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* The [[https://www.youtube.com/watch?v=a7T_d7QTN3U very first main menu background screen]], along with the bgm that greets you upon starting up Portal 2 for the first time is met with the deactivated, yet [[NotQuiteDead not-so-dead GLaDOS]]. For first timers it can be quite chilling, and at the same time excites one to what will/may occur during the story after the first Portal chapter. Regardless, just seeing GLaDOS like that is enough to put anyone on edge once they boot up Portal 2 for the first time.
* When [=GladOS=] first wakes up and the first thing she says is "Oh, it's ''you,''" in the coldest, most hate-filled tone she ''ever'' speaks throughout the two games.

to:

* The [[https://www.youtube.com/watch?v=a7T_d7QTN3U very first main menu background screen]], along with the bgm that greets you upon starting up Portal 2 for the first time is met with the deactivated, yet [[NotQuiteDead not-so-dead GLaDOS]]. For first timers it can be quite chilling, and at the same time excites one to what will/may occur during the story after the first Portal chapter. Regardless, just seeing GLaDOS [=GLaDOS=] like that is enough to put anyone on edge once they boot up Portal 2 for the first time.
* When [=GladOS=] [=GlaDOS=] first wakes up and the first thing she says is "Oh, it's ''you,''" in the coldest, most hate-filled tone she ''ever'' speaks throughout the two games.

Added DiffLines:

* The [[https://www.youtube.com/watch?v=a7T_d7QTN3U very first main menu background screen]], along with the bgm that greets you upon starting up Portal 2 for the first time is met with the deactivated, yet [[NotQuiteDead not-so-dead GLaDOS]]. For first timers it can be quite chilling, and at the same time excites one to what will/may occur during the story after the first Portal chapter. Regardless, just seeing GLaDOS like that is enough to put anyone on edge once they boot up Portal 2 for the first time.


!!''Portal 1''

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!!''Portal 1''
!!''VideoGame/Portal1''



!!''Portal 2''

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!!''Portal 2''
!!''VideoGame/Portal2''



* In Chapter 3, Testchamber 17 you can discover a hidden chamber, with some choice graffiti: "Fear the turret for it is knell, that summons to heaven or to hell." There's a picture of Chell sleeping there, but she looks dead.

to:

* In Chapter 3, Testchamber Test Chamber 17 you can discover a hidden chamber, with some choice graffiti: "Fear the turret for it is knell, that summons to heaven or to hell." There's a picture of Chell sleeping there, but she looks dead.


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* The Steam Workshop map [[https://steamcommunity.com/sharedfiles/filedetails/?id=71520977 Don't Make Lemonade]] seems like any normal map but set in the style of the old Aperture Labs facilities. Then when you're forced to push a button and turn around to see ''Chell'' [[https://33.media.tumblr.com/69cf58aa252b006cfed5bcc93d8ce522/tumblr_new8jdoM851rlzsoao1_1280.png giving you a lifeless stare.]] [[{{Foreshadowing}} You should have read the signs...]]

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* Cave Johnson's death by lunar dust poisoning. Not only is it [[AluminumChristmasTrees a very real health hazard]], but it's a very painful one. Studies on the long-term effects of exposure to moon dust suggest it can cause respiratory conditions similar to silicosis or asbestos, with possible damage to the nervous and cardiovascular systems as well. What's more, studies done after the game's release suggest lunar dust can cause DNA damage and potentially lead to cancer as well. The man's final days must've been full of unbearable pain.


* The fake test that [=GlaDOS=] builds when you try to escape. If you go in, the Companion Cube that is pressing the button gets fizzled, and the (presumably fake) door to outside is locked, and she fills the chamber with neurotoxin.



