1. Post #1001
    Gold Member
    Strongbad's Avatar
    December 2008
    4,983 Posts
    I really hate to take sides but:


    ^^ Pretty close to a personal attack ^^

    To follow up, 682 is pretty overused, and while some may get scared by chase scenes, having him pop up over and over would get more annoying then scary. However, this doesn't mean he absolutely can't be incorporated.

    Take for example, FlyingAlien's idea could work, or some other way for it to maybe hint that he's loose and nearby, but not exactly tell you outright, for example, perhaps you find a large set of blast doors completely blown open with a vat of acid on the inside, with the sign that says "SCP-682" next to it, after you find it you can hear very faint roars or growls in the distance, and maybe (and I mean maybe) he can destroy a wall and try to attack you for a bit before you run the hell away screaming like a little girl.
    You never know when (more like if) he's going to attack you, and having him seem just a ways a way could give you the tension which provides a nice warm homebred feeling of fear, delivered straight to your door in a nice paranoid package.
    That could work, but the problem is, it's too easy for the player to start thinking "Ugh, will they just FUCKING SHOW ME IT ALREADY instead of keeping me in the dark about what it is? This is just getting fucking annoying." Instead of "WHERE IS IT I HEAR IT WHAT IS IT OH SHIT OH SHIT." A monster stays scary the less you see of it, but after so long of not actually seeing it, it just becomes more ambiance. You know it won't appear in the game, so the sounds are pointless and not frightening at all, nor do they add to tension or atmosphere. I've played horror games where I've started walking backwards through doorways in the desperate hope that something fucking scary will actually happen instead of hearing noises constantly and the game trying to build atmosphere based off that alone.

    One of the reasons Amnesia is so pants-shitting is because it mixes these two elements together perfectly. You know SOMETHING is searching for you, and the appearances are spaced perfectly so that it remains a constant presence even when it's not onscreen.
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  2. Post #1002
    gay mexican
    Lankist's Avatar
    July 2006
    14,576 Posts
    I really hate to take sides but:


    ^^ Maybe not a personal attack, but definitely an attack ^^

    To follow up, 682 is pretty overused, and while some may get scared by chase scenes, having him pop up over and over would get more annoying then scary. However, this doesn't mean he absolutely can't be incorporated.

    Take for example, FlyingAlien's idea could work, or some other way for it to maybe hint that he's loose and nearby, but not exactly tell you outright, for example, perhaps you find a large set of blast doors completely blown open with a vat of acid on the inside, with the sign that says "SCP-682" next to it, after you find it you can hear very faint roars or growls in the distance, and maybe (and I mean maybe) he can destroy a wall and try to attack you for a bit before you run the hell away screaming like a little girl.
    You never know when (more like if) he's going to attack you, and having him seem just a ways a way could give you the tension which provides a nice warm homebred feeling of fear, delivered straight to your door in a nice paranoid package.
    A reference would do well, or some indirect effect (e.g. 682's offscreen shenanigans opens up a previously unavailable path further into the facility, etc.) That is to say, using it to add to the atmosphere rather than the gameplay.

    But it really does not need any legit screentime.
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  3. Post #1003
    Black Box Lover and Enthusiast
    Kegan's Avatar
    August 2007
    7,663 Posts
    I personally won't be happy until I see some footage of the butt ghost.
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  4. Post #1004
    gay mexican
    Lankist's Avatar
    July 2006
    14,576 Posts
    173 is one giant jump scare, and you people keep ragging on 682. It just paints the picture that these "horror pros" are just egotistical people who have sticks firmly wedged up their ass.
    Buddy, I never said 173 was good. I said it works.

