The game "Containment Breach" relies on a grand worldview.
Therefore, after applying the world setting of "Control", there is no need for unnecessary innovation.
Therefore, its game plot can be based on the original, and it is also very simple.
Roughly:
The Chaos Insurgency, a renegade organization that once split off from the Foundation, infiltrated an agent and a doctor in the newly established Site 19 and made them work undercover.
Their mission is to weaken the site's security, create chaos, cause commotion and destruction.
Containment breaches occurred as many of the organization's sites were attacked.
Therefore, Site 19 in the game is built directly on the snow-capped mountains and receives the supernatural containment objects from other sites for management and control.
The Nine-Tailed Fox Team was also established at this time to deal with possible attacks at Site 19.
The separatist undercover agents working at the site naturally knew the level of the Nine-tailed Fox team.
Therefore, one of the doctors took advantage of his position and submitted a "site area modularization" construction plan on the pretext that other sites were attacked due to security issues.
This plan was approved by the Engineering Department, and Site 19 was built into a 'maze' using memes.
This behavior caused dissatisfaction among many personnel, but the Engineering Department and the Security Department ignored the researchers' emotions for the sake of site safety.
The reason why this doctor did this was just to use a 'maze'-like method to hold back the Nine-tailed Fox team after causing a commotion.
When everything was ready, the two undercover agents started the plan.
While the undercover agent was guarding the terrifying old man 106, he released this extremely dangerous contained object while his colleagues were getting coffee.
And promptly informed the undercover doctor to report the situation.
Since the Keter (red)-level containment object broke through the control, under the agreement, the security of the regional site began to take action.
But because the site has been transformed into a maze, people in other areas don't know yet.
The undercover doctor took advantage of this opportunity and came to the containment room of the old AI 079. By upgrading the system, 079 was connected to the site network and controlled the power system, causing a blackout in the entire facility!
At this time, the protagonist of the game, D-9341, was conducting tests in the containment room of 173 with two other D-class personnel.
At the moment of the power outage, the largest containment breach occurred on the entire site!
A large number of conscious, sentient, and mobile contained objects roam freely in the site, hunting all humans they see.
The game begins here.
Meng Shu has no intention of modifying this plot.
What he wants to change is the worldview, and there is no need to change the main plot.
But in order to connect with the fourth ending of "Sky Mountain", he planned to let the protagonist D-5671 of "Sky Mountain" die from the gunfire before the 079 old AI caused a blackout, causing three D-class personnel in Containment Room 173 to die. of attention.
As a result, he was distracted and suffered a broken neck.
The ensuing blackout really gave the protagonist a chance to escape from Containment Room 173.
Also, the name of the site facility, Site-19.
He thought for a long time and decided to replace the name with 'Panopticon-19'.
It was re-set as an independent facility, not in the main building in "Control".
In this way, it only shows the tip of the iceberg of the strength of the Control Bureau, which serves as the basis for future games, rather than showing everything like "Control".
The identity and abilities of the game protagonist remain unchanged.
His name is Walker, and he was originally a Level 4 researcher of the organization, a Level B personnel designated by Meng Shu.
Because he studied prohibited items without permission, he was demoted.
Became a miserable D-class personnel, numbered D-9341.
Due to previous research problems, due to a combination of circumstances, we actually achieved great success!
He gained the ability to save and load files!
But no one knows this ability except him.
At the same time, because of the prohibited research he did, the organization did not execute him, but observed him.
Then through various experiments, it was found that he seemed to have an incredible sixth sense!
In multiple experiments with Euclid (orange), which D-9341 had never been exposed to before, he seemed to know in advance what dangers there would be and cleverly avoided them.
His luck is as good as that of Containment 181's 'Lucky Man'!
Therefore, in order to be able to confirm that D-9341 became a paranormal anomaly.
In a 173 experiment, he was placed together with two other D-class personnel.
Then...
There were shots fired...
...
Although the game has a huge map that is easy to get lost, it is actually an online game.
It is also equivalent to the Hakoniwa game.
The player's task is very simple, with one purpose, to escape from the site facility.
The secondary purpose is to explore the site and find out the real cause of the containment failure.
However, this process also became very difficult because of the large size of the map.
Coupled with the 173 statues and 106 scary old men wandering around, players are basically in danger all the time.
In order to give 173 a better chance to kill players, the game also has a blinking system.
Once the progress bar reaches the end, the protagonist of the game will automatically blink.
If there is 173 in front of the player at this time, and he does not stay away in time to avoid it.
The end result is to load the file and start over.
Meng Shu liked this gameplay very much, and in order to make it more interesting, he decided to add a gun system to it.
He wanted players to feel the mentality of holding a weapon but still feeling desperate.
The original game has 4 endings.
If the player escapes from Gate A and takes in the 106 Horrible Old Man, he will be taken away by the Nine-Tailed Fox Team.
If the terrifying old man 106 is not contained, 106 will appear at the exit, attracting the Nine-tailed Fox team, and then the protagonist will be taken away by the Chaos Insurgency.
The player escapes from Door B. If the nuclear bomb is turned off, 682 Immortal Lizard will break through the containment, and the protagonist will be killed by the nine-tailed fox.
If the nuclear bomb is not turned off, 682 Immortal Lizard will break through the containment, and then be affected by the nuclear bomb used by the organization to deal with 682 and die.
