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** Played very straight with SCP-049-2, the Plague Doctor's zombies.
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* BiggerBad: Whatever caused the containment breach. [[spoiler:Presumed to be either The Chaos Insurgency or SCP-079.]]
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** As of the 0.6 update onwards, we see SCP-049 (The Plague Doctor), SCP-096 (The Shy Guy), and SCP-682 (The Unkillable Creature) as enemies, but the latter is only seen during one of the endings.
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'''''SCP: Containment Breach''''' is an independently developed SurvivalHorror game based on the Wiki/SCPFoundation wiki. You take on the role of a [[RedShirt D-Class]] assigned to an experiment with [[LivingStatue SCP-173]]. You're directed into the chamber with two other D-Class personnel, all standard procedure...

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'''''SCP: Containment Breach''''' (found [[http://www.scpcbgame.com/ here]]) is an independently developed SurvivalHorror game based on the Wiki/SCPFoundation wiki. You take on the role of a [[RedShirt D-Class]] assigned to an experiment with [[LivingStatue SCP-173]]. You're directed into the chamber with two other D-Class personnel, all standard procedure...
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'''''SCP: Containment Breach''''' is an independently developed SurvivalHorror game based on the Wiki/SCPFoundation wiki. You take on the role of a D-Class assigned to an experiment with SCP-173. You're directed into the chamber with two other D-Class personnel, all standard procedure...

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'''''SCP: Containment Breach''''' is an independently developed SurvivalHorror game based on the Wiki/SCPFoundation wiki. You take on the role of a D-Class [[RedShirt D-Class]] assigned to an experiment with SCP-173.[[LivingStatue SCP-173]]. You're directed into the chamber with two other D-Class personnel, all standard procedure...
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* BlackMesaCommute: Later versions added an extended intro sequence with guards hustling you over to 173's cell. During this tour section, the tunnel and catwalk bridge are fully-lit, with no gas shooting into your eyeballs (which is nice).
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->''"That...that's ''him''?! That's the guy! He's gonna ''get'' me and-- bite my nipples off!"''
-->-- '''{{LetsPlay/Markiplier}}''' meets SCP-106 aka "The Old Man"
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* EldritchLocation: SCP-106's PocketDimension. It is composed of endless hallways and diverging paths and the entire layout can randomly change when the player character blinks. There are also bottomless pits and floating stone structures lain about. All of this is directly controlled by SCP-106 himself.
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* VideoGameCrueltyPotential: You can trap SCP-106 in his cage, thus eliminating one of the big threats that will harass you throughout the game. The only downside? [[spoiler: To do it you have to break a man's femur in order to lure 106 into the cage and trap him. Not only do you injure the man to make him scream, but by locking him in with 106, you definitely sentenced him to a horribly painful demise. The game makes you listen as he gives bloodcurdling screams in pure pain and horror, just to let you know what a bastard you are to do something so selfish.]]
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** [[spoiler: You can disarm the nuke that is set off in the Gate B ending, but only if you know where to look for the warhead control room, which is quite difficult to find.]]


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* HopeSpot: [[spoiler: If you disarm the nuke before going out Gate B than you get a chance to make your getaway while the Foundation fights 682... except that you get gunned down in the crossfire of the battle soon after.]]
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* {{Letimotif}}: When SCP-106 is chasing the player [[http://www.youtube.com/watch?v=vjRlLvai_EU this]] plays.

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* {{Letimotif}}: {{Leitmotif}}: When SCP-106 is chasing the player [[http://www.youtube.com/watch?v=vjRlLvai_EU this]] plays.
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* {{Letimotif}}: When SCP-106 is chasing the player [[http://www.youtube.com/watch?v=vjRlLvai_EU this]] plays.

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* BrownNote: Watching the security footage of SCP-895 will kill you. SCP-1025 will give you whatever medical condition you read about [[ViolationOfCommonSense if your dumb enough to read it]].

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* BrownNote: Watching the security footage of SCP-895 for long enough will kill you. you, and your gaze is actively drawn to it the first time. SCP-1025 will give you whatever medical condition you read about [[ViolationOfCommonSense if your you're dumb enough to read it]].



* DrivenToSuicide: SCP-012 will make you kill yourself trying to finish it unless you resist.

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* DrivenToSuicide: SCP-012 will make you kill yourself trying to finish it unless if you resist.get close enough. As long as you don't walk into the room, it's fine.



