@@dkskcjfjswwwwwws413to that i say: they should have done it so that you could, but once you portal up to the platform so you can get up to the walled off room glados says "Did you really think that would work again?" And seals it off infront of you.
Most realize that they're going backwards through Chamber 19, but the incinerator room looks so different the thought of this detail doesn't come mind alot of the time.
I guess lore wise, if you wanted to ignore Valve just being big dumb dumb, you could argue the room above the incinerator got quietly walled off by GlaDOS using metal panels or something.
Wasn't she dead during all that time? When could she have altered it? I can only think of the time during your escape in portal 1, which I guess makes sense
@@gavin5410 right after you wake her up in portal 2, i mean she just gives you the dual portal device so the first thing she should do is make sure you can't get up there again
Only the most dedicated fans would notice an omission like this, and as they said on the portal 2 GDC, "As long as your retcon is better or more interesting than what you're retconing, most people won't care." Not a direct quote, but same meaning.
I think, just like the changes in some of the early chambers, these "errors" could be explained by the facility continuing to run for a bit after GlaDOS died. For instance, fixing the places that allowed a test subject to escape.
I do think they deliberately left these out (at least the incinerator rooms). It's at the very beginning of the game and players could very quickly get drawn to this area, thinking it's the way to go and trying to access it somehow.
It would take literally ONE new GLaDOS line in any of these areas to fix that. Like in the incinerator room: "You're not getting through THERE again. The entire area had collapsed when forty percent of the facility exploded. Back to the testing route!" Edit: People have issued corrections in the replies below, no need to voice anymore
@@Bruh-zx2mc After a minute of exploring, though, they'd quickly realize that there is no way to go up there if the level was designed correctly (as in, well-placed blockage and whatnot) Edit: Yeah, the replies are right
@@ghastdude589 They keep on trying to hit it with the portals and end up hitting the hall. They see a button which opens the Steam interface and links them to download Portal 1.
The biggest continuity error in Portal 2 is that you go through all the trouble to destroy the neurotoxin generator, then Wheatley just somehow turns it back on at the end.
If you wait around in GLADOS' chamber during the first core transfer, he will say that the neurotoxin will eventually come back online. Don't remember if it's before you plug him in or after.
@@kvilhs211 Because it can be rebuilt, right? How else could GLaDOS fix everything from being destroyed in the beginning? I assume this also explains how Wheatley was able to use neurotoxin during the final battle. He didn’t even have to be the one to fix the generator himself; he just had to send some of the nanobots to do it, like GLaDOS probably did originally
Absolutely impeccable hammer work my friend! This looks great and fits with the theme of Portal 2's art style. Overgrown chambers are very hard to detail correctly, but to fit this stuff in with existing map geometry while not majorly editing the entire section is amazing. Great work, and amazing attention to detail.
I've played this game backwards, forwards, sideways, and got it tattooed on my arm and somehow I STILL DIDN'T REALIZE WE WERE GOING BACKWARDS THROUGH CHAMBER 19.
It should also be noted, in portal 2 the first test chamber that introduces the lasers, is the exact same test chamber that introduced the energy ball in portal, to the point to where when you enter the chamber you can see the energy ball receptor and the thing that shoots the balls get switched out.
I noticed the backwards test chamber thing after seeing the 19 sign after replaying it the gazillionth time, and i almost IMMEDIATELY noticed the missing hole. Nice that some random person years later finally fixed it lol nice
@@protoborg You know, honestly? You might be right. The continuity errors go FAR deeper than this. You know what? Screw it. I’ll make a video about it when i get around to it
I think it's fine. Yeah it's a continuity error, but I like it. The entire point of this section is that Glados is essentially 'reversing' your escape, now that she's caught onto your tricks. By going through the same areas, but Chell's escape routes are simply gone, it adds to the despair that the first half of Chapter 2 is about. I'm probably just taking it too seriously though, great video and very cool mod
I think everyone likes the despair of having no escape routes. And the mod serves as a reminder that there _used_ to be escape routes, but they are now destroyed/blocked off. To me the entire point of the section gets conveyed good enough even with less detail than the mod. But the mod actually points out these dilapidated areas and lack of escape routes to the player, which are completely forgotten about by most players in the base game. It adds way more despair when the environmental story telling is being fully utilized, especially when it comes to continuity details. Otherwise its like that old saying "out of sight, out of mind" which is not really what the intention of this section was. It was just one of many Valve mishaps, but fans will headcannon or justify these mishaps regardless because it's equally fun to connect the dots.