    Also hey guys if i discovered that systematically rating someone's posts dumb one-by-one is a good way to make a point!
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  5. Post #1005
    DDRMANIAC007's Avatar
    April 2012
    28 Posts
    106 is escapable. Just get far enough away from him. Be careful of 173 as you're running however. Still gotta deal with him.
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  6. Post #1006
    gay mexican
    Lankist's Avatar
    July 2006
    14,576 Posts
    106 is escapable. Just get far enough away from him. Be careful of 173 as you're running however. Still gotta deal with him.
    alternatively if you aren't awful at video games like certain mexican dinosaurs wearing sunglasses you could turn them against one another.
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  7. Post #1007
    Gold Member
    Strongbad's Avatar
    December 2008
    4,983 Posts
    A reference would do well, or some indirect effect (e.g. 682's offscreen shenanigans opens up a previously unavailable path further into the facility, etc.) That is to say, using it to add to the atmosphere rather than the gameplay.

    But it really does not need any legit screentime.

    Okay, I'm really trying to avoid starting a flamewar here, so I'll address your points one at a time as you make them, starting with:

    But it really does not need any legit screentime.

    Yes it does, or you might as well not add it at all. Full stop. Eventually, the player will know that 682 is not going to be a threat at any point, and they'll just go, "Oh, look, 682 broke some shit up again, neat." and not give any amount of fucks. For a monster to be both scary and threatening, it needs to stay unseen and mysterious but also needs to make enough appearances that the player knows it's a threat and is always unsure about when it might show up, which is where tension comes into play.
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  8. Post #1008
    Gold Member
    DTkach's Avatar
    August 2006
    5,889 Posts
    Also hey guys if i discovered that systematically rating someone's posts dumb one-by-one is a good way to make a point!
    Yeah I've had a lot of that by some people in the thread. Why argue your point when you can just give everyone boxes!

    And honestly, 173 isn't bad, 682 isn't bad, a lot of others people hate aren't bad either. Simple, yes. Bad, no. People just have ridiculous standards these days and think that it makes them cool and professional to rag on something people like to hate.
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  9. Post #1009
    gay mexican
    Lankist's Avatar
    July 2006
    14,576 Posts
    Okay, I'm really trying to avoid starting a flamewar here, so I'll address your points one at a time as you make them, starting with:




    Yes it does, or you might as well not add it at all. Full stop. Eventually, the player will know that 682 is not going to be a threat at any point, and they'll just go, "Oh, look, 682 broke some shit up again, neat." and not give any amount of fucks. For a monster to be both scary and threatening, it needs to stay unseen and mysterious but also needs to make enough appearances that the player knows it's a threat and is always unsure about when it might show up.
    You are not understanding what I am saying.

    I am saying it can work as background flavor for people familiar with the lore, while others who are unfamiliar would not notice.

    It is not a case of Chekhov's gun if the gun is never put in a spotlight. A new hole in the wall shows up halfway through the game, for instance. That's all you really need to know. That does not necessitate a fistfight with cthulu.
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  10. Post #1010
    Gold Member
    Strongbad's Avatar
    December 2008
    4,983 Posts
    alternatively if you aren't awful at video games like certain mexican dinosaurs wearing sunglasses you could turn them against one another.

    You can't really turn them against eachother. 106 is Mr. Face from SCP-087-B if you've played it; he's just got SCP-106 textured on his body and the ability to use the console and noclip.

       Speaking of the console, press F3 in-game.   
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  11. Post #1011
    Gold Member
    Icebrigade's Avatar
    July 2009
    3,708 Posts
    There is one problem with having 682 appear at all.

    How the hell is he even going to fit in the facility I mean look at this:


    You barely fit a large bear in here let alone a much larger lizard
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  12. Post #1012
    Abused by Girlfriend
    geogzm's Avatar
    January 2010
    18,092 Posts
    What I'd like is some kind of section where you have to get deeper in to the facility to obtain something but there's a door only 682 could break in the way. You would have to head to a remote area of the accessable facility to release 682 from a control panel, and then you return to see the door blown off, maybe with some debris and dead researchers (maybe one of those mary sue bastards) scattered on the floor.
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  13. Post #1013
    gay mexican
    Lankist's Avatar
    July 2006
    14,576 Posts
    There is one problem with having 682 appear at all.

    How the hell is he even going to fit in the facility I mean look at this:


    You barely fit a large bear in here let alone a much larger lizard
    horror-themed corridor simulator
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  14. Post #1014
    Gold Member
    Strongbad's Avatar
    December 2008
    4,983 Posts
    You are not understanding what I am saying.

