Template:PatchDiff/May 08, 2012 Patch/portal2/resource/subtitles koreana.txt

203 203 "[english]cavejohnson.eighties_intro04"       "Cave Johnson: [cough] As a result, you may have heard we're gonna phase out human testing. There's still a few things left to wrap up, though." 204 204 "cavejohnson.eighties_intro06"       " :,  . []"   205 205 "[english]cavejohnson.eighties_intro06"        "Cave Johnson: First up, conversion gel. [cough]"   206 N/A "cavejohnson.eighties_intro07"        " :     7  7     .             ."   N/A 206 "cavejohnson.eighties_intro07"        " :     7  7     .             ."   207 207 "[english]cavejohnson.eighties_intro07"        "Cave Johnson: The bean counters told me we literally could not afford to buy seven dollars worth of moon rocks, much less seventy million. Bought 'em anyway. Ground 'em up, mixed em into a gel." 208 208 "cavejohnson.eighties_intro08"       " :     ?     .    ." 209 209 "[english]cavejohnson.eighties_intro08"       "Cave Johnson: And guess what? Ground up moon rocks are pure poison. I am deathly ill." … 2059 2059 "[english]glados.mp_hubreturn11"        "GLaDOS: Blue, I wouldn't have trusted Orange in that course either." 2060 2060 "glados.mp_humanresources01"       "GLaDOS:            ?" 2061 2061 "[english]glados.mp_humanresources01"       "GLaDOS: Did you know we originally used these cameras to capture moments of intense pain and agony in test subjects?" 2062 N/A "glados.mp_humanresources03"       "GLaDOS:       5    .         ."   N/A 2062 "glados.mp_humanresources03"        "GLaDOS:       5    .         ."   2063 2063 "[english]glados.mp_humanresources03"        "GLaDOS: If the subject survived the test, we let them purchase the pictures for $5.  If the subject died, we gave the photo to their next of kin free of charge." 2064 2064 "glados.mp_humanresources04"       "GLaDOS:       .     ."   2065 2065 "[english]glados.mp_humanresources04"        "GLaDOS: The photos weren't as popular as we had hoped, so we repurposed the cameras." … 2671 2671 "[english]glados.sp_a2_pit_flings_future_starter01"        "<clr:163,193,173>GLaDOS: Uh oh. You're stranded. Let's see if the cube will try to help you escape. Actually, so that we're not here all day, I'll just cut to the chase: It won't. Any feelings you think it has for you are simply byproducts of your sad, empty life." 2672 2672 "glados.sp_a2_pit_flings_future_starter02"       "<clr:163,193,173>GLaDOS:,         ." 2673 2673 "[english]glados.sp_a2_pit_flings_future_starter02"       "<clr:163,193,173>GLaDOS: Anyway, here's a new cube for you to project your deranged loneliness onto." 2674 N/A "glados.sp_a2_ricochet01"       "<clr:163,193,173>GLaDOS:     .    .   .   .     ,        .      ."   N/A 2674 "glados.sp_a2_ricochet01"        "<clr:163,193,173>GLaDOS:     .    .   .   .      ,        .      ."   2675 2675 "[english]glados.sp_a2_ricochet01"        "<clr:163,193,173>GLaDOS: Enjoy this next test. I'm going to go to the surface. It's a beautiful day out. Yesterday I saw a deer. If you solve this next test, maybe I'll let you ride an elevator all the way up to the break room, and I'll tell you about the time I saw a deer again." 2676 2676 "glados.sp_a2_trust_fling01"       "<clr:163,193,173>GLaDOS:, .     ."   2677 2677 "[english]glados.sp_a2_trust_fling01"        "<clr:163,193,173>GLaDOS: Oh, sorry. I'm still cleaning out the test chambers." … 2957 2957 "[english]glados.testchambermisc34"        "<clr:163,193,173>GLaDOS: Initiating surprise in three... two... one." 2958 2958 "glados.testchambermisc35"       "<clr:163,193,173>GLaDOS:     ." 