Weighted Companion Cube | |
---|---|
Portal element | |
Publisher | Valve Corporation |
First appearance | Portal (2007) |
Created by | Erik Wolpaw Kim Swift Scott Klintworth |
In-universe information | |
Type | Storage cube |
Traits and abilities | Dimensions in Portal: 2.5 feet (0.76 m) Dimensions in Portal 2: 2.25 feet (0.69 m) |
The Weighted Companion Cube, or simply the Companion Cube, is an item featured in the Portal series of video games by Valve Corporation. Initially featured in a single level of the original Portal, Test Chamber 17, as one of Aperture Science's ubiquitous Weighted Storage Cubes with heart symbols printed on the outside, it is given to the game's main character, Chell, as part of the antagonist GLaDOS's sinister testing initiative. After carrying it through the entire level and ostensibly anthropomorphizing and "bonding" with the Cube, the malevolent AI forces her to unceremoniously dispose of it in an incinerator device. Companion Cubes later re-appear in the game's sequel with a slightly different design. The original Companion Cube is shown to have survived the events of both Portal and Portal 2 , appearing as part of an ending gag.
While GLaDOS has suggested the Companion Cube may be sentient, it is unclear whether this was solely to psychologically torment Chell. However, in the comic Portal 2: Lab Rat , Doug Rattman's Companion Cube is shown speaking to him, possibly as part of a schizophrenic hallucination. [1]
Following the game's release, the Weighted Companion Cube quickly increased in popularity among fans, spawning a wide array of official merchandise and fan works. It has since become a mascot for Valve's games, and has also been referenced in other, unrelated games as Easter eggs. Critics have remarked on the Companion Cube's significance as a storytelling device that highlights the dangers of blind obedience to authority, and players' attempts to subvert said authority by "saving" the Cube, even in the form of external fan works, have been widespread. Other interpretations have compared the Cube's disposal to animal testing and other experimental science, and the relationship between Chell and the Cube – a symbol of femininity – an example of queer romance.
The Companion Cube was initially conceived as part of the gameplay of Test Chamber 17, due to players constantly forgetting to bring the crate along with them. Making the Weighted Companion Cube visually distinct and stating it as being so informed the player that it was of importance and was to be used and reused for the duration of the Test Chamber. The Cube was made to appear "vulnerable" rather than ubiquitous through GLaDOS's dialog, conditioning players to feel responsible for its well-being and want to take it along. [2]
In early versions of the game, the player was forced to simply abandon it and move on. However, the developers were seeking a way to make the player familiar with how Aperture Science's incinerators worked in order to use them to destroy the personality cores in the final battle against GLaDOS. They hit upon the idea to have GLaDOS force Chell to destroy the Cube in the incinerator, believing the idea to be a "perfect thing" and "way stronger" emotionally, and attributing its success to "design arguments" between members of the development team. [3]
The Companion Cube first appears in Portal's Test Chamber 17, where Chell is given it as a necessary tool to progress through the level. After being used to reach higher platforms, it must be taken with the player and used as a shield. The player must use the Companion Cube to activate three devices and jump across multiple platforms, before being forced to incinerate the cube. [4] The Cube returns at the end of Portal 2, where it is discharged from the facility by GLaDOS following Chell's egress, still bearing burn marks from its supposed incineration. Outside of the Portal series, the Companion Cube is featured in the Portal Escape Chamber DLC of Escape Simulator , which was officially approved by Valve Corporation. The Companion Cube is also present in the game Terraria as a pet.