    I am saying it can work as background flavor for people familiar with the lore, while others who are unfamiliar would not notice.

    It is not a case of Chekhov's gun if the gun is never put in a spotlight. A new hole in the wall shows up halfway through the game, for instance. That's all you really need to know. That does not necessitate a fistfight with cthulu.

    There's another angle you're not taking into consideration - dissolving only parts of the wall of tension you're building around the player, and replacing it with something entirely new and terrifying. Instead of SCP 682 popping up to have tea and D-class, have him appear, but only once in one session(which will become increasingly long since saves work now.) If you escape him, he will not appear again, but you still don't know who or what Bll is, you still don't know where 173 is, you still don't know when 106 will pop up to punch you in the dick, and you still don't know what that new element that replaces 682 is.

    A 682 chase would not break the game's horror as you seem to think, if done right. Having him appear multiple times to chase you is not doing it right, but neither is adding him in only as noises in the background. This would also put the game in a state of flux - you don't know what is going to happen at any given time, and are afraid to proceed. Also, I think there needs to be something that finds the player if they camp, so there's a logical reason for your character to not just curl up in an office under a desk and wait for SCP to clean up the clusterfuck, since it's their PRIMARY SITE.

    Edited:

    There is one problem with having 682 appear at all.

    How the hell is he even going to fit in the facility I mean look at this:


    You barely fit a large bear in here let alone a much larger lizard
    Does it ever say how large 682 is? Besides, he'd just change his size with his mystical mary-sue powers.
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  15. Post #1015
    Abused by Girlfriend
    geogzm's Avatar
    January 2010
    18,092 Posts
    I'd imagine there'd be a larger area where 682 is 'confined' to.
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  16. Post #1016
    Gold Member
    DTkach's Avatar
    August 2006
    5,889 Posts
    There is one problem with having 682 appear at all.

    How the hell is he even going to fit in the facility I mean look at this:


    You barely fit a large bear in here let alone a much larger lizard
    682's size changes depending on what it needs/how much damage it has received. They could easily say it was scaled down to fit in the game due to any number of causes/reasons.
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  17. Post #1017
    gay mexican
    Lankist's Avatar
    July 2006
    14,576 Posts
    There's another angle you're not taking into consideration - dissolving only parts of the wall of tension you're building around the player, and replacing it with something entirely new and terrifying. Instead of SCP 682 popping up to have tea and D-class, have him appear, but only once in one session(which will become increasingly long since saves work now.) If you escape him, he will not appear again, but you still don't know who or what Bll is, you still don't know where 173 is, you still don't know when 106 will pop up to punch you in the dick, and you still don't know what that new element that replaces 682 is. A 682 chase would not break the game's horror as you seem to think if done right. Having him appear multiple times to chase you is not doing it right, but neither is adding him in only as noises in the background.

    Edited:



    Does it ever say how large 682 is? Besides, he'd just change his size with his mystical mary-sue powers.
    I would concede to having a chase at the very end of the game as a means of dissolving tension.

    That is to say, you find the hypothetical exit corridor and 682 chases you out and you both escape. Presumably, you both join forces and rob a bank after the credits roll, I'm not picky.

    However, that sort of thing is devastating to tone and atmosphere in the middle of a story like this, even given it's free-form nature. In terms of gameplay, a bit of 682 might work as fan-service and a reward for actually surviving until the end. As for having him stalk you at any point in the middle, I just can't see that working.
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  18. Post #1018
    Gold Member
    Strongbad's Avatar
    December 2008
    4,983 Posts
    I would concede to having a chase at the very end of the game as a means of dissolving tension.

    That is to say, you find the hypothetical exit corridor and 682 chases you out and you both escape. Presumably, you both join forces and rob a bank after the credits roll, I'm not picky.

    However, that sort of thing is devastating to tone and atmosphere in the middle of a story like this, even given it's free-form nature. In terms of gameplay, a bit of 682 might work as fan-service and a reward for actually surviving until the end. As for having him stalk you at any point in the middle, I just can't see that working.

