„Szerkesztő:Asphalt8/GLaDOS” változatai közötti eltérés

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Asphalt8 (vitalap | szerkesztései)
Nincs szerkesztési összefoglaló
Asphalt8 (vitalap | szerkesztései)
Nincs szerkesztési összefoglaló
 
3. sor:
GLaDOS sok díjat kapott a legjobb játékbeli karaketrért többek között a ''GameSpy'', ''GamePro'' és az ''X-Play''-től. A játék végén ''Ellen McLain'' még egyszer GLaDOS szerepében lesz, amikor előadja a [[Still Alive]] című számot, amit [[Jonathan Coulton]] írt. A dal internetes siker lett, sok dicséretet kapott a szövegéért és a minőségéért. Le lehet tölteni az [[iTunes]]-on keresztül a [[The Orange Box]] soundtrackjában.
 
Amíg az író, Erik Wolpaw a Psychonauts-on dolgozott [[Text-To-Speech]] (TTS) programot használt hogy átmenetileg GLaDOS hangját előállítsa, és megjegyezte, hogy "az emberek nevettek, hogy milyen rossz a hang". Megjegyezte magánakmég azt is, hogy "Nincsen semmiféle olyan írás, ami viccesebb annál, ahogy a TTS elolvassa a szöveget."
 
GLaDOS szinkronhangja Ellen MacLain. Hangját úgy állították elő, hogy először TTS szoftverrel lejátszottak egy mondatot, és azt Ellen elmondta az ő hangjával, és érzelmeket adott hozzá.
<!--While writer Erik Wolpaw was working on Psychonauts, he used a text-to-speech program to create temporary dialogue, noting that "people were laughing at that way more than what the lines were worth". He commented to himself that "No amount of writing is funnier than this text-to-speech thing reading it." This revelation eventually led to him implementing it in Portal. Erik Wolpaw brought sample dialogue created using a text-to-voice program, which originally played exclusively in the "relaxation vault", the first area of the game, as an announcement in Portal. The development team found it to be humorous, so Erik continued to record announcements for other chambers. Over time, the developers discovered that the voice was motivating the play testers to complete the chambers, and that they became attached to the voice, particularly once they connected the voice as the "villain" of the game. Due to the humor the developers found in it, Erik continued to use this voice for other chambers in the game. Erik originally intended to have different characters to interact with, such as the villain, but changed his mind after seeing the way players reacted to the voice. Another factor that went into choosing this style of voicing and character was due to the difficulty of implementing human characters.[1][2]
 
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GLaDOS was voiced by Ellen McLain. Her voice was created by playing a line of text using text-to-speech software on a computer, and having McLain recite it in her own voice while she attempted to imitate the voice, adding emotion where she was directed to.[3] Her voice was then digitized to sound more like a computerized voice.[4] "Still Alive" songwriter Jonathan Coulton stated that while he expected Ellen's voice to have been digitized, she sounded much like GLaDOS before the digitization.[5] During the final confrontation with GLaDOS, a "morality core" is removed from GLaDOS, and McLain changes her voice to accommodate the newly created lack of compassion. Erik attributed GLaDOS' growth as a character in part to their love for McLain, saying "Oh man, I don't want Ellen to say this. Ellen is super-likable. We should write for that."[6]
Kim Swift, the level designer and team leader of Portal, explained that the development staff wanted gamers to be able to complete the game in an afternoon's sitting so that the players could hear GLaDOS and hear her song.[7] They designed GLaDOS to be a devious boss originally, but did not like this design. The battle originally featured "James Bond-like lasers", but the developers found it boring. In their second attempt, they tried yet another action-packed battle jokingly calling it "Portal Kombat", but it did not click with the developers. The developers felt that it distracted too much from GLaDOS and alienated players who enjoyed the puzzle gameplay. Their final attempt before they created the final version of the boss was a chase scene where players had to pursue GLaDOS, but the developers found that play-testers had no sense of what to do.[8] In the end, they chose to scale back the end boss in order to allow players to actually reach the end by simplifying things, yet adding a time limit.[9]