In 2014, a Companion Cube icon was added to Geometry Dash along with the game being released on Steam, in 2015, the Companion Cube was featured in a LEGO Dimensions Portal 2 pack, [5] in 2017, a Companion Cube skin was added to Dota 2 for the character Io, [6] and in 2020, the Steam version of Apex Legends added charms that included the Companion Cube being hugged by the character Wattson. [7] Valve has also released merchandise of the cube, including a plushie and fuzzy dice in 2007. [8] In 2024, it would also appear as a purchasable prop in Sky: Children of the Light , in commemoration of the game releasing on Steam for Early Access. [9]
The Companion Cube has been cited as an example of experimental science's "sacrificial logic". Respawn: Gamers, Hackers, and Technogenic Life compares the fact that it must be "euthanized" for the sake of progress to real-world animal testing, especially because GLaDOS implies that it may or may not be sentient. GLaDOS claims that "an independent panel of ethicists" have absolved Aperture Science or its test subjects from "moral responsibility" for the death of the Companion Cube, but continues to obscure whether or not it can feel any pain, suggesting that only "eight out of ten" engineers agree that it "cannot feel much", much like the debate over pain in animals when used in scientific and medical research. [10] Writing for Game Studies, Michael Burden and Sean Gouglas stated that Chell's obedience to GLaDOS resembled the Milgram experiment, with the Companion Cube test chamber most emphasizing blind obedience to authority under the mantle of science. They further noted that Doug Rattman's scrawls warned Chell that she was the Companion Cube herself, a form of disposable tool utilized by the player to progress through the game. [11]
The Companion Cube has also been shown to demonstrate how fans are willing to go outside the bounds of the game's logic in order to "rescue" the Cube, a form of resistance that is similar to hacktivism and culture jamming. Kim Swift, head designer of Portal, noted that many players were willing to do almost anything to save the Companion Cube, including jumping into the incinerator themselves. Others attempted to exploit or glitch the game in order to escape the test chamber with the Cube, such as jamming the doors with security cameras so that the player could leave the room despite not having incinerated it. This places players entirely into the role of Chell, with both player and Chell trying to escape a situation that is "algorithmically controlled" by GLaDOS. The desire to save the Cube also manifested in the many fan created works based on it, which "liberate" it from the game itself. [10]
The Cube has been called an "object of desire", as it is purposely described by GLaDOS using the language of affection. While the relationship between the player and Cube appears to be platonic at first, the romantic and sexual implications are shown shortly after the player obtains the Cube as they can find a wall of graffiti depicting human figures with their heads replaced by Companion Cubes, including a nearly naked human-object hybrid pin-up wearing a red bra and matching underwear. The fact that the Cube is obviously depicted by Rattman's graffiti in a feminine, sexualized way has led to interpretations of the relationship between Chell and the Cube, or between them and GLaDOS, as queer in nature, and evidence the game operates from a female rather than male perspective. [12]
Matt Margini of Kill Screen compared the Companion Cube to other video game sidekicks that must be escorted through levels, calling it both an object of "annoyance" as well as "disproportionate emotional investment". [13] Johnathan Neuls of Ars Technica praised the Companion Cube as "probably the strongest inside joke to come out of a game since 'All your base'". [8]
World of Warcraft featured an Easter egg based on the Companion Cube outside of Stormwind, during the game's 2008 "Love is in the Air" Valentine's Day festivities. [14] Fan Magnus Persson created a fully functioning Companion Cube PC, which Wired called "a triumph" in reference to "Still Alive". [15] Another fan, Stephen Granade, turned a Rubik's Cube into a Companion Cube, albeit noting that it was "always solved". [16]
Incineration is a waste treatment process that involves the combustion of substances contained in waste materials. Industrial plants for waste incineration are commonly referred to as waste-to-energy facilities. Incineration and other high-temperature waste treatment systems are described as "thermal treatment". Incineration of waste materials converts the waste into ash, flue gas and heat. The ash is mostly formed by the inorganic constituents of the waste and may take the form of solid lumps or particulates carried by the flue gas. The flue gases must be cleaned of gaseous and particulate pollutants before they are dispersed into the atmosphere. In some cases, the heat that is generated by incineration can be used to generate electric power.