    Or it could reveal at the end that you were Dr. Kondraki in disguise the whole time, and at the end, you jump onto 682's back as he chases you and ride him into the sunset. Of course, now that you mention it, one place a chase with 682 would fit perfectly is, in fact, the end. 682 chases you through the final part of the facility before the exit, eating your shit if you die and reaching the game's climax as you must quickly escape him, finally closing a blast door, filling the room with acid, ect. You get rid of him somehow, then slowly walk outside of the foundation as the sun rises.

        And then Dr. Gerald runs you over with a tricycle.   
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  19. Post #1019
    Don Knotts's Avatar
    October 2009
    2,140 Posts
    There is one problem with having 682 appear at all.

    How the hell is he even going to fit in the facility I mean look at this:


    You barely fit a large bear in here let alone a much larger lizard
    To put your mind at ease heres some actual gameplay of an encounter with 682

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  20. Post #1020
    Gold Member
    LtBubbles's Avatar
    June 2008
    2,574 Posts
    I really liked the points made into the 682 discussion, but i just want to see how they make his appearance ingame.
    I mean, we only really know how his skull look like.
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  21. Post #1021
    Gold Member
    DTkach's Avatar
    August 2006
    5,889 Posts
    I would concede to having a chase at the very end of the game as a means of dissolving tension.

    That is to say, you find the hypothetical exit corridor and 682 chases you out and you both escape. Presumably, you both join forces and rob a bank after the credits roll, I'm not picky.

    However, that sort of thing is devastating to tone and atmosphere in the middle of a story like this, even given it's free-form nature. In terms of gameplay, a bit of 682 might work as fan-service and a reward for actually surviving until the end. As for having him stalk you at any point in the middle, I just can't see that working.
    Assuming they scale 682 down, he could be like 173 in that he just stalks the halls. Except he wouldn't show up nearly as much. Having a gigantic rotting monster sniffing around for you in the dark would create your beloved tension.

    Though I still don't see how a chase sequence wouldn't succeed it that either.
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  22. Post #1022
    Carnage2323's Avatar
    October 2009
    2,302 Posts
    Oh wow, this thread got bad fast. Anyways Lankist is right, 682 would kinda break the atmosphere of the game
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  23. Post #1023
    Nat114's Avatar
    May 2010
    53 Posts
    I'm not sure if anyone else thinks this. But I would be welcome to the game falling back into an eerie silence after escaping from 682. Also I would think that 682 would look more like a velociraptor if it was chasing something down in small hallways.
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  24. Post #1024
    Gold Member
    Strongbad's Avatar
    December 2008
    4,983 Posts
    Oh wow, this thread got bad fast. Anyways Lankist is right, 682 would kinda break the atmosphere of the game
    Are you joking? There's nothing like a good debate to spice a thread up.
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  25. Post #1025
    DDRMANIAC007's Avatar
    April 2012
    28 Posts
    There are better SCPs for use in stalking you as an anti-stay in one room mechanic.
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  26. Post #1026
    gay mexican
    Lankist's Avatar
    July 2006
    14,576 Posts
    I'm not sure if anyone else thinks this. But I would be welcome to the game falling back into an eerie silence after escaping from 682. Also I would think that 682 would look more like a velociraptor if it was chasing something down in small hallways.
    except velociraptors were the size of geese and they were garbage little scavengers


    FFFUCK YOU, MICHAEL CRICHTON!
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  27. Post #1027
    Gold Member
    DTkach's Avatar
    August 2006
    5,889 Posts
    There are better SCPs for use in stalking you as an anti-stay in one room mechanic.
    Like what? We already have two "scurry creepy image that follows you". Bill, 106, and the staircase simulator ghost are almost the same damn thing.

    I haven't divulged into the obscure regions of the SCP site, so please, tell me what you'd recommend.
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  28. Post #1028
    Gold Member
    Strongbad's Avatar
    December 2008
    4,983 Posts
    Like what? We already have two "scurry creepy image that follows you". Bill, 106, and the staircase simulator ghost are almost the same damn thing.

