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The attention to detail and overall immersion into a world occupied by the SCP Foundation that Containment Breach offers is unrivalled by any other game considering itself an SCP game. From simple alarms to radio conversations. From procedure copies to bargaining with a theatrical doctor. From D-9341's out of breath pants, to his blood drops, his limp, and his gruesome death at the hands of SCP-096, which doesn't take a second to anger or lag to trigger.
From custom maps, a map maker, and modding tools, Containment Breach allows the player freedom, should they wish for it. The base gameplay isn't at all replayable, but you can still get better at it and best the AI opponents in their own game. Keter is a great challenge, with a rogue-like pace and more risks. I myself haven't gotten past 049's room in Keter, except the memories of what happened in that chamber still stick on the walls of my brain.
The music, too, is so much better than Secret Lab's. From the beats, strings, and ringing of Medusa, as you crawl out of Gate-B, only to find it worse on the surface than below ground. Secret Lab does not have that. Instead, the music is always the same, quiet, ambience. It can work, but I don't at all find it memorable.
The MTF. In CB they're formidable, capable of containing and terminating whatever they face. In SL, it really depends on the player, but at the end of the day there is no containing, only terminating.
The card system. Secret Lab's is overall more complicated, maybe even needlessly. A simple level system like CB's would work, though I suppose Secret Lab offers more variety and challenge, so that's a plus. After all, it's multiplayer. Though in Containment Breach, it's not a straightforward path to Level 5. You have to work for it, grab the L4 in 049's room, go to 106's chamber, and grab the L5 in there, and whilst doing so, containing 106 in a teeth-gritting fashion.
It's not even fair to compare Containment Breach's atmosphere to Secret Laboratory, but I will. The dark fog, choking half of the room, hiding what might lay beyond. That simple smog adds so much to each room, from a simple, four-way info centre, to the cavern of 106's chamber, his containment box floating below the walkway. In Secret Lab, for multiplayer reasons, has gotten rid of the fog and the simple rooms in favour of light. Despite both games having permadeath, Secret Lab's is weaker. It's not nearly as tense brushing past death in SL than it is in Containment Breach, where the ringing blares through your ears and the concrete statue stares at you with cold, painted eyes.
Point is, no, it's not that boring if you seek for more from it. Secret Lab is simply addictive thanks to its social elements; without it, it would be an empty, pointless game that you'd have no worries in dumping.
If Hubert stole assets again, I wouldn't see an issue for players to mod the game to the tee.
While Hubert and his boys discourage modding, here lies Regalis, giving his fans an easy, reliable map maker. Makes sense that he and Undertow Games would add more tools for Barotrauma.
OST all together, SL's is better. Nothing is more memorable than Melancholy, the old menu theme, CI theme and, final flash of existence. I barely remember anything from CBs music rather than blue feather, breathe and save me from. Rather than that, CB's music is just so... bleh.
SCP SL's ambient music is also so much better: Doctors lab, Massive labyrinth, Forget your fears (rip) and ofc Melancholy.
Also, good music ≠ Fun
MTF in CB are so ♥♥♥♥♥♥♥ laughable; The combine from Half-Life 2 on easy are better than those ♥♥♥♥ bags. They aren't fun in the slightest as it is so easy to escape
SL isn't fun just 'cuz the social elements, its fun bc its just... fun. Idk how else to describe it but I can play this game completely muted and still find 100% enjoyment out of it.
Also, this isn't me trying to go "lol I have no real arguements so i'ma shut this down" but isn't this getting a bit offtopic?
If everyone didn't speak I could assure you the game would be ten times less fun. As for the music, the ones you named except for the ambient tracks are the only memorable ones for me because they're practically played on repeat. Neither game has an impressive soundtrack, but I certainly remember Medusa and Blue Feather over Final Flash or Melancholy. Scratch that, I don't even remember Melancholy. Maybe I do, but I just don't associate the title with it.
The MTF in CB get stuck quite a bit, and it makes no sense how you could easily escape them by running into another room and hiding behind a short desk that your head peaks over. But their radio messages and their conversations certainly beat Secret Lab's mental patients.
What is actually fun about the game? I've played this for over 270 hours and I still haven't found out what makes this game fun. You've over 1,000. Care to share your thoughts on that? Because all I see is an empty game with wanna-be comedians filling the void. Simply take the idiots and the kiddies out and you have a game filled with John Wick tryhards and people passing the time.
I don't know how the Hell Secret Lab manages to one-up Containment Breach in terms of stability. Containment Breach has its cartons of bugged milk and its frame drops, but is otherwise steady with good averages of 60 to 120 or more, depending on what specific setting you've turned off. Then, pit it against Secret Lab all the way on low, which begins to stutter constantly and lag soon as you've joined a server with over 10 people on it.
I certainly remember my moments in Containment Breach more than Secret Lab. Such as my long tango with 173 in 049's chamber on Keter. It was an intense staring contest, with a hand that refused to grab the keycard, and eyes that faltered at the opening of an elevator. It was intense and it ended in a snap. In Secret Lab, no tango of mine with that statue has ever compared to mine with that AI.
Let me try and find a memorable moment in Secret Lab. Hmm, how about that the 100th time I went into 914 and killed a bunch of Class-D with a laggy cursor, because the game's not optimised. Oh! what about that time I got into a gunfight with the MTF, or snuck past them with the hat again. Now we're getting original!
Escaping in Secret Lab is also less rewarding than in Containment Breach. In CB, it's done and dusted. You escaped, in a body bag or not, and now the credit's are rolling and you have time to breathe. If you beat it on Keter, double the breathing. In Secret Lab? Well, off to the spawnpoint you go. Now, go back down to the hellhole you just came out of and help your mates kill stuff. Oh wait, Chaos spawned. Guess you're done for.
Truth be told, my most memorable moments in Secret Laboratory are with companions; usually one guy I find after Hell had broken loose. He'd be by my side, cover my six, and be a brother in arms. Those moments are always the best, but when I've no mic, it's lone wolf for me and I'd die or live bored and unaccomplished. In Secret Lab, I find it's the people you meet and cooperate with that make up the whole game, not those you kill or run away from.
To repeat myself some paragraphs ago, may I ask you and your 1,000 hours of experience what IS fun about this game? Because I wouldn't count the people as a part of this game. That'd be cheating, since we're talking about the game, right, not the social aspects.
Weird, this kinda leaves SL as one of the last big SCP games being worked on. (Blackout barely relates to current SCP, and Escape Together is just a multiplayer CB port)
Also: "The other developers, committed to continue working, have formed a new group known as Project Aethon, a group which will develop shorter games built around stronger experiences focused on a single SCP."
Something tells me key devs of the project got tired and weak, stopped working and warned their co-workers about the issues. The co-workers, rightly so, decide to move onto smaller projects, more manageable and overall better to work on, considering the circumstances.
My Guess is that the entire team was also tired or didnt like anymore to dev on unity hence all the new Unreal engine based projects.