* {{Foreshadowing}}: While exploring, you can end up just outside SCP-682's chamber, at which point SCP-079 states that you will not escape. [[spoiler: If you go out, Gate B not only will you not escape, but SCP-682 escaping will be the reason for it.]]

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* {{Foreshadowing}}: While exploring, you can end up just outside SCP-682's chamber, at which point SCP-079 states that you will not escape. [[spoiler: If you go out, out Gate B B, not only will you not escape, but SCP-682 escaping will be the reason for it.]]



* GuideDangIt: It might not be apparent the first time around that trapping SCP-106 can be detrimental to one of the endings (it certainly isn't impossible, but a lot harder). The codes to the offices are also hard to find unless you know where to look.



* JumpScare: Invoked with SCP-372, which can only be seen in your peripheral vision. 372 is harmless, but it's entire purpose is to freak you out and make you nervous. SCP-173's nature means that this will likely happen to you at least once when dealing with it.

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* JumpScare: Invoked with SCP-372, which can only be seen in your peripheral vision. 372 is harmless, but it's its entire purpose is to freak you out and make you nervous.nervous (there are instances when you'll involuntarily track it, too, but these are rare). SCP-173's nature means that this will likely happen to you at least once when dealing with it.



* NukeEm: The fallback plan if SCP-682 escapes.

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* NukeEm: The fallback plan if SCP-682 escapes. [[spoiler:You can shut this off if you find the warhead control room.]]



* PlagueZombie: SCP-008 will turn the player into one if they get exposed to it, causing a NonStandardGameOver.

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* PlagueZombie: SCP-008 will eventually turn the player into one if they get exposed to it, causing a NonStandardGameOver.NonStandardGameOver. You can cure it with SCP-500.
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* RedShirt: Your character is one. Fittingly, the opening sequence has the player and a few other D-Class being sent into SCP-173's room, an experiment that's practically suicide.

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* BrownNote: Watching the security footage of SCP-895 will kill you. SCP-1025 will give you whatever medical condition you read about [[ViolationOfCommonSense if your dumb enough to read it]].



* DrivenToSuicide: SCP-012 will make you kill yourself trying to finish it unless you resist.



* PlagueZombie: SCP-008 will turn the player into one if they get exposed to it, causing a NonStandardGameOver.



* SprintMeter: There's a meter for sprinting and one for ''blinking'', so you can't just stare at SCP-173 forever.

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* SprintMeter: There's a meter for sprinting and one for ''blinking'', so you can't just stare at SCP-173 forever.


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* WhatCouldHaveBeen: SCP-689 was going to be in the game but the creator apparently decided against it. SCP-513 used to be able to be interacted with, but it's effects made the creator remove it and replace it with SCP-372 (WordOfGod says it will be added back later, but will be implemented differently).
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* JumpScare: Invoked with SCP-372, which can only be seen in your peripheral vision. 372 is harmless, but it's entire purpose is to freak you out and make you nervous. SCP-173's nature means that this will likely happen to you at least once when dealing with it.
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* EasterEgg: There are a number of joke [=SCPs=] or [=SCPs=] that don't really impact the game that you can find and interact with. They don't really affect the gameplay experience that much and mainly serve as a ContinuityNod/MythologyGag.

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* EasterEgg: There are a number of joke [=SCPs=] or [=SCPs=] that don't really impact the game that you can find and interact with. They don't really affect the gameplay experience that much and mainly serve as a ContinuityNod/MythologyGag.ContinuityNod and/or MythologyGag.
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* EasterEgg: There are a number of joke [=SCPs=] or [=SCPs=] that don't really impact the game that you can find and interact with. They don't really affect the gameplay experience that much and mainly serve as a ContinuityNod/MythologyGag.
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* GameBreakingBug: Errors can occasionally lock you in the maintenance tunnels by removing the activation buttons for the elevators, and map seeds might create layouts which can't be beaten.

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* SequelHook: [[spoiler: If you go out Gate A, the Chaos Insurgency will appear and take you away, apparently having plans for you...]]

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* SequelHook: [[spoiler: If you go out Gate A, the Chaos Insurgency will appear and take you away, apparently having plans for you...]] ]]
* ShoutOut: The map seeds are usually random letters and numbers, but you might occasionally get something like "rustledjim" ("Rustled jimmies").