The plot of the game is very complete, and since it is "Containment Breach", there is no need to bury Easter eggs to connect to the next game.
Because of the next game, he hasn't decided to set the timeline after "Containment Breach".
For this game, what he has to do is to add branch plots and character action performances.
He wants to enrich the whole game and stage a truly bizarre crisis.
At the same time, multiple NPCs need to be set up in the game so that players are not alone in a huge site.
The problem now is that the game doesn't tell much about the setting in terms of content.
Because most players who play this game bring their own supplementary knowledge.
But players in this parallel world are not so lucky.
They have just been introduced to the concept of contained objects, so if they move the game intact, it will only be counterproductive and make them confused.
Maybe after entering the game, they will have a feeling of, who am I? Where am I? The question of what I’m going to do next.
Therefore, the background, causes and consequences of the game need to be briefly explained at the beginning of the game.
It is best to arrange an NPC to play this role.
This can not only describe the game settings, but also inform players of the dangers of contained objects. It also allows players to have a companion and get into the game faster.
After Meng Shu made the preliminary plan, he looked at the game again.
Due to the same name.
Below "Containment Breach", there is also a game called "Containment Breach: Remastered".
Both games play the same way.
The main difference lies in the graphics and content.
In the former, the image quality is visibly rough and the operation is a bit awkward. But the advantage is that there is sufficient content, the gameplay is extremely high, it is not easy to get bored, and there are multiple endings.
The latter, although the picture quality and light and shadow have a more eerie feel. However, the content is relatively poor, there are not many contained objects, the playability is average, and there is no ending, so it is impossible to pass the level.
The prices of these two games in the system mall are also quite different.
"Containment Breach" requires 170,000 fright points.
"Containment Breach: Remastered" only costs 80,000 points, which is a full 9 W's less.
Therefore, Meng Shu looked at the two games and thought about it, and finally chose...
I want them all!
There was a crashing sound of gold coins.
The system sounded a familiar mechanical sound.
[You get a step-by-step development tutorial for the horror game "Containment Breach"]
[You got the concept design of the horror game "Containment Breach"]
[You have obtained the VR version production method of the horror game "Containment Breach"]
[You get a step-by-step development tutorial for the horror game "Containment Breach: Remastered"]
[You got the concept design of the horror game "Containment Breach: Remastered"]
[You have obtained the VR version production method of the horror game "Containment Breach: Remastered"]
After 2 seconds, a sudden burst of knowledge appeared in my brain.
Meng Shu, on the other hand, has also become accustomed to this wonderful feeling of 'remembering'.
He 'remembered' it for a moment and then completely mastered it.
Then he opened his eyes and looked at the computer in front of him.
On the desktop, a garbled folder suddenly appeared.
Not surprisingly, it contains information related to the conceptual design of the two games.
Buying two games at once gave Meng Shu a nouveau riche mentality.
Although the combined fright value of these two games is not more than half that of "Face", they still can't stop him from feeling this way.
Now, there are 17,690,000 fright points left in the system.
All I can say is, worth tens of millions!
Move the mouse to open the folder on the desktop.
Inside, there are two new folders obtained with game names.
Looking at these two games, Meng Shu smiled softly.
The reason why I bought two models in a row was not because I had a lot of money, nor was it because I was willful.
But there are huge differences in the game maps between the two games.
Although "Containment Breach" is fun, the map is extremely crude.
Although it is positioned as a base site, it does not have any sense of technology or science fiction.
It doesn’t even feel like an industrial building.
It is obviously a game with such a grand and bizarre world view.
However, due to the relationship between the technical capabilities and the engine, the quality of the picture reminded Meng Shu of the era when 3D games were just starting.
Whether it is the walls, the floor, the steps, or even the elevators and character models, they are all filled with a "clean and simple" texture.
And reuse a lot!
The fundamental reason why players get lost in it is that the map is copied, pasted and used repeatedly.
It was hard to tell which was which.
The whole thing is the kind of flat graphics game from the 1980s and 1990s.
Moreover, in the early version, the game was very bright and there was no scary feeling at all.
But in the latest high-definition version, the official has made the overall style of the game darker and added a fog of war effect.
Just like League of Legends, the player is set as a light source and centers on himself to illuminate the surrounding area.
Outside this range, there is the fog of war, and players cannot see other people.
Only by moving and letting the environment enter its own lighting range can you see things that you couldn't see originally.
Containment Breach takes this approach.
The player is a moving light source and can only see the nearby environment.
Beyond sight, it was pitch black.
In this way, players can feel a sense of fear every step of the way.
Because you have no idea what is hidden in the darkness ahead.
It can be regarded as an ingenious design among small-scale games.
But Containment Breach: Remastered doesn't have that.
Thanks to the effects of light and shadow, the game no longer needs to rely on the fog of war to create a sense of terror.
The 3D graphics itself, processing industrial science fiction, achieves the 'base science fiction' feeling that was not found in the original game.
The more detailed modeling also makes the dangerous containment objects frightening in appearance.
Therefore, the reason why Meng Shu bought both games is obvious.
Just like "Sky Mountain", except for retaining the original gameplay of the game, the rest will be pushed to remake!
Create a "Containment Breach" that's as realistic as it gets!
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