Template:PatchDiff/May 08, 2012 Patch/portal2/resource/subtitles korean.txt
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203203"[english]cavejohnson.eighties_intro04" "<clr:205,149,117>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."
204204"cavejohnson.eighties_intro06" "<clr:205,149,117> : , . []"
205205"[english]cavejohnson.eighties_intro06" "<clr:205,149,117>Cave Johnson: First up, conversion gel. [cough]"
206N/A"cavejohnson.eighties_intro07" "<clr:205,149,117> : 7 7 . ."
N/A206"cavejohnson.eighties_intro07" "<clr:205,149,117> : 7 7 . ."
207207"[english]cavejohnson.eighties_intro07" "<clr:205,149,117>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."
208208"cavejohnson.eighties_intro08" "<clr:205,149,117> : ? . ."
209209"[english]cavejohnson.eighties_intro08" "<clr:205,149,117>Cave Johnson: And guess what? Ground up moon rocks are pure poison. I am deathly ill."
…
20592059"[english]glados.mp_hubreturn11" "<clr:163,193,173>GLaDOS: Blue, I wouldn't have trusted Orange in that course either."
20602060"glados.mp_humanresources01" "<clr:163,193,173>GLaDOS: ?"
20612061"[english]glados.mp_humanresources01" "<clr:163,193,173>GLaDOS: Did you know we originally used these cameras to capture moments of intense pain and agony in test subjects?"
2062N/A"glados.mp_humanresources03" "<clr:163,193,173>GLaDOS: 5 . ."
N/A2062"glados.mp_humanresources03" "<clr:163,193,173>GLaDOS: 5 . ."
20632063"[english]glados.mp_humanresources03" "<clr:163,193,173>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."
20642064"glados.mp_humanresources04" "<clr:163,193,173>GLaDOS: . ."
20652065"[english]glados.mp_humanresources04" "<clr:163,193,173>GLaDOS: The photos weren't as popular as we had hoped, so we repurposed the cameras."
…
26712671"[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."
26722672"glados.sp_a2_pit_flings_future_starter02" "<clr:163,193,173>GLaDOS: , ."
26732673"[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."
2674N/A"glados.sp_a2_ricochet01" "<clr:163,193,173>GLaDOS: . . . . , . ."
N/A2674"glados.sp_a2_ricochet01" "<clr:163,193,173>GLaDOS: . . . . , . ."
26752675"[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."
26762676"glados.sp_a2_trust_fling01" "<clr:163,193,173>GLaDOS: , . ."
26772677"[english]glados.sp_a2_trust_fling01" "<clr:163,193,173>GLaDOS: Oh, sorry. I'm still cleaning out the test chambers."
…
29572957"[english]glados.testchambermisc34" "<clr:163,193,173>GLaDOS: Initiating surprise in three... two... one."
29582958"glados.testchambermisc35" "<clr:163,193,173>GLaDOS: ."
29592959"[english]glados.testchambermisc35" "<clr:163,193,173>GLaDOS: I made it all up."
2960N/A"glados.testchambermisc39" "<clr:163,193,173>GLaDOS: . . ."
N/A2960"glados.testchambermisc39" "<clr:163,193,173>GLaDOS: . . , ."
29612961"[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."
29622962"glados.testchambermisc41" "<clr:163,193,173>GLaDOS: ."
29632963"[english]glados.testchambermisc41" "<clr:163,193,173>GLaDOS: Surprise."
…
29692969"[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."
29702970"sphere03.a1_wakeup_pinchergrab01" "<clr:29,172,214>: ! !"
29712971"[english]sphere03.a1_wakeup_pinchergrab01" "<clr:29,172,214>Wheatley: Oh no! nonononono!"
2972N/A"sphere03.a1_wakeup_pinchergrab02" "<clr:29,172,214>: ... ! !"
N/A2972"sphere03.a1_wakeup_pinchergrab02" "<clr:29,172,214>: ....... ! !"
29732973"[english]sphere03.a1_wakeup_pinchergrab02" "<clr:29,172,214>Wheatley: Oh no no no... No! Nooo!"
29742974"sphere03.bw_a4_2nd_first_test01" "<clr:29,172,214>: , ! !"
29752975"[english]sphere03.bw_a4_2nd_first_test01" "<clr:29,172,214>Wheatley: Here we go! Now do it again!"
2976N/A"sphere03.bw_a4_2nd_first_test_solve02" "<clr:29,172,214>: , . , ... ."
N/A2976"sphere03.bw_a4_2nd_first_test_solve02" "<clr:29,172,214>: . . , ....... ."
29772977"[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."
2978N/A"sphere03.bw_a4_2nd_first_test_solve03" "<clr:29,172,214>: ! ..."
N/A2978"sphere03.bw_a4_2nd_first_test_solve03" "<clr:29,172,214>: ! ......."