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* TheDevTeamThinksOfEverything: The amount of thought and effort put into this game is impressive to say the least. There's hundreds of unique things that you can get to happen by chucking random stuff into SCP-914, including other SCP's. Also in the opening there are some amusing interactions you can have with the guards if you screw around instead of following the plot.
* DontLookAtMe: As usual, SCP-096 will instantly attack and kill anyone who sees it's face. Especially you.

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* TheDevTeamThinksOfEverything: The amount of thought and effort put into this game is impressive to say the least. There's hundreds of unique things that you can get to happen by chucking random stuff into SCP-914, including other SCP's. Also in the [=SCPs=]. The opening there are some amusing interactions you can have with the guards if you screw around instead of following the plot.
sequence also accounts for various attempts to go OffTheRails.
* DontLookAtMe: As usual, SCP-096 will instantly attack and kill anyone who sees it's its face. Especially you.



* {{Foreshadowing}}: While exploring, you can end up just outside SCP-682's chamber at which point, SCP-079 states that you will not escape. [[spoiler: If you go out, Gate B not only will you not escape, but SCP-682 escaping will be the reason for it.]]
* HopelessBossFight: If you see SCP-096's face, than you might as well just stand still and let him kill you. There is no escape from him. He will pursue you throughout the entire game if he has to. That's no exaggeration.
* LightsOffSomebodyDies: Certain scripted events, including the opening, shut off the lights so SCP-173 can move freely. One event later in the game can kill you this way, as can the opening if you're not careful.

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* {{Foreshadowing}}: While exploring, you can end up just outside SCP-682's chamber chamber, at which point, point SCP-079 states that you will not escape. [[spoiler: If you go out, Gate B not only will you not escape, but SCP-682 escaping will be the reason for it.]]
* HopelessBossFight: If you see SCP-096's face, than then you might as well just stand still and let him kill you. There is no escape from him. He will pursue you throughout the entire game if he has to. That's no exaggeration.
* LightsOffSomebodyDies: Certain scripted events, including the opening, shut off the lights so SCP-173 can move freely. One event later in the game can kill you this way, as can the opening if you're not careful. Standing perfect still will generally prevent your death, but be ready to move right after the lights come back.



* NukeEm: The fallback plan if SCP-682 escapes.



* SequelHook: [[spoiler: If you go out Gate A, than the Chaos Insurgency will appear and take you away, apparently having plans for you...]]

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* SequelHook: [[spoiler: If you go out Gate A, than the Chaos Insurgency will appear and take you away, apparently having plans for you...]]
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* DontLookAtMe: As usual, SCP-096 will instantly attack and kill anyone who sees it's face. Especially you.


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* {{Foreshadowing}}: While exploring, you can end up just outside SCP-682's chamber at which point, SCP-079 states that you will not escape. [[spoiler: If you go out, Gate B not only will you not escape, but SCP-682 escaping will be the reason for it.]]
* HopelessBossFight: If you see SCP-096's face, than you might as well just stand still and let him kill you. There is no escape from him. He will pursue you throughout the entire game if he has to. That's no exaggeration.
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* MultipleEndings: There are currently two, which depend on your choices made in the game and which exit you choose. More may be added later but currently your choices are:
** [[spoiler: You get out of the facility through Gate B and it seems that your home-free... except that the alarms start blaring and the facility intercom shouts that [[OhCrap SCP-682 has just escaped]] and tells everybody to evacuate before the on-site nuke is used to blast 682. [[DownerEnding You do not escape]].]]
** [[spoiler: You get out through Gate A only to come to a bridge with Foundation agents on the other side, blocking your escape. Suddenly SCP-106 attacks, having followed you out. 106 gets blasted back to his shadow dimension by the H.I.D turret and you make your getaway only to be taken away by what seems to be the Chaos Insurgency.]]


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* SequelHook: [[spoiler: If you go out Gate A, than the Chaos Insurgency will appear and take you away, apparently having plans for you...]]
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* BigBadEnsemble: While SCP-173 is the first and most recurring enemy, SCP-106 is also constantly pursuing you and [[spoiler: is the TrueFinalBoss when you go through Gate A.]] SCP-079 is also a recurring enemy, [[spoiler: although you end up in an EnemyMine situation with it towards the end.]]


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* EnemyMine: You end up [[spoiler: having to work with SCP-079 in order for both of you to escape.]]
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* TheDevTeamThinksOfEverything: The amount of thought and effort put into this game is impressive to say the least. There's hundreds of unique things that you can get to happen by chucking random stuff into SCP-914, including other SCP's. Also in the opening there are some amusing interactions you can have with the guards if you screw around instead of following the plot.


