Developer: Valve Software
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Portal 2 doesn't have any cake, but there's plenty of space to move around and find unused things in.
|Unused Text Files|
Cave Johnson has a lot of unused lines.
|These are from an unfinished scene in which you'd hear a recording of Caroline getting forcibly turned into an AI.|
|Extended unused speech of Wheatley talking about nanobots. The dialogue is shortened in the final.|
|An alternate version of meeting potato-ized GLaDOS. In one version of the script, she continued being a snarky jerk at you even while impaled on your Portal Gun. This got on testers' nerves very very quickly.|
|From an earlier version of the co-op plot, in which GLaDOS sent Atlas and P-Body out to find "artifacts" of the long-dead Aperture workers (coffee cups and such) to make them more human. Here, they've found a certain newspaper comic strip, presumably Garfield.|
|This appears to have been just for a demo done for the PAX event.|
|A snippet of dialogue from Dr. Kleiner in Half-Life 2. It's listed as "error.wav" in the game files, and it plays when the game fails to load a required file, something that doesn't really happen unless the game is tampered with.|
More unused GLaDOS taunts, referencing Chell by name. Also, some clip about Cave Johnson talking about Spider-Man-like powers (trope Actor Allusion).
Leftover in the model files is a recolored variant on Chell's Portal model. This was a placeholder for an earlier version of Co-Op mode, in which Chell would be accompanied by another female test subject called Mel. The duo was replaced by Atlas and P-Body, but some of GLaDOS' taunts oriented at this version (mostly comparing weight) were kept because they were funnier with robots. Her animations are specified, but no longer exist.
Unused Animation in Motel Room
Some of the items in the motel room at the start of Portal 2 could fold out. Cut for unknown reasons.
Get pictures of the models. These do not look like the ones in the final version.
Figure out what the hell this was for.
Scrapped Paint Gun
During development, the developers used a paintgun for gels. The gun was from a student game called Tag: The Power of Paint, in which the player could paint the environment to add and remove paint with various effects. The Repulsion and Propulsion Gels are two of the paints actually used in that game. Developer commentary mentions that the player would be given the gun so they could paint the grounds and walls to complete test chambers, but it would cause confusion towards players not knowing exactly where to place what paint as well as destroy the aesthetic of the game.
It was ultimately removed in favor of keeping the game simple by using only your Portal Gun to manipulate puzzles, but there are traces of it still in the content.
A gel scrapped during development that allowed players to walk on walls and ceilings. Very similar to the gel in Tag: The Power of Paint.
An unused gel type that reflects lasers. Added in the PTI update, and can be added into a map by setting the gel type to -1.
Pneumatic Diversity Vent
The Pneumatic Diversity Vent was a testing element seen in its demonstrational video, but in the final game it is never used as a testing element and seen only during the ride inside it with Wheatley and dropping bombs.
The game has coded and modeled entities for small fragile spheres called futbols. It comes in two versions: glass and bomb. There are special spawner entities, with models, for both. The bomb version was reused for the redirectable bombs in the final game.
After acquiring the first Portal Gun (with only one portal), in the room with the jazz music playing, noclip near the exit, and there's a cube outside the map. It is a solid object, doesn't fall down, and can't be interacted with. These exist in some maps in the first game as well. Strange...