Maybe the continuity reason for why the escape for Portal 1 is walled is that she saw you go through that room and walled it, while you were still on your way to her. The reason she would have walled it is in case of future test subjects, and she was confident that she would kill you.
Now I wanna see a mod that adds a modernized version of the Portal 1 GLaDOS model into Portal 2 with properly scaled proportions, updated textures, and better rigging. If executed well, I think it would look really cool, since Portal 1's GLaDOS design is how she looked in the comic too so in theory thats the "canon" design. Would love to see the GLaDOS wake up cutscene with the Portal 1 design swapped in.
I’d recommend following, Zepalesque42’s ‘Portal: Enrichment’ mod. They’re professionally remaking Portal 1 in Portal 2. There’s even a video series following the progress on the mod if you’re interested!
@@modmaniamadness misconception. The head shape is completely different, plus, the motors controlling Portal 2 GLaDOS's eye movement would be redundant since the plate would cover all that emotive detail.
This is one thing that always confused me with Portal 2's mapping. Rooms that were originally in Portal 1 return in Portal 2, yet their design are completely different. The rooms layouts are different, the puzzles are different, even the doors and elevators are completely different compared to their OG counter parts. I would love to see more mods like this that try to recreate or touch up the rooms and layouts that were in the original portal.
age and the fact we as chell are most likely not even running the actual backwards escape run but a very similar one the announcer took over after GLaDOS's humiliating defeat for some time as GLaDOS has warehouses upon warehouses of test track to use and abuse upon a whim.
I guess it's an art style thing. But Portal: Alive & Kicking is coming out soon, which is a full remake of Portal 1 in Portal 2, accounting for some retcons
They may not be exactly the same rooms. I do believe it is hinted at that there are many, many testing tracts, many of which (probably) either shared identical test chamber designs, or very similar designs. perhaps, the ruined testing tract that Chell backtracks through in portal 2 is not in fact the one that she was in during portal, but a very similar one?
I'd definitely love to see more Portal 2 mods from you, from this video alone i'm already very impressed. If you do in the future make more portal 2 mods i would like to see some more portal 1 references in the game, maybe even the room just before the Glados room in portal 1 with the turret ambush. Anyways this is amazing keep up the good work!
@@FrenchFryCheese04 Not quite, it’s just Portal 1 with Portal 2’s changed objects and chambers cleaned up. It’s not currently out yet, but there’s a video series if you’d like to see the progress.
I think these 2 continuity errors can be explained by the fact that nanobots are constantly repairing the facility, and it's possible that these two changes were made before that section of the facility was completely abandoned. It's also possible these same nanobots tried to repair GLaDOS unsuccessfully, resulting in her different appearance in Portal 2.
I like this, but to explain away a lot of things, GLaDOS doesn't operate all of Aperture. The Announcer system and the Nanobot line maintain parts of the facility, and both can make changes and move things. (The elevators are maintained by announcer, the nanobots can rebuild testing tracks) it's not unlike that at least a few changes were made by the nanobots as they began using/reusing vertdoor systems.
This is a relatively small detail fix but it adds so much to the game. Really nice work. I’ve also noticed continuity differences in other chapter 1 chambers like: - The “smooth jazz” chamber and the chamber right after it are actually separated by an elevator ride in the corresponding Portal 1 levels. -The addition of pedestal buttons in Chamber 1 - The dilapidated Chamber 07 is right next to Glados’ chamber, but in portal 1 it’s extremely far away. I guess a lot of it could, lore-wise, be chalked up to “aperture’s test chambers are modular and can be moved around and tweaked with ease” but it still feels weird to me lol
How do you know how far apart they are? Have you explored all of Aperture? No? Then stop assuming you know how big the place is. It is NOT a continuity error. It is YOU reading too much into a FUCKING GAME.
It would be cool, if there was an escape sequence from Portal 1, and if we decided to escape again, GLADoS would provide us with some sarcastic lines and after a few maps, we would just fall into chamber 19 and continue the normal walkthrough.
I knew it was chamber 19 but the platform ride part of the chamber looked so different I thought maybe the only part left of 19 was the main room with the energy ball, now you pointing all the similarities out and fixing the continuity issues and even adding some of the puzzle elements back i can finally see it, awesome work really, we really just made our way back into the hands of glados again...
My personal favorite idea has always been a total conversion mod for portal 1 adopting its artstyle to portal 2.. It always irked me that the art styles were so inconsistent, but I understand why.
The attention to detail is super duper splendid! Little flavor and seasonings here and there really make a world of a difference opening up and making the scenes feel exciting.
