Has anyone checked out the latest update of that wonderful game? The new additions made me shit myself. Thoughts?
what is a containment breach
Whether you like it or not, history is on our side. We will bury you!
what is a containment beach
e: re: OP - Wouldn't know. Don't play the game, don't particularly care about said game.
I am Spartacus!
No, he's not Spartacus! I'm Spartacus, that's just Greg. Greg has a thing for stealing people's names.
Greg is a jerk.
dude if you're shitting yourself that's probably a medical thing
the game most likely had relatively little to do with it
if your reading this your gay
Definately a case of SCP Shititis… most commonly found in people who have way to big of an imagination
"No, it's not fucking fecal incontinence, it's a god damn anomaly! I'm infected with a fucking uncatagorized SCP and all you people do is make fucking fun of me! If I hear one more person tell me that "I must be shitting them", I swear to fucking God I'm going to-oh." - Doctor Fenric
Poop jokes. The height of classiness has been reached.
Anyway, to try and salvage the conversation, Dr Raye, what are the new additions to the game?
I don't play the game, but I keep up with the SCP:CB forums, because they usually have links to other SCP games, like the SCP-610 game in the works.
Anyway. Newest additions include an instance of SCP-500 (kept in a medkit for some reason), SCP-008 (which can only be cured with 500), SCP-012, SCP-049 and SCP-1025.
My question is: what site stores all of those in the same place? ._.
SCP-012
…
…how…?
I saw a video. There was a room. It had an empty table. :(
butts
It's not bad actually. Upon approaching the room, your player is dragged into the unit and when there it says you dig into your wrist to finish it. Loss of blood makes you woozy and walk weird and whatnot.
It kills you.
As someone who worked on that game a bit and goes on the forums frequently, I'll tell you why! The game's story is that a lot of foundation sites got attacked by the CI and this one is emergency storage for these things. A spy from the Chaos Insurgency makes it into the facility and causes the events of the game to take place.
Shitting was a completely sarcastic term-_-. Anyway, I thought it was pretty neat.
I'm pretty sure the calling out of the use of that sarcastic term was sarcastic.
This seems like a topic that would be better suited for the chat. While a lot of the members of the mainsite join because of the game, the more active members/authors aren't necessarily fans of the game.
I enjoy it, actually…and not just because a couple of mine made it in…
as far as Foundation adapted works, it's one of the biggest and most comprehensive, so i think, at the very least, it deserves a nod now and then. I try and drop in and check on it now and then, and have even written stuff for it, "fluff" documents, and helped form the underlying story aspect that's slowly being revealed.
So, i may be a little partial to it, but still…i think it's a legit topic…
I'd like to see 946 there one day.
Does anyone think you should have some form of firearm in the game? It would be nice to be able to defend yourself from the MTF and instances of SCP-049-2.
It take away from the horror, and make it more of a fps
Yeah but just for those two enemies. Obviously it wouldent work against 173 or 096. And ammo would be limited.
There's a massive forum war going on on the SCP:CB forums. The developer Regails has stated that he will not add guns into the game.
Good on him for realizing that the minute you put a gun in a character's hand, they cease to be in a horror game and they start being in an action shooter with horror monsters. Even if it makes sense in-universe, you never want to put your players in a position of power (ALLITERATION WOO) if you're truly trying to make your players feel like they're playing a horror game.
Well, as long as they're not over powered and fit the story it's okay to have them. I'm kinda worried that we're all forgetting how scary the first silent hill games were and they had guns.
The good Silent Hill games were a long time ago. Remember Homecoming? Origins? Everything post-Four (arguably?)
CB is taking a good lesson from Resident Evil 5 and 6, which is that guns+horror=no more horror.
What guns do is empower. Just holding a gun or weapon in a horror game serves as a sort of "security blanket," making players feel safer even if they're not effective.
That would lessen the fragile horror CB's got going for it, and it's a bad decision. Good for Regalis for choosing to not go that route.
No I don't want them to be in SCP:CB, but in other games there's a certain line of weather guns will work or not they can't be added to containment breach without crossing that line. Now some games can still be scary with guns but not SCP:CB. The only point I was trying to make was that guns aren't a scare killer it's how they're used in game. I.e Dead Space "the first one" had guns without taking away too much of the scariest, Dead Space 3 however completely killed the scares by making guns so freaking OP that it cheapened the game.
The first Silent Hill games had guns, but you got maybe 8 shots with them if you were lucky. Total. Throughout the entire game.