Narbacular Drop is a 2005 puzzle-platform game developed by Nuclear Monkey Software. It was the senior game project of students attending DigiPen Institute of Technology. The gameplay consists of navigating a dungeon using an innovative portal system. The player controls two interconnected portals that can be placed on any non-metallic surface. Gabe Newell, managing director of Valve, took interest in the team's work and employed the whole staff at Valve. The developers went on to develop the critically acclaimed Portal using many of the same concepts.
Portal is a 2007 puzzle-platform game developed and published by Valve. It was released in a bundle, The Orange Box, for Windows, Xbox 360 and PlayStation 3, and has been since ported to other systems, including Mac OS X, Linux, Android, and Nintendo Switch.
"The cake is a lie" is a catchphrase from the 2007 video game Portal. Initially left behind as graffiti by Doug Rattman to warn that GLaDOS, the game's main villain, was deceiving the player, it was intended to be a minor reference and esoteric joke by the game's development team that implied the player would never receive their promised reward. It became unexpectedly popular among Portal players, and has since become a widely distributed Internet meme where the phrase is co-opted and becomes associated with new meanings outside of the original context of the game.
Portal 2 is a 2011 puzzle-platform game developed by Valve for Windows, Mac OS X, Linux, PlayStation 3, and Xbox 360. The digital PC version is distributed online by Valve's Steam service, while all retail editions were distributed by Electronic Arts. A port for the Nintendo Switch was included as part of Portal: Companion Collection.
GLaDOS is a fictional character from the video game series Portal. The character was created by Erik Wolpaw and Kim Swift, and voiced by Ellen McLain. GLaDOS is depicted in the series as an artificially superintelligent computer system responsible for testing and maintenance in the Aperture Science Computer-Aided Enrichment Center in all titles. While GLaDOS initially appears in the first game to simply be a voice that guides the player, her words and actions become increasingly malicious as she makes her intentions clear. The second game, as well as the Valve-created comic Lab Rat, reveals that she was mistreated by the scientists and used a neurotoxin to kill the scientists in the laboratory before the events of the first Portal. She is apparently destroyed at the end of the first game but returns in the sequel, in which she is supplanted by her former intelligence dampener and temporarily stuck on a potato battery, while her past as the human Caroline is also explored.
"Still Alive" is the song featured in the closing credits of the 2007 video game Portal. It was composed and arranged by Jonathan Coulton and was performed by Ellen McLain, who voiced the Portal antagonist and in-game singer of the song, GLaDOS. The song originated in a meeting between two Valve developers and Coulton about him writing a song for the company, which Coulton accepted as he was a fan of Valve's Half-Life series, which is set in the same universe as Portal. The song was released on The Orange Box Soundtrack on December 21, 2007, along with an exclusive vocal mix not heard in the game.
Ellen McLain is an American voice actress. She is best known for providing the voice of GLaDOS, the primary antagonist of the Portal video game series, the Combine Overwatch AI in Half-Life 2, and the Administrator, the announcer in Team Fortress 2. Her voice roles also include the Jaeger A.I. in Pacific Rim and The Witch in Left 4 Dead 2.
The Potato Sack is the name of an alternate reality game (ARG) created by Valve and the developers of thirteen independent video games to promote the release of Valve's game Portal 2, in April 2011. Valve president Gabe Newell envisioned the game as a "Cross Game Design Event" in December 2010, and allowed the developers free rein to design the game using Valve's Portal intellectual property. The game, requiring players to find and solve a number of puzzles hidden within updates of the thirteen games, led to the opportunity for players to release Portal 2 about 10 hours earlier than its planned release by playing games under the pretense of powering up GLaDOS, the sentient computer antagonist from the Portal series. The ARG's theme of potatoes is based on plot elements within Portal 2, specifically that for part of the game, GLaDOS's personality module is run off a potato battery.
The Intelligence Dampening Sphere, otherwise known as Wheatley, is a fictional artificial intelligence from the Portal franchise, first introduced in the 2011 video game Portal 2. He is voiced by British comedian and writer Stephen Merchant, and created in part by Portal 2's designer Erik Wolpaw.