Oh damn, never noticed that was the incinerator from the first game! But to me, one of the biggest continuity errors is the fact that glados is back in her chamber instead of in the parking lot. I guess the best explanation is the ground caved in and she fell back in. However, we do know the original ending of Portal 1 was kinda retconned. Since those personality cores that awaken were supposed to be glados' backup system activating. To fix this, my theory is that the announcer voice we hear throughout the game is indeed glados' backup system, or I guess failsafe. With those personality cores obviously keeping everything running.
actually the announcer did Appear in portal 1 it infect said " sarcasm self test complete " in portal 1 no one noticed it because the announcer didn't sound different from GLaDOS at all at the time. and was just another GLaDOS line before the character was thought about by VAL;VE
I've never had a more emotional response to something, I've always been of the opinion that despite the art-direction change the early portal 1 remake chambers should have kept the gray floor tiles to keep the atmosphere of the first game and slowly become more clean and portal2-vibey as the game goes on, but this made me realise it even more. Just the small details brought tears to my eyes, it made it feel like it was actually where we were before, years in the future rather than a facade made to look like it. The door in chamber 19 still being there, and still being its old design was what really hit me. Very well done.
The creators commentary says that Aperture probably created multiple nearly identical testing courses, to explain the differences in the first few chambers. And I distinctly remember Chell *not* dropping the portal gun into the incinerator.
Honestly, i find it hard to believe that both games are the same timeline in general. There's just too many things that don't quite fit, like the huge difference in design and technology of the enrichment center or the fact that glados was able to reboot without her cores despite the fact that their removal was what killed her in the first place
Okay, so can I just explain something? The devs stated that the amount of time between portal 1 and 2 was between 50 AND 50,000 YEARS. And theres a team of 1,000,000,000 nanobots and THOUSANDS of personality spheres that are constantly renovating things.
ughhh finally! i always hated how things were slightly shifter around and noone i knew even seemed to have noticed they're the same rooms from portal 1
Ngl, I wanna see how Chell's escape would look like using Portal 2's version of the escape route. With possibly the walled off part still existent? It'd be neat, at the very least. Ik having the part being walled makes it impossible, but idk.
I love how the main continuity error in this isn’t an error, but Aperture learning from their mistakes. Really shows how much effort was put in this game.
It's a neat visual, yes. I can only assume that these areas were simplified for gameplay reasons, keeping the player on the correct path and not disrupting them too much.
It would've been awesome for glados' corridor to be like that. That room was always to short for wheatley to give his jokes and input, so to have that plus an early bird encounter is really cool. Though there is a lot more continuity problems with portal 2, things like the elevator, Glados' current state, or the art design of certain testing elements like cubes and doors. But i think this is less of a continuity error, and more like room for a game inbetween portal 1 and 2, a story that shows how glados survived, attempted to rebuild and upgrade, only to ultimatly failed again. You can tell that i loved aperature desk job lmao. (wish it was canon)
@@protoborg seemed like u missed something so lemme explain: *continuity error* 'Most continuity errors are subtle and minor, such as changes in the level of drink in a character's glass or the length of a cigarette, and can be permitted with relative indifference even to the final cut. Others can be more noticeable, such as sudden drastic changes in the appearance of a character.' GLaDOS was destroyed and almost all of her remains resided in a parking lot above aperature, but somehow in the sequel she remains in her chamber damaged but still able to function when powered. a minor continuity error but for the sake of the story i can understand. Then theres the LOOK of the testing elements, for example the cubes now light up blue and orange, the doors have a visible lock and unlock mechanism. These changes are good, dont get me wrong. but how did she change all of these features when she was dead? Same question with the elevators, the old ones were slow big and only had one screen, now we have these slim ones that are quick and surrounded by these tv screens. never once do we see an old elevator or elevator shaft. (atleast none that i can remember) Just a reminder *just because these are continuity errors doesnt mean they are bad* . I like these looks more than the first portal game, and would much prefere if the first games designs were changed to fit the seconds if they ever wanted to fix continuity. *they aren't game ruining or anything* All these changes where its impossible to make them leads me to believe there was more going on in aperature science than we think. something had to have happened inbetween the plot of both games, it would be better to think something happened while chell was asleep then just to say that "The old elevators never existed" or "the cubes have always been like this". I will give props to the turrets, they do seem to be the same.
@@delta_gon5277 GLaDoS obviously didn't do any of it, but there's somewhere around a billion nanobots all around the facility. they probably tried to fix her and couldn't do it, so they gave up. Also, the facility has thousands of personality spheres to run everything on as low as 1.1 volts, and they're constantl upgrading things (like the doors, elevators, and cubes.) And the party escort bot probably dragged GLaDoS back into the facility.
