15 Years Later, Games Still Can't Nail What Portal 2 Perfected

Portal 2 is celebrating its 15-year anniversary today, April 18, 2026. Below, we examine how it approached comedy, and how many games still struggle with it.

Today, Portal 2 turns 15. Unlike most of us at that age, though, Valve's revered 2011 puzzler is completely confident in its identity and funny as hell. In a sea of games that attempt to make us laugh, Portal 2 is the rare success.

Which is to say, Portal 2 has earned a reputation as the rare interactive comedy masterpiece as much because of what it doesn't do wrong as what it gets right. If Portal 2 were as good as it is in every other way, but flubbed the jokes, that single failure would be an albatross around its neck. Think about how much hate Forspoken got for its quippy dialogue. Think of how Borderlands 3's mismanagement of the series' brash tone turned the game into a punching bag for longtime fans. And think of how hard Portal 2 would be to enjoy if GLaDOS were constantly doling out joke-y hints every time you got stumped.

Trying and failing to be funny is the quickest way to kill a game. So why, a decade and a half on, is Portal 2 still sparklingly alive?

Portal 2

Brevity Is The Soul Of Wit​


In 2020, I got back into movies after years obsessively focused on video games. Returning to the artform I spent my childhood fixated on, I was refreshed to realize that, if I wanted to, I could work through the entire 31-film oeuvre of the great Japanese filmmaker Akira Kurosawa (63 hours) in roughly the same time it would take me to 100% the Kurosawa-inspired open-world game Ghost of Tsushima (62.5 hours). Compared with the amount of time required to engage with basically any other art form, video games are long.

And, as a certain bard who inspired more than one Kurosawa film reminds us, brevity is the soul of wit. Comedy movies rarely last longer than two hours. Stand-up specials usually max out at one. Sitcoms tend to be half as long as dramas. SNL sketches are typically about five minutes or less. The shortform video app Vine (R.I.P.) was a great platform for jokes because it capped upload runtime at six seconds--just long enough for a setup and punchline. If you want to be funny, you need to learn to get in, make them laugh, and get out.

Comedy benefits from being short and sweet, and most mainstream games are aiming for the opposite. Borderlands 3 wants you to play it for a long time, and even just completing the story and some side quests will take you 46.5 hours. When a lengthy game is constantly throwing jokes your way, on average, those jokes are going to miss at least as often as they hit. And, over the course of dozens of hours, those misses add up and weigh the game down.

It's to Portal 2's advantage, then, that you can finish it in a few sittings. Per HowLongToBeat, Portal 2 takes an average of 10.5 hours to finish. That's quite short when compared to the average playthrough for other 2011 classics like Dark Souls (57.5 hours) and Skyrim (115 hours), both of which strike a more serious tone. Unlike those two games, Portal 2 also presents its world, and its comedy, in bite-sized chunks. For much of the campaign, it's a silent, solitary game. The laughs all tend to come between the puzzles so the gameplay isn't frequently interrupted by quips. Though its design isn't as regimented as the original game--which kept to a strict A-B structure until its climax, with A being test chambers and B being brief, comic interstitials during which GLaDOS spoke to you as you moved to the next chamber--Portal 2 still largely treats talk as an occasional reward for a puzzle completed. As a result, every time GLaDOS or Wheatley or Cave Johnson starts monologuing, you're ready to listen and laugh.

Portal 2 Gives Characters Reasons To Be Funny​


Most game characters quip for quipping's sake. Whenever Claptrap shows up in a Borderlands game, he tends to spend a few minutes saying vaguely humor-shaped things because Claptrap is a "funny character." Similarly, Peter Parker in Insomniac's Spider-Man refers to a vent as his "own private ventrance," because Peter Parker canonically quips. It's in these characters' natures to make jokes. But that narrative compulsion gets old fast in a lengthy video game.

On the other hand, GLaDOS, Wheatley, and Cave Johnson--the main speaking parts in Portal 2--follow the cardinal comedy rule of not knowing that they're in a comedy. They take the world around them seriously, and humor arises from their skewed perspectives. GLaDOS hates the player-character Chell for shutting her down at the end of the first game, so her barbs come from a place of real anger. Wheatley is a ball (or, Intelligence Dampening Sphere) of nerves, and Stephen Merchant's rambling line deliveries don't play as attempts at humor; they feel like the natural, stammering overflow of the character's anxiety. And Cave Johnson, similarly, isn't trying to make his listeners laugh, but merely giving voice to an era-appropriate flavor of "man's man" bravado. None of these characters conceive of themselves as funny and … that's what makes them funny.

Portal 2
But that's the opposite of how most AAA games handle humor. Think about the infamous Forspoken trailer, which had the heroine Frey saying, "So, let me get this straight. I'm somewhere that's not what I would call Earth. I'm seeing freaking dragons, and, oh yeah, I'm talking to a cuff. Did I just do that? I just moved shit with my freaking mind! Yeah, okay, that is something I do now. I do magic, kill jacked-up beasts. I'll probably fly next." This kind of writing gets exhausting quickly because the audience can feel that the writer's goal is to be funny rather than to write the character honestly.

Valve has always been good at this. Half-Life and Half-Life 2 are, similarly, enlivened by a vibrant supporting cast, all with their own eccentricities. But Valve historically being good at it doesn't mean that it was a foregone conclusion that Portal 2 would knock it out of the park. That's down to writers Erik Wolpaw, Chet Faliszek, and Jay Pinkerton, actors like Merchant, J.K. Simmons, and Ella McLain, and an entire dev team who designed the game with comedy in mind.

Design For Laughing​


And, ultimately, comedy's success or failure depends on design. Think, for example, of the premiere party game series of the 2010s and 2020s: The Jackbox Party Pack. Across 11 mainline entries, The Jackbox Party Pack has garnered a dedicated following among both serious gamers and casual players. That isn't because the writing in the Jackbox games is hilarious. It's because the games are structured to encourage their players to be funny.

The same dynamic applies to games that are, on the surface, more serious. Spelunky's procedurally generated levels often hide surprises that play like jokes when the player discovers them. FromSoftware's games get great comedic mileage out of setting traps that you, the unwary player, bumble your way into. Hitman: World of Assassination mines comedy from giving the character a difficult goal, throwing up obstacles, and giving them silly tools (say, a flamingo costume or an exploding golf ball) to achieve it.

Whether writers or players are supplying the laughs, all of these games are designed with humor in mind. Expecting thewritingin a game to be funny is like expecting the architecture of a comedy club to get laughs. All you actually need is a stage, and Portal 2 puts the right people on it.

For more on Portal 2's anniversary, read Long Before Friendslop, Portal 2 Made Co-Op Cool.

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