Code for door in SCP-035's chamber. A FANDOM user 145.102.140.107 035 will tell the player the code for a door in the control room of SCP-035 if he/she waits long enough.
Developer(s) | Joonas Rikkonen (commonly known as Regalis) |
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Initial release | 15 April 2012; 7 years ago |
Stable release | |
Repository | github.com/Regalis11/scpcb |
Written in | Blitz3D (BlitzMax in 0.1 to 0.1.2) |
Engine |
|
Platform | Microsoft Windows |
Type | |
License | CC BY-SA |
Website | scpcbgame.com |
SCP – Containment Breach is a free and open sourceindiesupernatural horrorvideo game developed by Joonas Rikkonen ('Regalis'). It is based on the paranormal fiction stories of the SCP Foundation website. The game is played in 3D from a first person perspective and the protagonist is a human test subject labeled “D-9341” in a facility devoted to containing and researching scientific anomalies.[2] The goal of the game is to escape from an underground SCP containment center in the situation of a complete security breach leading to the escape of the contained and dangerous anomalies. The game has a procedurally generated play area created from a random selection of pre-existing rooms and hallways that are strung together to create the facility which is played in.
Gameplay[edit]
The player controls a 'Class-D' also known as 'Benjamin Oliver Walker' (a former level 4 senior researcher caught doing unauthorized research on an anomalous property known as a 'spiral gestalt'), designated D-9341 as he attempts to escape an underground research and containment facility operated by the SCP Foundation amidst a total containment breach of its hazardous anomalies, designated 'SCP's. If the player refuses to leave their cell, they will be terminated by poisonous gases.[3] The player is pursued by numerous hostile SCPs; among them are SCP-173, a concrete statue capable of moving at high speeds when it is not directly observed. SCP-173, along with other SCPs, must be evaded by D-9341 to avoid death, which is made more difficult by the player needing to blink periodically, enabling SCP-173 to attack if it is nearby.[4][5] Certain environments (such as rooms filled with decontamination gas) will cause the player to blink more often. Another one of these SCPs are SCP-096, which when viewed will hunt the player around the map and it is only affected if viewed by its face.[6]
One of the game's primary features is randomly generated rooms. All of the rooms in the game are randomly chosen from a set of hallways, chambers, and offices, which are strung together to create the facility. These rooms are divided into three sets: the Light Containment Zone, Heavy Containment Zone, and Entrance Zone. Each set contains a unique set of rooms and hallways that can be randomly generated, as well as its own artifacts and SCPs. Some SCPs, such as SCP-173 and SCP-106, may appear throughout the entire facility.[2] The zones become gradually more difficult as the player progresses; the Heavy Containment Zone possesses more dangerous SCPs than the Light Containment Zone, and the Entrance Zone marks the appearance of 'Nine-Tailed Fox', a squad of elite soldiers deployed by the Foundation to recapture the breached SCPs and/or destroy the facility by detonating the nuclear bombs situated throughout. Those soldiers will shoot the player on sight and travel in teams, making them some of the most dangerous enemies encountered in the game.[7]
Along the way, the player can find a wide variety of items to assist them in survival. These include tools such as gas masks, various electronic devices, batteries, and keycards of various levels for operating locked doors. They may also encounter benign or inanimate SCPs; an example being SCP-914, a large clockwork machine which is capable of refining items the player inserts into it into either worse or superior versions based on how its controls are set prior to activation.[8]
Plot[edit]
The game revolves around the SCP Foundation, a secretive organization dedicated to containing any anomalous artifacts, entities and locations that threatens the normality of the world.[9] At some point before the events of the game, several of the Foundation's containment sites are attacked by the Chaos Insurgency, a rogue element of the Foundation, forcing the relocation of many SCPs (the designation given to their contained anomalies) to an unspecified site. A Foundation task force known as Nine-Tailed Fox is established shortly thereafter to defend this site from any possible breaches in containment.[2]
The player takes the role of D-9341, a Class-D test subject (usually inmates on death row, who have been drafted to work for the Foundation)[10] who is forced along with two other test subjects to perform tests on an SCP known as SCP-173, a concrete statue that can move at high speeds and attack by snapping of the neck at the base of the skull or strangulation when not in the direct line of sight of a person.[11][2][3][12]
SCP-096 attacking after the player viewed its face.