29792979"[english]sphere03.bw_a4_2nd_first_test_solve03" "<clr:29,172,214>Wheatley: Oh! Here we go..."
2980N/A"sphere03.bw_a4_2nd_first_test_solve05" "<clr:29,172,214>: ... ? ."
N/A2980"sphere03.bw_a4_2nd_first_test_solve05" "<clr:29,172,214>: ...... ? ."
29812981"[english]sphere03.bw_a4_2nd_first_test_solve05" "<clr:29,172,214>Wheatley: Annnnnnnnd... Nothing."
29822982"sphere03.bw_a4_2nd_first_test_solve_nags01" "<clr:29,172,214>: ."
29832983"[english]sphere03.bw_a4_2nd_first_test_solve_nags01" "<clr:29,172,214>Wheatley: Go on."
…
29872987"[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."
29882988"sphere03.bw_a4_2nd_first_test_solve_nags04" "<clr:29,172,214>: 1 . 1 . ?"
29892989"[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."
2990N/A"sphere03.bw_a4_2nd_first_test_solve_nags05" "<clr:29,172,214>: . 20 ."
N/A2990"sphere03.bw_a4_2nd_first_test_solve_nags05" "<clr:29,172,214>: . 20 ."
29912991"[english]sphere03.bw_a4_2nd_first_test_solve_nags05" "<clr:29,172,214>Wheatley: You just beat this test. Literally twenty seconds ago."
29922992"sphere03.bw_a4_2nd_first_test_solve_nags06" "<clr:29,172,214>: ** ."
29932993"[english]sphere03.bw_a4_2nd_first_test_solve_nags06" "<clr:29,172,214>Wheatley: *cough* Button."
29942994"sphere03.bw_a4_2nd_first_test_solve_nags07" "<clr:29,172,214>: ** . ."
29952995"[english]sphere03.bw_a4_2nd_first_test_solve_nags07" "<clr:29,172,214>Wheatley: *cough* Button. Button."
2996N/A"sphere03.bw_a4_2nd_first_test_solve_nags08" "<clr:29,172,214>: * * ."
N/A2996"sphere03.bw_a4_2nd_first_test_solve_nags08" "<clr:29,172,214>: * * ."
29972997"[english]sphere03.bw_a4_2nd_first_test_solve_nags08" "<clr:29,172,214>Wheatley: *cough cough* Pressthebutton."
2998N/A"sphere03.bw_a4_2nd_first_test_solve_nags09" "<clr:29,172,214>: ** . . . ."
N/A2998"sphere03.bw_a4_2nd_first_test_solve_nags09" "<clr:29,172,214>: ** . . . . ."
29992999"[english]sphere03.bw_a4_2nd_first_test_solve_nags09" "<clr:29,172,214>Wheatley: *cough* PRESS THE BUTTON."
30003000"sphere03.bw_a4_2nd_first_test_solve_nags10" "<clr:29,172,214>: ** ."
30013001"[english]sphere03.bw_a4_2nd_first_test_solve_nags10" "<clr:29,172,214>Wheatley: *cough* Press the button, would you?"
…
34773477"[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."
34783478"sphere03.bw_screen_smash32" "<clr:29,172,214>: , ! . ? TV ? . ."
34793479"[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."
3480N/A"sphere03.bw_sp_a2_core_actually01" "<clr:29,172,214>: ! [ ]"
N/A3480"sphere03.bw_sp_a2_core_actually01" "<clr:29,172,214>: ! [ ]"
34813481"[english]sphere03.bw_sp_a2_core_actually01" "<clr:29,172,214>Wheatley: But I'm huge! [laugh turning to maniacal laugh]"
34823482"sphere03.bw_sp_a2_core_actually05" "<clr:29,172,214>: [ ] , ?"
34833483"[english]sphere03.bw_sp_a2_core_actually05" "<clr:29,172,214>Wheatley: [laugh trailing off] Actually, why do we have to leave right now?"
…
36893689"[english]sphere03.demospherebreakerlift14" "<clr:29,172,214>Wheatley: No. Makes it go faster."
36903690"sphere03.demospherebreakerlift19" "<clr:29,172,214>: ......."
36913691"[english]sphere03.demospherebreakerlift19" "<clr:29,172,214>Wheatley: Okay..."
3692N/A"sphere03.demospherecatch02" "<clr:29,172,214>: . ? ...... ......"
N/A3692"sphere03.demospherecatch02" "<clr:29,172,214>: . ? ...... ......"
36933693"[english]sphere03.demospherecatch02" "<clr:29,172,214>Wheatley: On three. Ready? One... Two..."
36943694"sphere03.demospherecatch05" "<clr:29,172,214>: ! . , ? ......."