That is how guns in horror games are supposed to work, they give you a fleeting sense of power before taking it away and reminding you that you are still weak against this looming horror.
I think even if it didn't work at all, just having the gun would make it less scary; it'd give you a response to the dangers where right now you have none. A big part of CB for me at least is the complete helplessness.
I sing of arms and the man
Storm-tossed by Hera's jealousy
The idea that guns make a game "less scary" is nonsense. Someone pointed out the Silent Hill games, I also highly recommend Half-Life mod Afraid of Monsters: Director's Cut and the creator's follow-up title, Cry of Fear, as well as the classic of classics System Shock 2 (in which the weapons take damage with every use and must constantly be maintained or repaired when they go out of commission; most of the time you'll probably be relying on your trusty wrench, which you can't just make an immediate swing with, you have to hold it back and time it so it hits your enemy who can kill you quickly if you're not careful). You balance that feeling of empowerment with enemies that also are pretty empowered themselves. Like, Amnesia, there were hardly any enemies in that game so giving you a gun would be pointless and take away from any bit of challenge or fear. The other games mentioned though you're up against some nasty-ass monsters throughout their entirety. Running and hiding will get you so far but eventually you'll have to pull out that pistol or steel pipe or whatever. To me it's less about empowerment and more about basic survival.
SCP Containment Breach probably doesn't need weapons since almost every adversary you're up against is unkillable to begin with, it would merely offer a false sense of security, i.e. be entirely pointless. The one part it looks like it would be useful would be when the game suddenly turns into Half-Life and you have armed forces trying to contain the facility and shoot you dead from trying to escape.
Ah, Kramer. Or some say, Kosmo Kramer…
For the MTF, they should make it so the SCP's actually attack them and not you if you're both in the same room. The SCP-049-02, they're slow and stupid. Only way to actually die from them is get cornered or not see one behind you.
I'm just waiting for the good endings to show up. That and a actual way to see SCP-682. The chaos insurgency ending is ok and does open the possibility to another game but the other endings just make it feel like all you did was for nothing. As for the guns, if it takes a helicopter and 6 guards just to stop SCP-106, then what do you think your gonna do with one gun and a dwindling supply of ammo?
Well I think it's obvious to the person that the gun won't help him. Though it would be nice if, when you go over a gun it says "What good will that do me?". Remember, shooting is disruptive to vision and will let the statue behind you, it's probably not powerful enough to do anything to Radical Larry. Pretty much the game seems to set the tone that the guns are meant for YOU as a measly D-Class in case you step out of line. That's the only explanation to it, really, if everyone is dying and retreating during a breach to regroup. Makes sense why he doesn't use it, but I think that point escapes some players.
And I'd be worried to see what they do with 682… He's supposed to be vaguely reptile, but I remember in the game Six Eight Two he was more like a crocodile. If they do a good job on the monster I'd be grateful, but trying to make a good representation of him is a touchy subject.
Why does everyone hate this game? I found it scary as fuck.
There are some relevant threads that you might consider reading over to answer this question.
http://www.scp-wiki.net/forum/t-591247
http://www.scp-wiki.net/forum/t-607154
Well, here's what SA's very own Shmorky and even Richard Lowtax Kyanka himself think of it, hehe (and yeah they obviously don't know anything about the SCP Foundation itself, it's just them dicking around with what think is a bad yet popular horror game): http://www.youtube.com/watch?v=0EK1WXL48uI
I've only played a little bit of this game, most of what I know about it was from watching others play it. The "blinking" mechanic with regards to 173 is very clever indeed and scary but at some point it looks like it'd just become aggravating since it seems to like to spontaneously insta-kill you out of nowhere. The environments themselves look like a series of bland gray corridors, machine rooms, tunnels and stairs copied and pasted repeatedly.
I will say though that people complaining about how it's not completely 100% accurate to the canon or how the SCP Foundation would "actually" operate or something need to get over themselves, especially seeing how it's a game made by someone who actually is a fan and that I can say at least did good in keeping the SCPs very true to their inherent nature. Personally a good SCP game would be true to the universe in what the SCPs look like and act, and how the Foundation and its characters operate, but otherwise a completely non-canon story I heartily welcome. A game whose ultimate goal is killing 682, and you actually succeed, albeit at great cost? Sure, why not! I do applaud this game as a good bit of SCP fanfic if not necessarily a good game, at least not one I care to play for very long.
Ah, Kramer. Or some say, Kosmo Kramer…