During this testing routine, the site's power and door control systems begin to malfunction, allowing SCP-173 to kill the other two test subjects and escape into the ventilation system while by player control, D-9341 escapes the containment chamber.[2][3] A site-wide broadcast then announces that several SCPs have breached containment, forcing the site to be put under lockdown. The player must then guide D-9341 around the facility while trying to survive many of the escaped SCPs which roam the facility, including SCP-106 (an entity resembling a decaying old man that may travel through matter and which attempts to drag the player into a pocket dimension to kill the player), and SCP-096 (a humanoid creature that will unavoidably chase and kill the player if they view the creature's face, but which is otherwise docile).[3] The player must additionally evade Nine-Tailed Fox soldiers deployed to recapture the SCPs, as they have been ordered to target and kill any stray Class-D personnel. Later in the game, the player encounters SCP-079, a malicious artificial intelligence inhabiting a microcomputer,[13] and learns that it caused the power outage when several Chaos Insurgency spies gave it control over the facility, resulting in the foundation being busy recontaining it. From here SCP-079 will propose that the player reactivates the door control system, allowing SCP-079 to regain control over the doors, in exchange for helping the player escape the facility. If the player re-activates the door control system, SCP-079 will open the doors to two different exits, Gate A and B. From here 4 different endings can be reached.
The first and second endings can be reached by exiting the facility through Gate B. Upon reaching the surface, an alert is sent out stating that SCP-682 (a massive, nearly indestructible, reptilian creature with fast regenerative abilities [14] of which the SCP Foundation has attempted to terminate several times[15]) has broken out of the facility near Gate B and that nuclear warheads, kept in the base as a last-measure containment system, will be detonated in an attempt to destroy it. Shortly after, the warheads are detonated, vaporizing the entire area, including D-9341. At the end screen, a radio transmission will be heard as a radio operative requests the deployment of a task force to scout for remains at ground zero. However, the transmission is cut-off mid-sentence as a large roar is heard, indicating that the nuclear blast was unsuccessful in destroying SCP-682. The second ending occurs if the player had disabled the nuclear warheads while they were inside the facility. Another alert is sent out advising all combat personnel to return to Gate B, with a group of soldiers converging on the player's position. The player is thereby killed as the soldiers open fire.
The final two endings are accessed through the alternate exit entitled Gate A. The ending that plays out is dependent on whether or not the player re-contained SCP-106 while inside the facility. Should the player have not performed said task, SCP-106 will attempt to break out at Gate A, shortly before the use of a weapon called an H.I.D. (High-Intensity Discharge) Turret is authorized to prevent its escape. The turret fires a concentrated beam of light, forcing SCP-106 to retreat due to its sensitivity towards light. 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-9341 'knows too much to let them (the Foundation) get you (D-9341).' The Insurgency takes him away, and his fate is unknown.
Finally, if the player has contained SCP-106, then several task force units will capture D-9341 instead. The end screen plays a recording of a report on D-9341, mentioning his extraordinary luck and ability to overcome any hazardous threats that the containment breach produced; the classification of D-9341 as an SCP subject is also considered.
Production[edit]
The game was created by Finnish developer Joonas Rikkonen.[16] Prior to creating SCP – Containment Breach, Rikkonen had played the game SCP-087 (about a seemingly endless stairwell and a mysterious entity that lurks within) and was impressed at how terrifying the game was given its relatively simple premise. Rikkonen decided to work on his own version, which he released as SCP-087-B; 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.'[12] As the game was being designed, Rikkonen decided that the main enemy would be SCP-173 because it was a personal favorite and he also felt that implementing a blink function into the program would make gameplay more interesting.[12]
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-173, 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 100 percent sure what happens next. I’ve also spent a lot of time looking for and making the sounds and music clips for the game. Atmosphere is one of the key elements of a good horror game, and a well made soundscape adds a lot to the atmosphere.[12]
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.'[12] He explained, 'When you’re making a game about a creature that charges at you with supernatural speed when you’re not looking at it, you pretty much have to have some jump scares.'[12]
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.[17]
Between v1.3 and v1.3.11, a group of independent game developers called Third Subvision Studio assisted Regalis with working on SCP – Containment Breach. Third Subvision also created a mod of the game called 'SCP - Nine-Tailed Fox', which swaps the player's role for that of one of the Nine-Tailed Fox agents.[18]
Reception[edit]
The game has received generally positive reviews. Gaming website Rock, Paper, Shotgun said 'It's Warehouse 13 without the quips and the quirks but with a lot more panic, screaming and hiding from creatures made of teeth and wire' adding that 'it has a fairly weak model and texture at the moment but hopefully it’ll turn into a massive collaboration'.[4]Edge magazine gave the game a positive review, calling it an 'indie title made in the low-end Blitz3D engine that casts a cheap-looking creature', but adding it 'somehow manages to be scarier than most recent big-budget horror games combined.'[12]Jay Is Games wrote that while the game was 'not perfect and still a little buggy', it nevertheless 'has some serious moments of inarticulate, squealing terror.'[6] Nicholas Greene of GeekInsider wrote positively of the gameplay, specifically applauding the use of the blink timer. Greene also noted that its 'somewhat dated appearance does absolutely nothing to make it less frightening'.[19] The game was featured on PC Gamer's top 50 best free PC games at the number 22 spot, saying that 'Containment Breach's power is doubled by drawing on the SCP mythos: a set of invented (or are they?) internet stories about horrors and monsters locked up by a shadowy organization'.[20] With the release of version 0.8 in late 2013, Ian Birnbaum of PC Gamer once again reiterated the site's praise for the game, calling it 'excellently scary'.[21]
References[edit]
- ^Rikkonen, Joonas. 'Releases'. GitHub. Retrieved November 8, 2017.