2959 2959 "[english]glados.testchambermisc35"       "<clr:163,193,173>GLaDOS: I made it all up." 2960 N/A "glados.testchambermisc39"       "<clr:163,193,173>GLaDOS:           .          .        ." N/A 2960 "glados.testchambermisc39"       "<clr:163,193,173>GLaDOS:           .          .,        ." 2961 2961 "[english]glados.testchambermisc39"       "<clr:163,193,173>GLaDOS: It says this next test was designed by one of Aperture's Nobel prize winners. It doesn't say what the prize was for. Well, I know it wasn't for Being Immune To Neurotoxin." 2962 2962 "glados.testchambermisc41"       "<clr:163,193,173>GLaDOS: ." 2963 2963 "[english]glados.testchambermisc41"       "<clr:163,193,173>GLaDOS: Surprise." … 2969 2969 "[english]glados.wakeup_outro02"        "<clr:163,193,173>GLaDOS: I love it too. There's just one small thing we need to take care of first." 2970 2970 "sphere03.a1_wakeup_pinchergrab01"       "<clr:29,172,214>: ! !"   2971 2971 "[english]sphere03.a1_wakeup_pinchergrab01"        "<clr:29,172,214>Wheatley: Oh no! nonononono!" 2972 N/A "sphere03.a1_wakeup_pinchergrab02"       "<clr:29,172,214>:   ... ! !" N/A 2972 "sphere03.a1_wakeup_pinchergrab02"       "<clr:29,172,214>:   ....... ! !" 2973 2973 "[english]sphere03.a1_wakeup_pinchergrab02"       "<clr:29,172,214>Wheatley: Oh no no no... No! Nooo!" 2974 2974 "sphere03.bw_a4_2nd_first_test01"       "<clr:29,172,214>:, !    !"   2975 2975 "[english]sphere03.bw_a4_2nd_first_test01"        "<clr:29,172,214>Wheatley: Here we go! Now do it again!" 2976 N/A "sphere03.bw_a4_2nd_first_test_solve02"       "<clr:29,172,214>:,     .  ,  ...       ."   N/A 2976 "sphere03.bw_a4_2nd_first_test_solve02"        "<clr:29,172,214>: .     .  ,  .......       ."   2977 2977 "[english]sphere03.bw_a4_2nd_first_test_solve02"        "<clr:29,172,214>Wheatley: Alright, can't blame me for trying. Okay... New tests, new tests... there's gotta be some tests around here somewhere." 2978 N/A "sphere03.bw_a4_2nd_first_test_solve03"       "<clr:29,172,214>: ! ..." N/A 2978 "sphere03.bw_a4_2nd_first_test_solve03"       "<clr:29,172,214>: ! ......." 2979 2979 "[english]sphere03.bw_a4_2nd_first_test_solve03"       "<clr:29,172,214>Wheatley: Oh! Here we go..." 2980 N/A "sphere03.bw_a4_2nd_first_test_solve05"       "<clr:29,172,214>: ... ?   ." N/A 2980 "sphere03.bw_a4_2nd_first_test_solve05"       "<clr:29,172,214>: ...... ?   ." 2981 2981 "[english]sphere03.bw_a4_2nd_first_test_solve05"       "<clr:29,172,214>Wheatley: Annnnnnnnd... Nothing." 2982 2982 "sphere03.bw_a4_2nd_first_test_solve_nags01"       "<clr:29,172,214>:  ." 2983 2983 "[english]sphere03.bw_a4_2nd_first_test_solve_nags01"       "<clr:29,172,214>Wheatley: Go on." … 2987 2987 "[english]sphere03.bw_a4_2nd_first_test_solve_nags03"        "<clr:29,172,214>Wheatley: Come on, you've already solved it once. Less than a minute ago you solved this puzzle. Do it again, please." 2988 2988 "sphere03.bw_a4_2nd_first_test_solve_nags04"       "<clr:29,172,214>: 1 .      1  .   ?"   2989 2989 "[english]sphere03.bw_a4_2nd_first_test_solve_nags04"        "<clr:29,172,214>Wheatley: One minute ago. Less than one minute ago you solved this puzzle. Now you're having problems." 2990 N/A "sphere03.bw_a4_2nd_first_test_solve_nags05"       "<clr:29,172,214>:    .  20  ." N/A 2990 "sphere03.bw_a4_2nd_first_test_solve_nags05"       "<clr:29,172,214>:    .  20  ." 2991 2991 "[english]sphere03.bw_a4_2nd_first_test_solve_nags05"       "<clr:29,172,214>Wheatley: You just beat this test. Literally twenty seconds ago." 2992 2992 "sphere03.bw_a4_2nd_first_test_solve_nags06"       "<clr:29,172,214>: ** ." 2993 2993 "[english]sphere03.bw_a4_2nd_first_test_solve_nags06"       "<clr:29,172,214>Wheatley: *cough* Button." 