* The entire first chapter has an oppressive, ominous feel to it. All those familiar old test chambers have been made much more eerie thanks to the ravages of time, there's the implication that, out of 10,000 test subjects at Aperture Science, you're the only one left alive, and of course, there's the other implication that an entire apocalypse has happened on the outside world. However, nothing seems quite as creepy as the moment where you meet [=GlaDOS=] again. Yeah, that scene seems harmless enough from what we saw in the trailers, right? We're all familiar with the humorous bit with Wheatley trying to hack the password, that ever-quotable "You Monster!" line, etc. Well, those trailers left a few little details out of that scene: the ominous music that plays as you re-enter the chamber, [=GLaDOS=] using a giant claw from the ceiling to pick you up and casually crush Wheatley, slowly lowering you towards that all-too-familiar incinerator... (okay, it doesn't work anymore, but you don't know that until she drops you in).
* As much as a moron as Wheatley is, him screaming, "What?! ARE YOU STILL ALIVE?" is scary as all get-out. The idiotic, silly Wheatley now furious he couldn't kill you is pretty freaky.
-->''"Now we're all gonna pay the price. Because now we're ALL GOING TO BLOODY DIE!"''
* During the testing sequence with [=GLaDOS=], before Wheatley manages to make contact, you can catch at least two glimpses of Wheatley watching you before wallpanels hurried to obscure the sight. It's a little creepy without knowing what the heck he's doing.


** Once you leave the hidden chamber, the opening closes, and so does the door to the office looking over your test chamber. [[ParanoiaFuel It's almost like someone watching you.]] Additionally, with some careful shooting, when you get the Hard Light Bridge to lead you to the observation room, you can get a portal into the hallway; go in and there is ''no one there''. There's also a door that leads to the Rattman den, and you can't get it to open from either side. And when you're in the den, you can still hear his voice. (The soundtrack calls the audio "Ghost of Rattman", giving the whole area a bit of a haunted vibe. Possibly literally, given that Ratman should be long dead by this point...)

to:

** Once you leave the hidden chamber, the opening closes, and so does the door to the office looking over your test chamber. [[ParanoiaFuel It's almost like someone watching you.]] Additionally, with With some careful shooting, when you get the Hard Light Bridge to lead you to the observation room, you can get a portal into the hallway; go in and there is ''no one there''. there''.
***
There's also a door that leads to the Rattman den, and you can't get it to open from either side. And when you're in the den, you can still hear his voice. (The The soundtrack calls the audio "Ghost of Rattman", giving the whole area a bit of a haunted vibe. Possibly literally, ''literally'', given that Ratman should be long dead by this point...)


* The core transfer scene. Hearing [=GLaDOS=] scream in pain as ''her face gets ripped off'' is horrifying. The imagery of the transfer device pit as a portal into {{Hell}} with fifty little claws and devices reaching up at her doesn't help, especially as the sound file for [=GLaDOS=]' scream is called "sp_a2_core_drag_to_hell01.wav."

to:

* The core transfer scene. Hearing [=GLaDOS=] scream in pain as ''her face gets ripped off'' is horrifying. The imagery of the transfer device pit as a portal into {{Hell}} with fifty little claws and devices reaching up at her doesn't help, especially as the sound file for [=GLaDOS=]' scream is called "sp_a2_core_drag_to_hell01."sp_a2_core_[[DraggedOffToHell drag_to_hell]]01.wav."



* The fake test that GlaDOS builds when you try to escape. If you go in, the Companion Cube that is pressing the button gets fizzled, and the (presumably fake) door to outside is locked, and she fills the chamber with neurotoxin.

to:

* The fake test that GlaDOS [=GlaDOS=] builds when you try to escape. If you go in, the Companion Cube that is pressing the button gets fizzled, and the (presumably fake) door to outside is locked, and she fills the chamber with neurotoxin.



* The entire first chapter has an oppressive, ominous feel to it. All those familiar old test chambers have been made much more eerie thanks to the ravages of time, there's the implication that, out of 10,000 test subjects at Aperture Science, you're the only one left alive, and of course, there's the other implication that an entire apocalypse has happened on the outside world. However, nothing seems quite as creepy as the moment where you meet GlaDOS again. Yeah, that scene seems harmless enough from what we saw in the trailers, right? We're all familiar with the humorous bit with Wheatley trying to hack the password, that ever-quotable "You Monster!" line, etc. Well, those trailers left a few little details out of that scene: the ominous music that plays as you re-enter the chamber, GLaDOS using a giant claw from the ceiling to pick you up and casually crush Wheatley, slowly lowering you towards that all-too-familiar incinerator... (okay, it doesn't work anymore, but you don't know that until she drops you in).