- ^ abcdeRikkonen, Joonas. 'Info'. scpcbgame.com. Retrieved November 17, 2016.
- ^ abcdTheBoringAssGamer (July 2013). 'Cute Little Things – SCP: Containment Breach Review'. Retrieved December 10, 2013.
- ^ abAdam Smith (April 19, 2012). 'The Eyes Have It: SCP – Containment Breach'. Rock, Paper, Shotgun. Retrieved September 17, 2012.
- ^In the wiki, SCP-173 snaps a person's neck if the person breaks eye contact with it.
- ^ ab'SCP – Containment Breach'. Jay Is Games. October 31, 2012. Retrieved November 17, 2016.
- ^'Nine-Tailed Fox'. Retrieved May 30, 2019.
- ^'SCP-914'. Retrieved March 13, 2018.
- ^The Administrator (July 30, 2008). 'About The SCP Foundation'. SCP Foundation. Retrieved Nov 10, 2013.
- ^The Administrator (July 25, 2008). 'Security Clearance Levels'. SCP Foundation. Retrieved Nov 10, 2013.
- ^'SCP-173'. SCP Foundation. Retrieved December 10, 2015.
- ^ abcdefg'SCP Containment Breach: A New Kind of Horror'. Edge Online. Aug 30, 2012. Archived from the original on November 16, 2012.
- ^'SCP-079'. SCP Foundation. Retrieved December 23, 2015.
- ^'SCP-682'. SCP Foundation. Retrieved December 10, 2015.
- ^'SCP-682 termination tests'. SCP Foundation.
- ^Diver, Mike (2016). Indie Games: The Complete Introduction to Indie Gaming. Michael O'Mara Books. ISBN9781910552353.
- ^Regalis (May 24, 2014). 'SCP - Containment Breach v1.0 - SCP Foundation'. SCP Foundation. Retrieved December 5, 2019.
- ^(1.2.4) SCP - Nine Tailed Fox Mod (v0.2.0 in progress again) on undertowgames.com (2017)
- ^Greene, Nicholas (October 16, 2013). 'Weekly Horror Game Review: SCP Containment Breach'. GeekInsider. Retrieved November 17, 2016.
- ^Rich (Sep 21, 2013). 'The 50 Best Free PC Games'. PC Gamer. Retrieved Nov 10, 2013.
- ^Birnbaum, Ian (September 23, 2013). 'Free Indie Horror SCP: Containment Breach Gets a New Update Full of Low-Fi Scares'. PC Gamer. Retrieved November 17, 2016.
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=SCP_–_Containment_Breach&oldid=938585727'
The Light Containment Zone, also know as LCZ, is a zone in SCP: Unity and the first zone the player will encounter.
- 3Sublevel 2
- 4Sublevel 3
Sublevels[edit | edit source]
The Light Containment Zone is divided into three sublevels. These are the Office Sublevel, the Containment Sublevel, and the Maintenance Sublevel. These are colloquially known as SL1, SL2, and SL3, respectively. Currently, these levels mix into each other without any form of transition, however this will be changed in the future with the addition of the core room.
Sublevel 1[edit | edit source]
Sublevel 1 is the Offices Sublevel, and as such does not contain any SCPs and instead holds offices, rest areas, and other things that would be expected of a work environment. The sublevel is identified by blue colors. This sublevel currently does not contain any hallways or other form of transitory rooms. This will be changed in the future.
In addition, the following rooms can be found in SL1:
The following SCPs can be encountered on SL1:
Sublevel 2[edit | edit source]
Sublevel 2 is the Containment Sublevel. The majority of the SCPs in the Light Containment Zone are contained here. In addition to containment chambers, the sublevel also holds a variety of security rooms, likely to aid in containment, and testing rooms. The sublevel is identified by yellow colors. It is the first sublevel the player will encounter.
Hallways[edit | edit source]
Hallways are basic, straight rooms that connect two rooms. Currently, there is a generic straight hallway with some decorations and a fan hallway, featuring benches and large fans on both sides of the room.
- Sublevel 2 hallway
- The fan hallway
Corners[edit | edit source]
Corner hallways are identical to hallways, except for the fact that they are used to go left or right rather than straight. Currently, there is a generic curved hallway and a square hallway with a dome roof, seemingly used for storage. This storage hallway also contains a medkit from which Bandages may be acquired.