    I haven't divulged into the obscure regions of the SCP site, so please, tell me what you'd recommend.
    Are you a developer?

    Also, the staircase ghost and 106 literally are the same thing. They're the same NPC, with different textures.
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  29. Post #1029
    gay mexican
    Lankist's Avatar
    July 2006
    14,576 Posts
    Like what? We already have two "scurry creepy image that follows you". Bill, 106, and the staircase simulator ghost are almost the same damn thing.

    I haven't divulged into the obscure regions of the SCP site, so please, tell me what you'd recommend.
    Butt Ghost.

    You must frequently visit a restroom to wipe otherwise the butt ghost will eat your butt.

    Butt Ghost solves everything.
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  30. Post #1030
    Nat114's Avatar
    May 2010
    53 Posts
    except velociraptors were the size of geese and they were garbage little scavengers
    I was thinking more of the larger Jurassic park velociraptors. I forgot that there was a major difference in size when compared to the real thing.
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  31. Post #1031
    Gold Member
    DTkach's Avatar
    August 2006
    5,889 Posts
    Are you a developer?

    Also, the staircase ghost and 106 literally are the same thing. They're the same NPC, with different textures.
    I am not, its just the SCP site is rather hard to navigate since there are shit tons of SCPs on it. Recommendations are nice.
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  32. Post #1032
    gay mexican
    Lankist's Avatar
    July 2006
    14,576 Posts
    I was thinking more of the larger Jurassic park velociraptors. I forgot that there was a major difference in size when compared to the real thing.
    Just fucking around.

    The real deal is Deinonychus. The more you knooooow.
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  33. Post #1033
    Gold Member
    Pennywise's Avatar
    July 2005
    2,664 Posts
    I really liked the points made into the 682 discussion, but i just want to see how they make his appearance ingame.
    I mean, we only really know how his skull look like.
    I'd like it if it was put in exactly how that picture shows it; as if it just broke out of an immobilization containment procedure or had a bad go with another big SCP.

    It can squeeze through the corridors because something's whittled it down to a partial torso with a limb and a half to crawl with, the player can just barely stay in front of it because it's using most of its super-awesome adaptive powers to stay glued together instead of grow things to better chase you, you eventually reach a point where the exertion of trying to catch you brings it from near-immobile to flat-out-immobile, and the scenario then serves as a mid-game cutoff point because a main corridor is now filled from one wall to the other with homicidal, reptilian skeleton jelly.
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  34. Post #1034
    Krinkels's Avatar
    March 2011
    2,996 Posts
    There should be a cafeteria room where you must choose between several spoons, one of which is 463.
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  35. Post #1035
    Official worst poster 2011
    certified's Avatar
    June 2007
    8,419 Posts
    I think the bigger question than how 682 is supposed to fit in these corridors, is what was the foundation thinking putting a bunch of Keters in the same facility.

    Cmon, SCPF has hundreds of facilities to store them separately in.
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  36. Post #1036
    Dennab
    May 2007
    1,218 Posts
    I think the bigger question than how 682 is supposed to fit in these corridors, is what was the foundation thinking putting a bunch of Keters in the same facility.

    Cmon, SCPF has hundreds of facilities to store them separately in.
    This has been seriously overlooked
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  37. Post #1037
    timmyvos's Avatar
    August 2011
    501 Posts
    There should be a cafeteria room where you must choose between several spoons, one of which is 463.
    You have chosen ... poorly.
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  38. Post #1038
    TheSporeGA's Avatar
    January 2010
    5,139 Posts
    SCP makes me very paranoid.

    I just heard a cowbell outside.
    Fuck.
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  39. Post #1039
    Official worst poster 2011
    certified's Avatar
    June 2007
    8,419 Posts
    You have chosen ... poorly.
    I searched up 463.

    Never touching spoons again.
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  40. Post #1040
    Ginger gizzard amateur~
    Dennab
    July 2011
    5,135 Posts
    SCP makes me very paranoid.

    I just heard a cowbell outside.
    Fuck.

    PREPARE YOUR ANUS
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