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* OffTheRails: You can try to do this in the opening. [[NonStandardGameOver It doesn't end well.]]

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* OffscreenTeleportation: SCP-173 uses the vent system to travel around the facility, so it can appear out of nowhere. SCP-106 takes this further, being able to appear out of nowhere and being incorporeal.



* SchmuckBait: SCP cells are often blocked by little more than a keycard. As long as you have that, there's nothing stopping you from walking in and getting yourself killed by whatever horror it contains.

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* SchmuckBait: SCP cells are often blocked by little more than a keycard. As long as you have that, there's nothing stopping you from walking in and getting yourself killed by whatever horror it contains. This is especially true of SCP-049, which is inactive until you get close enough to its cell.

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Many of the tropes which apply to [[Characters/SCPFoundation individual SCPs]] naturally apply here, too.



* AmplifierArtifact: SCP-914 when set on Fine or Very Fine, though this can backfire depending on the object.



* EnemyDetectingRadar: An upgrade to the mapping device allows it to track SCP-173.

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* EnemyDetectingRadar: An upgrade to the mapping device allows it to track SCP-173.[=SCPs=] within a certain distance, but only to the extent of "it's about this close to you" without giving a bearing.
* LightsOffSomebodyDies: Certain scripted events, including the opening, shut off the lights so SCP-173 can move freely. One event later in the game can kill you this way, as can the opening if you're not careful.



* NeckSnap: SCP-173's trademark.



* PerpetualMotionMachine: Running the radio and mapping device through SCP-914 can take away the need to power them with batteries.



* UpgradeArtifact: SCP-914, though some experimentation is required.

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* UpgradeArtifact: SCP-914, though some experimentation is required.TouchOfDeath: SCP-049. SCP-106 drags you into a pocket dimension on the first touch, then kills you.
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* LuckBasedMission: You can go a long time without so much as seeing SCP-173, or you can turn around to shut a door and have it snap your neck out of nowhere.

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* LuckBasedMission: You can go a long time without so much as seeing SCP-173, or you can turn around to shut a door just after leaving the first room and have it snap your neck out of nowhere.nowhere. Being a solid object, it can also end up trapping you in a corner until you inevitably lose.
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* EnemyDetectingRadar: An upgrade to the mapping device allows it to track SCP-173.
* LuckBasedMission: You can go a long time without so much as seeing SCP-173, or you can turn around to shut a door and have it snap your neck out of nowhere.
* OneSizeFitsAll: SCP-714 fits itself to the wearer's finger.
* RandomlyGeneratedLevels: The layout changes with each new game.


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* SprintMeter: There's a meter for sprinting and one for ''blinking'', so you can't just stare at SCP-173 forever.
* UpgradeArtifact: SCP-914, though some experimentation is required.
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'''''SCP: Containment Breach''''' is an independently developed SurvivalHorror game based on the Wiki/SCPFoundation wiki. You take on the role of a D-Class assigned to an experiment with SCP-173. You're directed into the chamber with two other D-Class personnel, all standard procedure...

... And then everything goes straight to Hell. The doors malfunction, the lights go out, and suddenly you're smack in the middle of a full-scale [[TitleDrop containment breach]]. While you might consider yourself fortunate that SCP-173 didn't murder you on the spot, don't worry, it was just busy. It's coming after you, and it ''will'' kill you if you're not careful.

Armed with whatever you can find along the way, you have to make your way through the facility, dodging SCP-173 and whatever other horrors have been released while trying to find a way to contain the situation.

!!Tropes:
* AllThereInTheManual: While the game does provide documents explaining the nature of the [=SCPs=] you come across, getting those generally requires entering the cells in the first place. Having read the wiki and knowing what the designations refer to helps immensely in avoiding walking into rooms with murderous occupants.
* DeadlyGas: Black gas is sprayed in certain areas. Unless you're wearing a gas mask, it causes you to cough and blink rapidly. That alone won't kill you, but SCP-173 sure will if it's nearby.
* SchmuckBait: SCP cells are often blocked by little more than a keycard. As long as you have that, there's nothing stopping you from walking in and getting yourself killed by whatever horror it contains.
* YouWakeUpInARoom: The game starts in your cell, from which you are removed for an experiment with SCP-173. There's also a document explaining your purpose at the facility.
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