36953695"[english]sphere03.demospherecatch05" "<clr:29,172,214>Wheatley: THREE! That's high. It's TOO high, isn't it, really, that--"
…
39713971"[english]sphere03.openinggoodbye01" "<clr:29,172,214>Wheatley: That's the spirit!"
39723972"sphere03.openinggoodbye02" "<clr:29,172,214>: !"
39733973"[english]sphere03.openinggoodbye02" "<clr:29,172,214>Wheatley: Good luck!"
3974N/A"sphere03.openinghello01" "<clr:29,172,214>: ?"
N/A3974"sphere03.openinghello01" "<clr:29,172,214>: ? ?"
39753975"[english]sphere03.openinghello01" "<clr:29,172,214>Wheatley: Hello? Anyone in there?"
39763976"sphere03.openinghello12" "<clr:29,172,214>: , ?"
39773977"[english]sphere03.openinghello12" "<clr:29,172,214>Wheatley: Helloooo?"
…
52095209"[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."
52105210"Commentary_Title_DECAY" ""
52115211"[english]Commentary_Title_DECAY" "STATE OF DECAY"
5212N/A"#commentary\com-decay.wav" "[Kelly Thornton] 1 . 1 . . 1 Portal 2 ."
N/A5212"#commentary\com-decay.wav" "[Kelly Thornton] 1 . 1 . . 1 Portal 2 ."
52135213"[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."
52145214"Commentary_Title_CAROUSEL" " "
52155215"[english]Commentary_Title_CAROUSEL" "PORTAL CAROUSEL"
5216N/A"#commentary\com-carousel.wav" "[Alex Vlachos] . , . Portal . . . ."
N/A5216"#commentary\com-carousel.wav" "[Alex Vlachos] . , . Portal . . . ."
52175217"[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."
52185218"Commentary_Title_JAZZ" " "
52195219"[english]Commentary_Title_JAZZ" "SMOOTH JAZZ"
…
52255225"[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."
52265226"Commentary_Title_CATAPULT" " "
52275227"[english]Commentary_Title_CATAPULT" "CATAPULT INTRO"
5228N/A"#commentary\com-catapult.wav" "[Kristopher Katz] . ."
N/A5228"#commentary\com-catapult.wav" "[Kristopher Katz] . ."
52295229"[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."
52305230"Commentary_Title_DESTRUCTION" " "
52315231"[english]Commentary_Title_DESTRUCTION" "INTRODUCTION DESTRUCTION"
…
52935293"[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."
52945294"Commentary_Title_BIRDBRAIN" ""
52955295"[english]Commentary_Title_BIRDBRAIN" "BIRDBRAIN"
5296N/A"#commentary\com-birdbrain.wav" "[Erik Wolpaw] \"\" . , . ? . . . 3 . . , . ."
N/A5296"#commentary\com-birdbrain.wav" "[Erik Wolpaw] \"\" . , . ? . . . 3 . . , . ."
52975297"[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."
52985298"Commentary_Title_EVIL" " "
52995299"[english]Commentary_Title_EVIL" "EVIL WHEATLEY"
…
53135313"[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."
53145314"Commentary_Title_BLUE" " "
53155315"[english]Commentary_Title_BLUE" "BLUE BOT"
5316N/A"#commentary\com-blue.wav" "[Christen Coomer] Odd Couple Felix Oscar. GLaDOS . . MIT Big Dog , Hitachi ."
N/A5316"#commentary\com-blue.wav" "[Christen Coomer] Odd Couple Felix Oscar. GLaDOS . . MIT Big Dog , Hitachi ."
53175317"[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."
53185318"Commentary_Title_DECOR" " "
53195319"[english]Commentary_Title_DECOR" "DECORATING APERTURE"
…
54095409"[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."
54105410"Commentary_Title_ARMS" " "
54115411"[english]Commentary_Title_ARMS" "ARMS ASLEEP"
5412N/A"#commentary\com-arms.wav" "[Matt Wright] . GLaDOS . , . . . . . ."
N/A5412"#commentary\com-arms.wav" "[Matt Wright] . GLaDOS . , . . . . . ."
54135413"[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."
54145414"Commentary_Title_ELEVIDEO" " "
54155415"[english]Commentary_Title_ELEVIDEO" "ELEVATING VIDEOS"
…
54615461"[english]#commentary\com-arg.wav" "[Adam Foster]"
54625462"Commentary_Title_ascent" ""
54635463"[english]Commentary_Title_ascent" "THE ASCENT"
5464N/A"#commentary\com-ascent.wav" "[Chris Chin] . , , . GLaDOS . ."
N/A5464"#commentary\com-ascent.wav" "[Chris Chin] . , , . GLaDOS . ."
54655465"[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."
54665466"Commentary_Title_CO-WRITE" " "
54675467"[english]Commentary_Title_CO-WRITE" "WRITING FOR CO-OP"