Chell is the silent protagonist in the Portal video game series developed by Valve. She appears in both Portal and Portal 2 as the main player character and as a supporting character in some other video games. Not much is known about Chell but some posit she is the daughter of an employee at Aperture Science Laboratories, the main setting of the games.
Cave Johnson is a fictional character from the Portal franchise first introduced in the 2011 video game Portal 2. He is voiced by American actor J. K. Simmons and created in part by Portal 2's designer Erik Wolpaw. He is referenced by a computer username in the first game and appears indirectly in Portal 2. Johnson serves as a guide to the player-character Chell as she explores an abandoned part of the Aperture Science facility, though all of his messages are pre-recorded from before the events of the Portal games.
Portal is a series of first-person puzzle-platform video games developed by Valve. Set in the Half-Life universe, the two main games in the series, Portal (2007) and Portal 2 (2011), center on a woman, Chell, forced to undergo a series of tests within the Aperture Science Enrichment Center by a malicious artificial intelligence, GLaDOS, that controls the facility. Most of the tests involve using the "Aperture Science Handheld Portal Device" – nicknamed the portal gun – that creates a human-sized wormhole-like connection between two flat surfaces. The player-character or objects in the game world may move through portals while conserving their momentum. This allows complex "flinging" maneuvers to be used to cross wide gaps or perform other feats to reach the exit for each test chamber. A number of other mechanics, such as lasers, light bridges, high energy pellets, buttons, cubes, tractor funnels and turrets, exist to aid or hinder the player's goal to reach the exit.
Portal 2 is a physics-based puzzle-platform game created by Valve and released on Microsoft Windows, Mac OS X, PlayStation 3, Xbox 360 and Linux in April 2011, followed by a Nintendo Switch version in June 2022. The game, set in the desolate, labyrinthine Aperture Science facility, challenges the player to navigate test chambers created by the artificial intelligence GLaDOS, using a portal gun, a device able to create portals that link two points in space like a wormhole. The game expands on the original Portal by adding new puzzle elements, such as paint that imparts properties to surfaces, plates that can launch the player and objects over distances, tractor beams and bridges made of light.
Aperture Tag: The Paint Gun Testing Initiative is a 2014 puzzle-platform game developed and published by the Aperture Tag Team for Windows and OS X. Unlike the official Portal series, the gameplay revolves around a paint gun rather than a portal gun, that fires two kinds of gel, one of which gives the player a jump boost and the other a speed boost. It also introduces other new mechanisms such as the paint fizzler and Pneumatic Diversity Vents that transport the player. The game takes place after Portal 2 and the player is guided by a personality core Nigel to complete puzzles in the Aperture Science Enrichment Center.
Portal Stories: Mel is a 2015 puzzle-platform modification for Portal 2 developed and published by Prism Studios. Set in the Portal universe, the player controls Mel, a test subject with a prototype of the portal gun who must escape an underground facility after spending decades in artificial hibernation by completing puzzles. The player is guided by maintenance core named Virgil. The game includes custom voice acting, a soundtrack, and texture assets.
Thinking with Time Machine is a 2014 modification for Portal 2 developed by Ruslan "Stridemann" Rybka, and released by SignHead Studio. The player controls Chell, the protagonist of the Portal series, wields the portal gun, while the gameplay revolves around the concept of a tablet-like time machine that is also controlled by the player. The tablet allows the player to record their movement and replay the recordings, creating a double that performs the recorded tasks. Additionally, the mod allows the player to see their own legs by looking down.
Portal: Revolution is a 2024 puzzle-platform modification for Portal 2 developed and published by Second Face Software. Set in the Portal universe prior to the events of Portal 2, the player controls an unnamed test subject as she attempts to gain control of a device that will restore the Aperture Science test chambers to full condition. The player traverses the puzzle chambers using the portal gun. In addition to the standard mechanics of Portal games, the mod also introduces a gel cleansing shower, paired cubes that transport laser beams, and Pneumatic Diversity Vents that transport items.
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