There is a fan made Portal game on Steam, which I guess is endorsed by Valve, although I guess it's still non canon. It's called Portal Stories: Mel and is set between Portal 1 and 2 where you essentially switch off the backup AI that turned on after GlaDOS was destroyed in Portal 1. So If you consider that story you can assume that this new AI moved some things around, as in moved the chamber, or picked up the GlaDOS remains, the same way as Chell was picked up and put back into stasis.
they probably removed the incinirator exit for a reason, if it were to be there people would try to get back in there like they did in portal 1, wich would not be possible
I know many others have already said it, but the fact that the room where you get the dual portal gun is the same as the incinerator is something that completely flew over my head.
It’s little stuff like this that blows my mind, the only continuity thing that has annoyed me years is the fact that while using a laser to cut the neurotoxin generator, we use portals on a moving platform, something seen nowhere else in the game and seemingly shouldn’t be possible, in fact to make that set piece work, programmers had to disable the code that usually removes portals from moving surfaces. Small detail but was always weird to me.
I HAVE BEEN KNOWING ABOUT THIS AND THINKING ABOUT THIS FOR YEARS. in the secret panel level, what is the chamber right by where you end the level? like where wheatly opens the secret panel and "hacks the door"? Because we know what the first part of the level is because its in portal one, yet i can not for the life of me figure out what chamber the adjacent one is. Better yet, there shouldnt even be a testchamber beside it, because you take elevators up and down to get to testchambers, so it really has no place being there.
So like many pointed out the space in the top of the wall in the incinerator room isn't really a continuity error as one could argue glados simply walled it off to prevent you from going through there again just after you wake her up. The shortening and slight modernization of the corridor infront of Glados' chamber however is something that is indeed not right and can't really have a logical explanation.
portal 2's ACTUAL biggest continuity error (imo) is portals not being able to be placed on moving surfaces, yet it is the only way to stop the neurotoxin before you see GLaDOS again
To give the incinerator room some sort of explanation (other than it most likely just being so players dont think you can get up there again, although they could have filled it with rubble or something) it could be Glados walls it off during your escape in Portal 1 ,after realising how you got out so it can't happen again.
This is very high quality! Love your edit. I may or may not have realized it is chamber 19 on my first playthrough. Because I read the sign in the chamber. But I do know many people don't recognize it. There is a similar problem in the Secret Panel. Valve removed pillars for a floating platform. I also dislike how they removed the button that you added back
I always recognized that we were backtracking certain parts of the first game, but didn't pick up on the stuff like the missing escape path. I did notice the hallway to *her* chamber was different, but that's about it.
The fact that the entirety of test chamber 19 is down a deep pit right next to the incinerator makes me think that it was originally built there for easy disposal of test subjects who had outlived their usefulness, but I really like the idea that at some point during Chell's escape in Portal 1 GLaDOS just tossed the entire chamber into the incinerator in a frustrated attempt to kill her.
Wow! You must be a bigger fan than I am, because I did not realize that was the Portal 1 incinerator room and the path to it, just in reverse. The more you know 🌠
Thanks dude! I actually noticed the missing room in my 3rd playthrough and was PISSED that they removed it! So glad you fixed it back to its original state!
There could be a possible answer to this (lore wise)! Because you have just woke GLaDOS up and she obviosly doesnt want you to escape and kill her right off the bat! so a quick fix would be fixing the wall!
Okay, so can I input my explanation? The devs stated that the amount of time between portal 1 and 2 was between 50 AND 50,000 YEARS. And theres a team of 1,000,000,000 nanobots and THOUSANDS of personality spheres that are constantly renovating things.
I love it when people do something just for the love of the game. You are a staple of this community, and have provided a public service. Valve probably did this so players wouldn't be confused. You did this to bring order to a world we all love, thank you.
How could I have not realised that was the incinerator room?!?! I knew we went backwards through Portal 1's last chamber, so how could I not figure out the room before that was the incinerator... huh. Feels strange learning something new about a game I've been playing for over 10 years now!