2994 2994 "sphere03.bw_a4_2nd_first_test_solve_nags07"       "<clr:29,172,214>: ** . ."   2995 2995 "[english]sphere03.bw_a4_2nd_first_test_solve_nags07"        "<clr:29,172,214>Wheatley: *cough* Button. Button." 2996 N/A "sphere03.bw_a4_2nd_first_test_solve_nags08"       "<clr:29,172,214>: * *  ." N/A 2996 "sphere03.bw_a4_2nd_first_test_solve_nags08"       "<clr:29,172,214>: * * ." 2997 2997 "[english]sphere03.bw_a4_2nd_first_test_solve_nags08"       "<clr:29,172,214>Wheatley: *cough cough* Pressthebutton." 2998 N/A "sphere03.bw_a4_2nd_first_test_solve_nags09"       "<clr:29,172,214>: ** . . . ."   N/A 2998 "sphere03.bw_a4_2nd_first_test_solve_nags09"        "<clr:29,172,214>: ** . . . . ." 2999 2999 "[english]sphere03.bw_a4_2nd_first_test_solve_nags09"       "<clr:29,172,214>Wheatley: *cough* PRESS THE BUTTON." 3000 3000 "sphere03.bw_a4_2nd_first_test_solve_nags10"       "<clr:29,172,214>: **    ." 3001 3001 "[english]sphere03.bw_a4_2nd_first_test_solve_nags10"       "<clr:29,172,214>Wheatley: *cough* Press the button, would you?" … 3477 3477 "[english]sphere03.bw_screen_smash30"        "<clr:29,172,214>Wheatley: It's not like I've got hordes of replacement monitors just lying around back here in the old warehouse that I can just wheel out an bolt back on. I didn't order in loads of spare monitors thinking some crazy woman was going to go around smashing them all. Sorry if that's my fault. Sorry if I didn't have the forethought to think oh she might go crazy one day instead of just getting on with things. Sorry I didn't think of that." 3478 3478 "sphere03.bw_screen_smash32"       "<clr:29,172,214>:  ,   !    .      ?     TV      ? .   ." 3479 3479 "[english]sphere03.bw_screen_smash32"       "<clr:29,172,214>Wheatley: They're not even your screens to break. It's vandalism. It's pure vandalism. You wouldn't do this if this was your house, would you? If I came around to your house smashin' your telly to bits, you'd be furious. And rightly so. Unbelievable." 3480 N/A "sphere03.bw_sp_a2_core_actually01"       "<clr:29,172,214>:   ! [     ]"   N/A 3480 "sphere03.bw_sp_a2_core_actually01"        "<clr:29,172,214>:   ! [     ]"   3481 3481 "[english]sphere03.bw_sp_a2_core_actually01"        "<clr:29,172,214>Wheatley: But I'm huge! [laugh turning to maniacal laugh]"   3482 3482 "sphere03.bw_sp_a2_core_actually05"        "<clr:29,172,214>: [ ] ,       ?" 3483 3483 "[english]sphere03.bw_sp_a2_core_actually05"       "<clr:29,172,214>Wheatley: [laugh trailing off] Actually, why do we have to leave right now?" … 3689 3689 "[english]sphere03.demospherebreakerlift14"        "<clr:29,172,214>Wheatley: No. Makes it go faster." 3690 3690 "sphere03.demospherebreakerlift19"       "<clr:29,172,214>: ......." 3691 3691 "[english]sphere03.demospherebreakerlift19"       "<clr:29,172,214>Wheatley: Okay..." 3692 N/A "sphere03.demospherecatch02"       "<clr:29,172,214>:  . ? ...... ......" N/A 3692 "sphere03.demospherecatch02"       "<clr:29,172,214>:  . ? ...... ......" 3693 3693 "[english]sphere03.demospherecatch02"       "<clr:29,172,214>Wheatley: On three. Ready? One... Two..." 3694 3694 "sphere03.demospherecatch05"       "<clr:29,172,214>: ! . , ?  ......." 3695 3695 "[english]sphere03.demospherecatch05"       "<clr:29,172,214>Wheatley: THREE! That's high. It's TOO high, isn't it, really, that--"  …  3971 3971 "[english]sphere03.openinggoodbye01"        "<clr:29,172,214>Wheatley: That's the spirit!" 3972 3972 "sphere03.openinggoodbye02"       "<clr:29,172,214>:  !" 3973 3973 "[english]sphere03.openinggoodbye02"       "<clr:29,172,214>Wheatley: Good luck!" 3974 N/A "sphere03.openinghello01"       "<clr:29,172,214>: ?" N/A 3974 "sphere03.openinghello01"       "<clr:29,172,214>: ?   ?"   3975 3975 "[english]sphere03.openinghello01"        "<clr:29,172,214>Wheatley: Hello? Anyone in there?" 3976 3976 "sphere03.openinghello12"       "<clr:29,172,214>:, ?" 3977 3977 "[english]sphere03.openinghello12"       "<clr:29,172,214>Wheatley: Helloooo?" … 5209 5209 "[english]#commentary\com-cheating.wav"        "[Phil Co] We wanted to be scientifically accurate in this puzzle, figuring that there'd be a slight delay before you'd see a portal on the moon, since light takes 1.4 seconds to travel the distance. But playtesters would shoot the moon and instantly turn away, thinking nothing had happened. They didn't realize they actually had shot the moon. We tried and rejected a few different approaches to communicate the effect, including a cheat involving quantum entanglement, before settling on the current solution to this problem." 5210 5210 "Commentary_Title_DECAY"       ""   5211 5211 "[english]Commentary_Title_DECAY"        "STATE OF DECAY"   5212 N/A "#commentary\com-decay.wav"        "[Kelly Thornton]   1              .   1          .       .  1    Portal 2       ." N/A 5212 "#commentary\com-decay.wav"       "[Kelly Thornton]   1              .   1          .       .  1    Portal 2       ." 5213 5213 "[english]#commentary\com-decay.wav"       "[Kelly Thornton] Starting out in the ruins of the test chambers from the first Portal was our goal pretty much from Day One. We wanted to give players a sense of nostalgia for what they had played, but also make it very clear that things had changed. Not only in a fictional sense, but in a graphical one as well. We needed to bridge the gap between the first game's simpler art assets to the much more complex look of Portal 2." 5214 5214 "Commentary_Title_CAROUSEL"       " "   5215 5215 "[english]Commentary_Title_CAROUSEL"        "PORTAL CAROUSEL"   5216 N/A "#commentary\com-carousel.wav"        "[Alex Vlachos]             .     ,   .  Portal       .               .             .               ."   N/A 5216 "#commentary\com-carousel.wav"        "[Alex Vlachos]             .      ,   .  Portal       .               .             .               ."   5217 5217 "[english]#commentary\com-carousel.wav"        "[Alex Vlachos] This room is meant to teach players the fundamentals of portals connecting them to two places in the world. As the blue portal moves around the world, the orange stays rooted. In the original Portal, this room had the portals moving by themselves on a timer. This led to most people simply staring through their orange portal waiting for the blue one to end up in the right place. We felt that altering this to make the players decide where the portals came out was more instructive and meant that players who already knew how to use portals could solve this puzzle both quickly and with authority." 5218 5218 "Commentary_Title_JAZZ"       "  "   5219 5219 "[english]Commentary_Title_JAZZ"        "SMOOTH JAZZ"  …  5225 5225 "[english]#commentary\com-e3.wav"        "[Thorsten Scheuermann] This interaction with Wheatley was the first that we hooked up for our initial showing at E3. It demonstrated how Wheatley would be an actor in the world, and how the player would not only be interacting with him directly, but also using him to interact with the Aperture facility." 5226 5226 "Commentary_Title_CATAPULT"       " "   5227 5227 "[english]Commentary_Title_CATAPULT"        "CATAPULT INTRO"   5228 N/A "#commentary\com-catapult.wav"        "[Kristopher Katz]               .                   ."   N/A 5228 "#commentary\com-catapult.wav"        "[Kristopher Katz]               .                   ."   