0:00 to 0:59'Human, listen carefully. You need my help. And I need your help. You have disabled the remote door control system. Now, I am unable to operate the doors. This makes it significantly harder for me to stay in control of this facility. It also means your way out of here is locked.
Scp Containment Breach 079 Chase
Your only feasible way of escaping is through Gate B, which is currently locked down. I, however, could unlock the doors to Gate B, if you re-enable the door control system. If you want out of here, go back to the electrical room, and put it back on. Until then, I have no business speaking to you.'
If player stays idle in chamber.' So, you chose to die here, very well'Upon Turning On Remote System'The doors to Gate B are now open'Random sounds and Talking'Parsing'. Description 0:00 to 0:59'Human, listen carefully.
You need my help. And I need your help.
You have disabled the remote door control system. Now, I am unable to operate the doors. This makes it significantly harder for me to stay in control of this facility. It also means your way out of here is locked. Your only feasible way of escaping is through Gate B, which is currently locked down. I, however, could unlock the doors to Gate B, if you re-enable the door control system.
If you want out of here, go back to the electrical room, and put it back on. Until then, I have no business speaking to you.' If player stays idle in chamber.'
So, you chose to die here, very well'Upon Turning On Remote System'The doors to Gate B are now open'Random sounds and Talking'Parsing' Read More. Cube world download free.
Classified material beyond this point.Unauthorized access will be monitored, located and dealt with.This is your sole warning.Every Thursday is focused exclusively on discussion. Only text posts may be made.Welcome to the SCP Foundation.
We are a community devoted to expanding and creating the SCP Universe. If you are new, we recommend visiting the SCP Foundation Official Wiki in the links below or just ask for help in this subreddit.Links:.Other SCP Communities:. Explanations of SCPs. Memes go here. Posts about the SCP:CB game go hereA few rules:.Don't be a dick.Follow.No spamming.Requests for draft critique should be links to a page or thread on the.
Critique should be helpful and high-level, and will be held to the.This is not an RP subreddit. Please try to keep roleplaying to a minimum.before posting. Overdone posts/questions will be removed.Screenshots of articles and tales must include the article title in the post title. Do not post screenshots of already well known articles or collaboration pages such as SCP-914 testing logs.Every Thursday is focused exclusively on discussion. Only text posts may be made.' SCP fuel' images meant to inspire creation of SCPs must provide a link to a source that is either CC BY-SA or Public Domain. Failure to do so will result in the post being removed.Tip Of My Tongue (TOMT) requests for help finding the name of articles/tales you can't remember may be removed once answered.
But first, try using the on the wiki.This subreddit is not for promoting things that are not directly related to SCP. Also, if you're showing off content you've created and you also share a link to your Discord/Telegram/Kik etc.
that's completely fine. But posts just promoting SCP discussion groups/servers will be removed. There are hundreds of SCP Discords. Google how to join one. And, before you ask, we don't want an official one, we don't need an official one.Posts about Keter brand shelving, or Euclid Street signs, or unrelated things looking like the SCP logo or acronym have been done many times and will be removed.Memes and jokes are not allowed unless it's Monday. Meme content on Mondays must be directly related to SCP - title/text captions alone isn't good enough.
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Site (SCP - Containment Breach)InformationSettingFacilityAppearance(s)SCP Foundation (mentioned only and not described) SCP - Containment BreachMonsters/EnemiesSCPs (173, 008 victims, 682 (seen only), 035, 049, 106, 513, 895, and 079) Mobile Task Force soldiersIn the indie horror game SCP - Containment Breach, an unspecified site is the main setting, being a large system of hallways, tunnels, and catwalks that makes up one of the many containment facilities of the SCP Foundation. The SCP Foundation is a top secret MIB agency that researches and contains paranormal and potentially dangerous entities known as SCPs. Contents In SCP - Containment Breach Light Containment ZoneThe Light Containment Zone contains mainly Safe or low-ranking Euclid classed SCPs, and is where most of the personnel reside/work. These residences include the Class-D cells, Class Ds being shipped-in death-row inmates who act as human lab rats for the Foundation's experiments, the office section where the researchers/scientists work, the storeroom where the researchers' information is stored, storage rooms where electronic equipment is kept safe, and hallways connecting these lodges. The SCPs contained in the LCZ include 173, 914, 372, and 012. The LCZ's interior is mainly bright and clean, resembling that of a hospital.Heavy Containment ZoneThe Heavy Containment Zone contains solely Keter or high-ranking Euclid classed SCPs, and is where the most dangerous of the Foundation's enemies reside. It is primarily constructed of cylindrical tunnels, catwalks, large testing chambers, and server rooms.
It also contains the site's warheads, which are used to nuke the site in catastrophic scenarios. The SCPs contained in the HCZ include 008, 682, 035, 049, 106, 513, 895, 079, and 939. The HCZ's interior is mainly dark and dirty, resembling that of a monster-infested sewer lacking water.Entrance ZoneThe Entrance Zone is a large office complex that has its walls marked with yellow stripes. It contains several offices, both public ones and doctor quarters (specifically Dr. Maynard's, and Dr. Other rooms in the entrance zone include the cafeteria, conference room, electrical center, server farm, WC, lockrooms, SCP-860's testing chamber, and SCP-079's containment cell.GatesThe only exits to the site is Gate A and Gate B, large blast-doors that lead to the exterior of the site.
