![]() The remaining development work involved debugging. Wolpaw stated that this eight-week delay was used to expand the game's content before reaching an internal milestone called a "content lock", after which no further content could be added. Valve announced a further delay in November 2010 and gave a release dates through retail channels in the week of April 18, 2011: April 20 in North America and April 22 in Europe and Australia. In August 2010, Valve postponed the release to February 2011, with a Steam release date of February 9, to allow it to complete changes to the game's dialogue, to fill and connect about sixty test chambers, and to finish refinements to the gel gameplay mechanic. The March 2010 announcement said that Portal 2 would be released in late 2010. Based on the playtesting feedback, Newell directed the team to reconsider direction around October 2008. Though the playtesters liked F-Stop, they expressed disappointment at the omission of portals. Valve's F-Stop game was set in the 1980s, and would not have featured Chell or GLaDOS instead, it followed a new test subject involved in a conflict within Aperture after Johnson, in an attempt to reach immortality, uploaded himself into an artificial intelligence and took control of a robot army. The mechanic was based on an "Aperture Camera", with which users could take photos of objects, store the object in a camera, and then replace it while rotating or scaling it. In 2020, developer LunchHouse Software revealed they were using Valve's F-Stop code in their upcoming game Exposure. For five months, they focused on a gameplay mechanic called "F-Stop" Valve did not discuss the specifics of the idea as they may use it in a future game. Initially, Valve planned to exclude portals from Portal 2.
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