- Sublevel 2 corner
- The storage corner
Threeways[edit | edit source]
Threeways are identical to hallways, except for the fact that they connect to three rooms instead of one. Currently, there is a generic threeway and an auxiliary threeway, which is actually a fourway hallway featuring padded walls and one entrance blocked by fencing and barrels, which leads to a locked yellow door labelled to lead to an 'Auxiliary Generator' room.
- Sublevel 2 threeway
- Auxiliary threeway
- The door leading to the 'Auxiliary generator' in the auxiliary threeway
Fourways[edit | edit source]
Fourways are identical to hallways, except for the fact that they connect to four rooms instead of one. Currently, there is only one fourway room, which is currently the only room in the game to connect four rooms at once.
- Sublevel 2 fourway
Lockroom[edit | edit source]
The lockroom is a security room found on Sublevel 2 that connects two rooms. The room opens into a small area with a yellow door and a camera, giving a view of the lockroom's interior. The interior is dark, filled with construction pieces and Spike robots. It also contains a button which opens the other door in the lockroom, which leads to a room identical to the starting room.
- Outside of the Lockroom
- The interior of the lockroom
Decontamination Checkpoint[edit | edit source]
The decontamination checkpoint is a security room found on Sublevel 2 that connects two rooms. The room is a hallway with a checkpoint in the center. This room contains red lights and has a window that views into an office area, that would presumably be manned under normal circumstances. Upon entering this area, both doors will close and decontamination gas will emerge from vents in the floor. When this process completes, the doors will open back up. No matter which way the checkpoint is exited, the decontamination process will be initiated again should the checkpoint be entered again.
- Entrance to the Checkpoint
- The interior of the decontamination checkpoint
Tesla Hallway[edit | edit source]
The tesla hallway is a security room found on Sublevel 2 that connects two rooms. The room prominently features a large tesla gate in its center. There is also a bypass door for the Tesla gate and a door leading to a control room with an alarm above this door. Neither of these doors can currently be opened, however they will be in the future after a planned sidequest turns the tesla gate into something that player can use rather than just an obstacle.
- View of the tesla gate
In addition, the following rooms can be found in SL2:
The following SCPs can be encountered on SL2:
Sublevel 3[edit | edit source]
Sublevel 3 is the Maintenance Sublevel. SCPs are not usually contained here, however issues with SCP-553's containment chamber led to its temporary containment on this sublevel. The main purpose of this sublevel is to house machine operations, and thus keeping this area clean or well-lit is not a priority. The sublevel is identified by red colors and rooms that are not entirely constructed.
Hallways[edit | edit source]
Hallways are basic, straight rooms that connect to rooms. Currently, there is a hallway featuring a maintenance area, a catwalk and an ARC-Site 48 flag, an exposed cave hallway featuring a large catwalk with stairs leading to a lower area of the cave, and a machine hallway featuring a rocky roof and walls with a catwalk hanging over a floored area filled with machinery.
Of particular importance is the storage hallway. The room features exposed rock next to the doors and on the ceiling of the room. It has a vent and some containers on one side and a large glass wall with two doors on the other. Behind these doors is a larger storage area containing construction materials, containers, a Spike robot, and a paint can, though it cannot be picked up currently. Entering this area will cause an instance of SCP-939 to emerge from the vent and begin patrolling the hall.
- Sublevel 3 hallway
- Catwalk cave hallway
- The stairs leading the lower area of the catwalk cave hallway
- The lower area of the catwalk cave hallway
- Machine hallway
- Storage hallway
- The storage area in the storage hallway
Corners[edit | edit source]
Corner hallways are identical to hallways, except for the fact that they are used to left or right rather than straight. There is currently one corner hallway, which looks similar to the Sublevel 2 corner hallway, except for the fact that it features red coloring and a pair of doors with an alarm overhead that leads to a storage closet.
- Sublevel 3 corner
- The closet in the corner room
Tube Hallways[edit | edit source]
Tube rooms are a variety of tube-shaped rooms that are identical except for which direction they go in. The rooms are cylindrical in nature, containing a railed catwalk which can be walked upon. The only purpose of these rooms seems to be safe travel throughout the maintenance area.
- Sublevel 3 tube hallway
- Sublevel 3 tube corner
- Sublevel 3 tube threeway
In addition, the following rooms can be found in SL3:
The following SCPs can be encounted on SL3:
SCPs[edit | edit source]
The following SCPs are contained in the Light Containment Zone; due note that being contained within a zone does not guarantee that an SCP will be confined to that zone or even appear in it.
Trivia[edit | edit source]
- In the future, the Core Room will be added to connect the 3 sublevels, as well as possibly other zones such as the Heavy Containment Zone, though this is not confirmed.
Retrieved from 'https://scpunity.gamepedia.com/index.php?title=Light_Containment_Zone&oldid=1755'