to:

* The entire first chapter has an oppressive, ominous feel to it. All those familiar old test chambers have been made much more eerie thanks to the ravages of time, there's the implication that, out of 10,000 test subjects at Aperture Science, you're the only one left alive, and of course, there's the other implication that an entire apocalypse has happened on the outside world. However, nothing seems quite as creepy as the moment where you meet GlaDOS [=GlaDOS=] again. Yeah, that scene seems harmless enough from what we saw in the trailers, right? We're all familiar with the humorous bit with Wheatley trying to hack the password, that ever-quotable "You Monster!" line, etc. Well, those trailers left a few little details out of that scene: the ominous music that plays as you re-enter the chamber, GLaDOS [=GLaDOS=] using a giant claw from the ceiling to pick you up and casually crush Wheatley, slowly lowering you towards that all-too-familiar incinerator... (okay, it doesn't work anymore, but you don't know that until she drops you in).



Now we're all gonna pay the price. Because now we're ALL GOING TO BLOODY DIE!
* During the testing sequence with GLaDOS, before Wheatley manages to make contact, you can catch at least two glimpses of Wheatley watching you before wallpanels hurried to obscure the sight. It's a little creepy without knowing what the heck he's doing.

to:

Now -->''"Now we're all gonna pay the price. Because now we're ALL GOING TO BLOODY DIE!
DIE!"''
* During the testing sequence with GLaDOS, [=GLaDOS=], before Wheatley manages to make contact, you can catch at least two glimpses of Wheatley watching you before wallpanels hurried to obscure the sight. It's a little creepy without knowing what the heck he's doing.


* Wheatley succumbing to [=GLaDOS=]'s mainframe programming. At first, you may believe his FaceHeelTurn is just his true nature coming out, or the nature of power corrupting him. But as [=GLaDOS=] explains, her body is ''literally'' corrupting Wheatley, turning him into an egotistical, vengeful bastard driven to test or else experience withdrawal symptoms. He has no real choice in the matter, and his idiotic nature makes it difficult for him to overcome the programming. When he is floating in space, he is genuinely remorseful and upset over his behavior, but were his terrible actions really all him, or was it the programming making him do? If it's the latter, then it's horrifying to imagine friendly, sweet Wheatley forced to become a monster by a system designed to oversee Aperture itself...

to:

* Wheatley succumbing to [=GLaDOS=]'s mainframe programming. At first, you may believe his FaceHeelTurn is just his true nature coming out, or the nature of power corrupting him. But as [=GLaDOS=] explains, her body is ''literally'' corrupting Wheatley, turning him into an egotistical, vengeful bastard driven to test or else experience withdrawal symptoms. He has no real choice in the matter, and his idiotic nature makes it difficult for him to overcome the programming. When he is floating in space, he is genuinely remorseful and upset over his behavior, but were his terrible actions really all him, or was it the programming making him do? do so? If it's the latter, then it's horrifying to imagine friendly, sweet Wheatley forced to become a monster by a system designed to oversee Aperture itself...


* In Chapter 3, Testchamber 17 you can discover a hidden chamber: "Fear the turret for it is knell, that summons to heaven or to hell." There's a picture of Chell sleeping there, but she looks dead. Then once you leave the hidden chamber, the opening closes, and so does the door to the office looking over your test chamber. It's almost like someone watching you. Additionally with some careful shooting, when you get the Hard Light Bridge to lead you to the observation room, you can get a portal into the hallway. Go in and there is no one there. There's also a door that leads to the Rattman den and you can't get it to open from either side. And when you're in the den, you can still hear his voice (the soundtrack calls the "Ghost of Rattman", giving the whole area a bit of a haunted vibe.
* At one point, Wheatley tells you a ghost story about a manager who lost his mind and chopped up his entire staff (of robots, of course), and that you can still hear the screams... of their replicas. At first, it's funny until he notes that they have no memory of the incident, and thus there should be no feasible reason for them to be screaming.

to:

* In Chapter 3, Testchamber 17 you can discover a hidden chamber: chamber, with some choice graffiti: "Fear the turret for it is knell, that summons to heaven or to hell." There's a picture of Chell sleeping there, but she looks dead. Then once
** Once
you leave the hidden chamber, the opening closes, and so does the door to the office looking over your test chamber. [[ParanoiaFuel It's almost like someone watching you. Additionally you.]] Additionally, with some careful shooting, when you get the Hard Light Bridge to lead you to the observation room, you can get a portal into the hallway. Go hallway; go in and there is no ''no one there. there''. There's also a door that leads to the Rattman den den, and you can't get it to open from either side. And when you're in the den, you can still hear his voice (the voice. (The soundtrack calls the audio "Ghost of Rattman", giving the whole area a bit of a haunted vibe.
vibe. Possibly literally, given that Ratman should be long dead by this point...)
* At one point, Wheatley tells you a ghost story about a manager who lost his mind and chopped up his entire staff (of robots, of course), and that you can still hear the screams... of their replicas. At first, it's funny -- until he notes that they have no memory of the incident, and thus there should be no feasible reason for them to be screaming.



* The core transfer scene. Hearing [=GLaDOS=] scream in pain as ''her face gets ripped off'' is horrifying. The imagery of the transfer device pit as a portal into hell with fifty little claws and devices reaching up at her didn't help, especially as the sound file for [=GLaDOS=]' scream is called "sp_a2_core_drag_to_hell01.wav."

to:

* The core transfer scene. Hearing [=GLaDOS=] scream in pain as ''her face gets ripped off'' is horrifying. The imagery of the transfer device pit as a portal into hell {{Hell}} with fifty little claws and devices reaching up at her didn't doesn't help, especially as the sound file for [=GLaDOS=]' scream is called "sp_a2_core_drag_to_hell01.wav."

Added DiffLines:

* The fake test that GlaDOS builds when you try to escape. If you go in, the Companion Cube that is pressing the button gets fizzled, and the (presumably fake) door to outside is locked, and she fills the chamber with neurotoxin.



to:

* During the testing sequence with GLaDOS, before Wheatley manages to make contact, you can catch at least two glimpses of Wheatley watching you before wallpanels hurried to obscure the sight. It's a little creepy without knowing what the heck he's doing.



to:

* As much as a moron as Wheatley is, him screaming, "What?! ARE YOU STILL ALIVE?" is scary as all get-out. The idiotic, silly Wheatley now furious he couldn't kill you is pretty freaky.
Now we're all gonna pay the price. Because now we're ALL GOING TO BLOODY DIE!



to:

* The entire first chapter has an oppressive, ominous feel to it. All those familiar old test chambers have been made much more eerie thanks to the ravages of time, there's the implication that, out of 10,000 test subjects at Aperture Science, you're the only one left alive, and of course, there's the other implication that an entire apocalypse has happened on the outside world. However, nothing seems quite as creepy as the moment where you meet GlaDOS again. Yeah, that scene seems harmless enough from what we saw in the trailers, right? We're all familiar with the humorous bit with Wheatley trying to hack the password, that ever-quotable "You Monster!" line, etc. Well, those trailers left a few little details out of that scene: the ominous music that plays as you re-enter the chamber, GLaDOS using a giant claw from the ceiling to pick you up and casually crush Wheatley, slowly lowering you towards that all-too-familiar incinerator... (okay, it doesn't work anymore, but you don't know that until she drops you in).

Added DiffLines:

* At one point, Wheatley tells you a ghost story about a manager who lost his mind and chopped up his entire staff (of robots, of course), and that you can still hear the screams... of their replicas. At first, it's funny until he notes that they have no memory of the incident, and thus there should be no feasible reason for them to be screaming.


* One of Rattman's murals shows a woman, screaming with the most horrifically drawn face, as several scientists die around her. The woman is implied to be Caroline. To make it worse, you can also see in the lower right corner of the mural what seems to be Rattmann begging for mercy or hiding behind a companion cube.

to:

* One of Rattman's murals (pictured above) shows a woman, screaming with the most horrifically drawn face, as several scientists die around her. The woman is implied to be Caroline. To make it worse, you can also see in the lower right corner of the mural what seems to be Rattmann begging for mercy or hiding behind a companion cube.

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