Oh, my goodness,
browntroutblues recorded
a podfic of
Behind the Curtain, my Glee Kurt/Blaine horror fic! And the recording is perfect. I'm absolutely thrilled. If you like the fic, please do listen and then tell her how great she is. (She is really great!)
In other news, I finished Portal 2 today, and I don't think the ending could have been any more satisfying had it offered me actual real-life cake. What a great game.
'Well, this is the part where he kills us.'
'Hello! This is the part where I kill you.'
CHAPTER 9: THE PART WHERE HE KILLS YOU
(Apparently, if you actually go back when Wheatley asks you to post-part-where-he-kills-you,
this happens. They recorded almost two minutes of speech just for players who made an incredibly silly decision. I'm impressed.)
I've become weirdly attached to Chell, considering she never speaks. I was genuinely distressed when the lift doors opened on the four turrets during the ending and I thought she was about to be killed. But she actually got out! I can't believe it!
I sort of want fanfiction about Chell trying to adjust to life in the outside world, where objectives aren't clearly defined and you actually have to walk from one side of a room to the other. With her Companion Cube as company, of course (my heart!). There weren't many things in that place that were always on Chell's side; I'm glad she gets to keep one of them. I think my favourite thing about the ending is the way Chell looks sharply back up at the door after the Cube emerges; one motion of the camera managed to convey her surprise perfectly, even though we couldn't see or hear her.
I'm so glad the cube was the actual Companion Cube from the first game, rather than one of the redesigned Companion Cubes. The Companion Cube design may have changed, but that's to reflect the fact that time has passed in the facility; the game isn't going to pretend that that was always the design, and it's certainly not going to pretend that some other Companion Cube is an adequate substitute for the original. (Incidentally, going through the old parts of the facility and seeing all the old designs for various things was really cool.)
But, yes, how is Chell now going to cope? When was the last time she interacted with someone who wasn't made of metal? One of the 'Bring Your Daughter to Work' displays is signed 'by Chell'; if she's been trapped in the facility since childhood, it's going to be very difficult for her out in the real world (not to mention the fact that, when she tries to speak, she jumps instead). Still, I suppose she's gone through worse. She'll survive; she always does.
I was actually stuck for ages in a late-game chamber because I had forgotten that I could go through portals. I was just thinking about portals in terms of sending other things through them. That's fine, self; who can be expected to remember that you can go through those things? It's only the entire premise of the game.