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	<title>Template:PatchDiff/October 24, 2011 Patch/portal2/resource/subtitles italian.txt - Revision history</title>
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	<updated>2026-05-26T22:55:39Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://theportalwiki.com/w/index.php?title=Template:PatchDiff/October_24,_2011_Patch/portal2/resource/subtitles_italian.txt&amp;diff=38539&amp;oldid=prev</id>
		<title>*&gt;Anonymous: Diff of file &quot;portal2/resource/subtitles_italian.txt&quot; for patch :October 24, 2011 Patch.</title>
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		<updated>2011-10-25T11:49:17Z</updated>

		<summary type="html">&lt;p&gt;Diff of file &amp;quot;portal2/resource/subtitles_italian.txt&amp;quot; for patch &lt;a href=&quot;/wiki/October_24,_2011_Patch&quot; title=&quot;October 24, 2011 Patch&quot;&gt;October 24, 2011 Patch&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;diff-line-entry diff-line-nochange diff-line-first&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;diff-line-old&amp;quot;&amp;gt;5365&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line-new&amp;quot;&amp;gt;5365&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line&amp;quot;&amp;gt;&amp;quot;[english]#commentary\com-disassembly.wav&amp;quot;        &amp;quot;[Danika Wright] Since the co-op characters can die at any time, we needed a way to rebuild them quickly and often.  Therefore in co-op, we replaced the elevators that connected test chambers in singleplayer, with disassembly machines.  These are meant to reinforce the idea that since the robots are disposable, being destroyed is no big deal.  In the robot world, it happens all the time!&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;diff-line-entry diff-line-nochange&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;diff-line-old&amp;quot;&amp;gt;5366&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line-new&amp;quot;&amp;gt;5366&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line&amp;quot;&amp;gt;&amp;quot;Commentary_Title_AIRLOCKS&amp;quot;        &amp;quot;CAMERE STAGNE&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;diff-line-entry diff-line-nochange diff-line-last&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;diff-line-old&amp;quot;&amp;gt;5367&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line-new&amp;quot;&amp;gt;5367&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line&amp;quot;&amp;gt;&amp;quot;[english]Commentary_Title_AIRLOCKS&amp;quot;        &amp;quot;AIRLOCKS&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;diff-line-entry diff-line-remove diff-line-first diff-line-last&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;diff-line-old&amp;quot;&amp;gt;5368&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line-new diff-line-na&amp;quot;&amp;gt;N/A&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line&amp;quot;&amp;gt;&amp;quot;#commentary\com-airlocks.wav&amp;quot;        &amp;quot;[Garret Rickey] Le camere a tenuta stagna sono state introdotte per consentire ai giocatori di concentrarsi su rompicapo singoli. In alcuni dei nostri primi prototipi, le diverse zone contenevano rompicapo che dovevano essere risolti insieme, e altri che invece richiedevano una soluzione individuale. Ma ci siamo accorti che, siccome i giocatori potevano passare liberamente da uno all&amp;#039;altro, assumevano che anche i rompicapo singoli facessero parte di un unico rompicapo più vasto. E questo non funzionava. Perciò abbiamo creato queste stanze di rigenerazione che assomigliano a camere stagne e funzionano come checkpoint tra i diversi rompicapo. Quando entrambi i giocatori entrano nella camera, blocchiamo l&amp;#039;accesso.&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;diff-line-entry diff-line-add diff-line-first diff-line-last&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;diff-line-old diff-line-na&amp;quot;&amp;gt;N/A&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line-new&amp;quot;&amp;gt;5368&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line&amp;quot;&amp;gt;&amp;quot;#commentary\com-airlocks.wav&amp;quot;        &amp;quot;[Garret Rickey] Le camere a tenuta stagna sono state introdotte per consentire ai giocatori di concentrarsi su rompicapo singoli. In alcuni dei nostri primi prototipi, le diverse zone contenevano rompicapo che dovevano essere risolti insieme, e altri che invece richiedevano una soluzione individuale. Ma ci siamo accorti che, siccome i giocatori potevano passare liberamente da uno all&amp;#039;altro, assumevano che anche i rompicapo singoli facessero parte di un unico rompicapo più vasto. E questo non funzionava. Perciò abbiamo creato questi punti di rientro che assomigliano a camere stagne e funzionano come checkpoint tra i diversi rompicapo. Quando entrambi i giocatori entrano nella camera, blocchiamo l&amp;#039;accesso.&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;diff-line-entry diff-line-nochange diff-line-first&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;diff-line-old&amp;quot;&amp;gt;5369&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line-new&amp;quot;&amp;gt;5369&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line&amp;quot;&amp;gt;&amp;quot;[english]#commentary\com-airlocks.wav&amp;quot;        &amp;quot;[Garret Rickey] Airlocks were introduced mainly as a way to allow players to focus on individual puzzles.  In some of our early investigations, areas contained puzzles that were meant to be solved as a group, as well as others that were for individual solution.  But we found that if players could move freely between them, they logically assumed that the individual puzzles were part of one big puzzle.  This had bad results.  For clarity, we created these airlock-like spawn rooms that act as checkpoints between puzzles.  Once both players enter the airlock, we lock off access.&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;diff-line-entry diff-line-nochange&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;diff-line-old&amp;quot;&amp;gt;5370&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line-new&amp;quot;&amp;gt;5370&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line&amp;quot;&amp;gt;&amp;quot;Commentary_Title_IMPOSTERS&amp;quot;        &amp;quot;MONDI PER FINTA&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;diff-line-entry diff-line-nochange&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;diff-line-old&amp;quot;&amp;gt;5371&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line-new&amp;quot;&amp;gt;5371&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;diff-line&amp;quot;&amp;gt;&amp;quot;[english]Commentary_Title_IMPOSTERS&amp;quot;        &amp;quot;WORLD IMPOSTERS&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>*&gt;Anonymous</name></author>
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