5229 5229 "[english]#commentary\com-catapult.wav"        "[Kristopher Katz] This was the first test map we created when we started to experiment with the Aerial Faith Plate puzzle element. The map underwent many visual refinements, but it's one of the few puzzles that remained almost completely unchanged from its first form." 5230 5230 "Commentary_Title_DESTRUCTION"       "  "   5231 5231 "[english]Commentary_Title_DESTRUCTION"        "INTRODUCTION DESTRUCTION"  …  5293 5293 "[english]#commentary\com-potatos.wav"        "[Jay Pinkerton] The character of PotatOS was actually the hardest one to crack for us, and was the last character to get recorded. Wed always wanted to switch things up for the sequel, so that GLaDOS would become your unwilling buddy cop partner against a new threat, but this ended up being far more entertaining as a concept than in execution. Its one thing to have an omnipotent villain chastising you while youre testing. Its quite another to have a little potato on your gun doing the same. Playtesters wanted to tear her off the gun, and we didnt blame them. So we were faced with the unsettling prospect of making dry, robotic supervillain GLaDOS more human and relatable. This ended up being one of the hardest writing jobs in the game." 5294 5294 "Commentary_Title_BIRDBRAIN"       ""   5295 5295 "[english]Commentary_Title_BIRDBRAIN"        "BIRDBRAIN"   5296 N/A "#commentary\com-birdbrain.wav"        "[Erik Wolpaw] \"\"      .   ,    .         ?   .        .        .       3       .                .       ,    .              ."   N/A 5296 "#commentary\com-birdbrain.wav"        "[Erik Wolpaw] \"\"      .    ,    .         ?   .        .        .       3       .                .       ,    .              ."   5297 5297 "[english]#commentary\com-birdbrain.wav"        "[Erik Wolpaw] One of the larger plot holes that PotatOS introduced was: Shes your buddy now. Shes got the same goals as you. So why isnt she helping you solve the tests? The real answer is, obviously, that if she did help you solve the tests thered be no game. One solution we we came up with was for the bird from Act 3 to keep swooping in and pecking bits of her off your gun. As the bird kept eating the part of her that knew how to solve the tests, PotatOS would actually get dumber over time. For technical reasons, this ended up being impossible to execute, so we ended up finding another solution. Some of us though will always have a place in our heart for the bird solution."  5298 5298 "Commentary_Title_EVIL"        " "   5299 5299 "[english]Commentary_Title_EVIL"        "EVIL WHEATLEY"  …  5313 5313 "[english]#commentary\com-orange.wav"        "[Keith Lango] The orange bot has been described as finicky, and you can see elements that are somewhat birdlike and even reminiscent of the Odd Couple's Felix Unger. The 'gotta pee' idle dance was born out of the idea that current bipedal robots are constantly needing to readjust in order to find their balance. Because Orange's design is rather unstable, the motion design solution was kind of a perpetual motion needed to maintain his balance."  5314 5314 "Commentary_Title_BLUE"        " "   5315 5315 "[english]Commentary_Title_BLUE"        "BLUE BOT"   5316 N/A "#commentary\com-blue.wav"        "[Christen Coomer]   Odd Couple Felix   Oscar. GLaDOS. . MIT Big Dog, Hitachi            ."   N/A 5316 "#commentary\com-blue.wav"        "[Christen Coomer]   Odd Couple Felix   Oscar. GLaDOS. . MIT Big Dog, Hitachi            ."   