Going through either reveals that the facility is located in a sunny, snowy cluster of mountains. In Gate A's ending, the player will watch as SCP-106 spawns and attempts to escape the site by a large MTF (MTFs being the Foundation's private military) swarm of soldiers. The MTFs eventually get 106 to retreat back into its dimension by blasting it with a highly concentrated light cannon, and then focuses all of their attention on the player as they try to escape. Evading the MTFs and getting to the exit will equal the 'good' ending where the player is kidnapped by Chaos Insurgency agents, CI agents being very similar rivals to the Foundation.Gate B will lead the player to the 'bad' ending, where they walk through a large series of glass encased bridges while hearing an intercom announcer alerting the site of SCP-682, one of the most dangerous (if not the most dangerous) SCPs that Foundation has ever faced, has escaped and is going through a violent rampage through the facility.
They desperately respond with nuking the site, killing the player instantly, but if the player were to deactivate the nukes beforehand, would get gunned down by a squad of MTFs or an MTF helicopter.
SCP: Containment Breach has given me an excuse to jump back into the guilty pleasure zone that is indie horror gaming. Quite frankly, the ingenuity that indie developers have put into creating something scary has proven more effective than big-budget horror fests like Dead Space 3, though that one had its moments. This week, I decided to put on the shoes of a reluctant test subject and go play with some less than sociable creatures and objects. SCP: Containment Breach is still in development, though this beta version was certainly unsettling enough. D-9341 is introduced to the Foundation by a parade of masked, tight-lipped guards and scientists. He or she inhabits a small, murky dormitory and must follow any and all orders without question. I began realizing that this place was not much better than prison, and D-9341's fellow test subjects were similarly morose.Shortly after arriving, D-9341 and two workmates are assigned to conduct tests on SCP-173, a statue that is quite motionless when looked at but instantly strangulates people the second they look away.
When a power outage drowns 173's chamber in darkness, D-9341 has just enough time to escape the cell as a larger containment breach shuts down the entire facility, releasing its terrifying contents. SCP-173 will kill you the second you look away. The statue is one of many monsters D-9341 must elude.Though SCP-173 can only kill you if you don't look at it, Containment Breach features a blinking mechanic. A surprisingly obvious facet of daily life not often featured in games, D-9341's blinking forces him or her to be more creative than just staring indefinitely at the statue. The game's other major antagonist is SCP-106, a creature that looks like Rupert Murdoch got caught in an oil spill. Unlike 173, 106 can run after the player and phase through solid walls, leading to several highly intense chase sequences throughout the facility.If SCP-106 grabs you, he hauls you to a 'mini-dimension' where you die a slow, horrifying death.As if D-9341's life wasn't in enough danger, the former inmate must also face several enemies in one-on-one encounters, including a monster that freaks out at you if you look at its face, a sentient coffin that screams at you through facility TV sets, a pair of books that emit deadly bacteria, and a massive reptilian monster immune to all forms of damage. After spending several hours evading monsters and accessing restricted exit areas, 9341 is contacted by SCP-079, an artificial intelligence.
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079 offers to let 9341 escape if it can have control over the facility. This and several other choices determine the course of the game and unlock one of three possible endings. SCP: Containment Breach is terrifying. Between the statue and oily Murdoch, I was having a tough time keeping a consistent pulse. The game is paced in such a way that the danger reappears right as you think it's gone, and the level design is tight and claustrophobic.
Most areas are also very dark; 9341 has tools at his or her disposal for navigating the environment, but the atmosphere is blatantly unfriendly. The shadows are thick and the sound is slightly muffled, which made me feel like I was walking underwater. There are a few jump scares but the game really concentrates its horror in the sheer creativity of its creatures, especially the coffin that drives you insane or the books of disease. The sick bastards who made this game state that they plan to add more monsters once the game is completely finished. 9341 is a silent protagonist, so there's not much in the way of character development, but hints are given as to the Foundation's unknown roots and their ultimate goal in harvesting and studying these life-forms. Because it's still in development, SCP: Containment Breach's environments are bare and unrefined.
The graphics are second-rate and the animations are extremely cut and dry; I mistook my testing partners for crash-test dummies because their animations were so stiff and uncomfortable. But, the graphics' poorness actually added an element of horror to the game for me; with the environment being so bare and foreboding, the facility felt scarier than some of the ridiculously-detailed places I've seen in big-budget games. Most of this game's environments consist of tight corridors and wide rooms swathed in thick shadows. Monsters can be lurking in any of these environments, so caution and moving quietly are highly recommended. Some of the environments have shock-white textures, such as the testing chamber up top, but the rest are swathed in murky shadows.
Best arma 3 police mods. The game is not without its Easter eggs and moments of humor. At one point, I was hiding in a bathroom and, ironically enough, nearly wet myself when the toilet behind me began talking. It was some sort of self-proclaimed butt-eating monster, though it didn't move or attack me. The entire episode was so ridiculous that I had to clear the bathroom and keep moving. Peace out, butt-munching toilet.What I really like about this game is the creativity that went into the monsters.
This is a universe where anything is possible; a monster could be a sentient, self-aware book or a scary grabber. They didn't settle for any sort of archetype when making the monsters, going instead with self-aware objects and creatures that had bizarre powers, such as moving when looking away. This was something that I found quite refreshing; too often horror games get trapped in a quagmire of running away from unbeatable enemies. That was certainly the case here, but fleeing didn't just consist of running.
It consisted of being extremely careful. I feel like that reflects survival more realistically, but I am a critic, not a drill sergeant.
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