Here you will find a new engine, and accordingly, a more scary atmosphere, cool graphics and high dynamics in the process of passing. You know the theory of the existence of some underground base where they always have been, anomalous objects. You, by coincidence find themselves in this terrible atmosphere, covered with darkness t and dark grounds. The thing is, that these anomalous objects were out of control, and now you're going to survive, trying to find a way out of this ill-fated place. The scene is a collection of intricate mazes, endowed with the tests, treacherous opponents and unexpected turns of events.
You'll be in the anomalous zone, which is under the earth, and in your Arsenal has morgomir that allows to detect anomalies. Around the complex you will conduct the hunt ghastlier being able to deprive you of life in the two accounts.
The university of SCP is vast and untapped, usually filled with the stories that many have contributed to it. Once you play the game, why not create your own creature? The fictional world of SCP is filled with vicious creatures, demonic entities, and worse. There exist creatures that cannot die, travel through time, or possess hyper-intelligence, rapid adaptation, and extreme speeds. An accident occurs, and now it has escaped.
The dark, haunting halls mix with the spooky and surreal sounds to send shivers down your spine. Only darkness and fear will surround you until you are forced to quit the game. There is no ending to save you from the monster, only an eternity within these halls. The animations themselves are shaky and low quality.
While this is occurring, the player passes by the commotion to attempt to escape through a service tunnel, only to be halted by a group of Chaos Insurgency soldiers. The soldiers note that D 'knows too much to let them the Foundation get you D Finally, if the player has contained SCP, then several task force units will capture D instead.
The end screen plays a recording of a report on D, mentioning his extraordinary luck and ability to overcome any hazardous threats that the containment breach produced; the classification of D as an SCP subject is also considered. The game was created by Finnish developer Joonas Rikkonen.
Rikkonen decided to work on his own version, which he released as SCPB ; this minigame eventually became so popular that he decided to work on a larger game that included more SCPs. Rikkonen started to design his game in Blitz3D because, in his own words, 'I was too lazy to start learning some other language or engine.
The game is highly atmospheric, as Rikkonen felt that the best way to create a truly scary game would be to focus on the environment and soundscape, rather than exclusively the monsters.
In an interview with Edge magazine, he said:. I think one of the things that makes Containment Breach so scary is that the player is almost never safe, and even the slightest slip can end the game. You have to constantly stay alert for SCP, listening for any scraping sounds and carefully looking around when entering a new room. The randomly generated map and randomly placed events are an important part in making CB scary too.
No matter how many times you play it, you can never be percent sure what happens next. Atmosphere is one of the key elements of a good horror game, and a well made soundscape adds a lot to the atmosphere. And while Rikkonen found them to be 'a somewhat cheap way of scaring people', he implemented a number of jump scares to 'keep the players on their toes. When Rikkonen first started working on the game, he was graduating from upper secondary school.
While he enjoyed making games, he had always considered it a mere hobby and a 'pipe dream'. However, after the success of the game Rikkonen decided to pursue game programming at the University of Turku. Between v1.
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