5317 5317 "[english]#commentary\com-blue.wav"        "[Christen Coomer] If the Orange bot is the Odd Couple's Felix, then Blue is Oscar. Blue was meant to be an early and rather rough prototype robot--representing GLaDOSs first attempt at making a bipedal testing bot. Compared to the sleek lines of Orange, he is much less elegant. For motion inspiration, we looked to some of our favorite real life robots, such as the Big Dog robot from MIT and the towel-folding robot from Hitachi."  5318 5318 "Commentary_Title_DECOR"        " "   5319 5319 "[english]Commentary_Title_DECOR"        "DECORATING APERTURE"  …  5409 5409 "[english]#commentary\com-vacuum.wav"        "[Jeremy Bennett] Vacuum pipes cropped up occasionally in the original Portal, but this time we wanted to show that this was the main way that Aperture transported all of its supplies about the facility. It felt very true to Aperture, in that it seemed like an inefficient and ridiculously expensive solution to their transport problems. We also wanted it to feel more violent and physical than before, with objects constantly ricocheting against the sides of the pipes. It was as if Aperture had no real control over the system, and no real care for the things they were transporting. After all, they have thousands of the things."  5410 5410 "Commentary_Title_ARMS"        "   "   5411 5411 "[english]Commentary_Title_ARMS"        "ARMS ASLEEP"   5412 N/A "#commentary\com-arms.wav"        "[Matt Wright]. GLaDOS. ,        .        .        .             .             .            ."   N/A 5412 "#commentary\com-arms.wav"        "[Matt Wright]. GLaDOS. ,        .        .        .             .             .            ."   5413 5413 "[english]#commentary\com-arms.wav"        "[Matt Wright] When the player first encounters the robot arms, we wanted to convey that they were still coming back online. The idea was that GLaDOS was just waking up and hadn't yet fully regained control of them. Slowly, over the course of the first few levels of this act, she gets more sure of herself, and her ability to alter and mess with the lab increases. The arms presented a number of challenges, the key one being interaction with the player. It was easy for the player to get stuck behind or inside of the models if they did something too complex. So we had to limit most of the arm action to the walls or ceilings of the test chambers, and we restricted their use on a larger scale to areas where we could be sure of the player's location."  5414 5414 "Commentary_Title_ELEVIDEO"        " "   5415 5415 "[english]Commentary_Title_ELEVIDEO"        "ELEVATING VIDEOS"  …  5461 5461 "[english]#commentary\com-arg.wav"        "[Adam Foster]"   5462 5462 "Commentary_Title_ascent"        ""   5463 5463 "[english]Commentary_Title_ascent"        "THE ASCENT"   5464 N/A "#commentary\com-ascent.wav"        "[Chris Chin]. , ,            .      GLaDOS. ."  N/A 5464 "#commentary\com-ascent.wav"        "[Chris Chin]. , ,            .      GLaDOS. ."  5465 5465 "[english]#commentary\com-ascent.wav"        "[Chris Chin]  The lake map marks a total reset to the aesthetics and scale of the environments up to this point in the game. You come into the underground cave compressed and as you progress further into the map, your eye is drawn upwards by the elevator tower, sparking cables, falling debris, and finally the test spheres which recede vertically into nothingness. This looking upwards gives the player sense of the vastness of Aperture before GLaDOS and a visual sense of the daunting climb they will have to make to get back to Wheatley. The open areas encourage the player to explore their surroundings and take a break from the intensive puzzle solving of the test chambers."  5466 5466 "Commentary_Title_CO-WRITE"        " "   5467 5467 "[english]Commentary_Title_CO-WRITE"        "WRITING FOR CO-OP"