Valve retroactively fixed another continuity error in Portal 1. At the end of the original Portal 1 game, we see the outside world from Chell's POV and then the screen fades to black and credits roll. When it became clear to Valve that they were going to do a Portal sequel, they patched the original game years later and changed that POV shot to show Chell being dragged backwards . . . back into the Aperture science facility. This was probably done to explain how she ends up back inside the facility at the beginning of Portal 2.
hmm, the way i see it. the reason why they didn't add the chamber in the incineration room is because... it wasn't visible and therefore, not added. but i guess it's assumed to be there since they did the effort of adding that empty room
Although it's a very minor and out of the way detail, especially now the game has been out for over a decade without it, it's the small things that really matter and really make maps like that shine
The changes to the corridor layout next to GLaDOS chamber are the more interesting ones to me, because I can remember recognizing that it wasn't quite what I saw in Portal 1. It's different enough, that I didn't even notice you enter it a second time later on in the game when it's even more fallen apart.
@@GoodOlRoll In Portal 1 you enter it just before getting to GLaDOS to fight her. In Portal 2 you go through that same corridor two more times. The first time is before you wake up GLaDOS (seen in this video at 3:24) and then a second time you enter it from the opposite side, before you do the core transfer to put Wheatley in charge (seen in this video at 6:28). At 1:01 you can see that without the mod the layout of the corridors in Portal 2 doesn't match the one from Portal one (seen in this video at 1:23).
@@UberDragon I understood the corridor, I thought you meant we go into her destroyed chamber twice in Portal 2 alone. Pretty funny how it looks like the chamber collapsed entirely.
@@UberDragon I've got one more question. I could be misremembering but how come when you go to the corridor the first time, the chamber is surrounded by walls, a floor, and has light pouring from the surface but when you go back the surrounding walls and floor are gone and the ceiling isn't open? Did the walls and floor collapse with the chamber revealing the extremely spacious facility? You're also supposed to be much deeper into the facility by the time you go to plug Wheatley in aren't you?
@@GoodOlRoll I don't remember a floor and walls around the actual chamber, but looking at some videos it certainly looks a little different, although that might be because you're getting a much better look at it the second time around and the map was changed to reveal a little more of the surrounding area. I'd say any large changes in lighting could easily have to do with the time of day changing, which would result in other parts of the facility being lit up at different times throughout the game. From a story perspective, for the second visit I believe the dialogue just says that the pipes will bring you over to GLaDOS chamber, so I don't believe it's supposed to be deeper within the complex. Although it's possible the location changes, as both GLaDOS and Wheatley are capable of re-arrainging things to a certain degree while they're in power.
Another continuity error is that since some of the test chambers in portal 2, are the same ones you went through in portal, yet they have the new elevator, even though they should have the old ones. But you could argue that the first couple test chambers you go through aren’t the same ones from portal, since we might be going through a different “testing track” than we did in Portal.
I mean, that staircase behind the incinerator didn't even exist in the first game, so maybe you should get rid of that. I'm joking of course. It's nice that you've done this!
That was one of the biggest issues I've had with those areas. You did a really good job of recreating them. Honestly though, I get why they didn't include the original areas of the Incinerator room, because it would've probably taken away from the game's progression (although I did really appreciate you re-adding that one large door and button in the halls leading to it). Regardless, what you did with the hallways leading to GLaDOS's chamber are spot-on and is what Valve could've and should've done.
It's not a continuity error, the nanobots or one of the personality spheres most likely walled it up. Or glados could have walled it up after she was awoken.
I think it'd make sense if Glados hastily blocked off areas as we left them, in case of future test subjects trying to same thing, or in embarrassment. And how the gun got there? The Party Escort Associate after putting her in the Extended Relaxation Center, thew it in there as Chell was "instructed" to.
This can simply be explained that Glados wanted to fix her mistake before another round of tests started. Blocking off where someone else already escaped. Maybe even killing chell in the process by moving a wall towards the fire, pushing her in. That is if it werent for her escaping from the area completely.
Considering the sheer size of the facility, and things like the textures being different, I always assumed they were just different locations with _close to_ the same layout. We know there are multiple testing tracks and from multiple generations of tech. We also know GLaDOS's original chamber was thoroughly trashed and exposed to the sky, and that her design was altered when she was brought back down. I think she was installed into a backup chamber, which thanks to the co-op DLC we know exist in the facility. This could also help explain how her chamber and the incinerator room don't line up the same way they do in the first game. (There are no elevators between chamber 19 and the end of the game, so it's all known contiguous space.)
I'd argue the biggest continuity error in the portal series is the moving portals when destorying the neurotoxin production machine. One of the basic rules of portals is that they can't be placed on moving surfaces, yet for some reason, it shatters that rule to allow you to destroy the neurotoxin machine.
This is partially true! You can actually check out my recent video on the exact subject: 👀 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-uwWVUSNrAOU.htmlsi=c39Cg4h-K0HM9v94