop looking at it.

STOP IT! Stop touching your penis… goddamn…

I always believe that Kelesh is an account that was made for making fun of Keresh.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.