SCP lite | Entity Room
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REVIEW
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Management type games is a common foundation for many genres but not often for horror. A notable example is akin to the universe built by the SCP mythos, emphasizing upon the collecting and quarantining of artifacts and entities that are natural, unnatural or supernatural, ranging from harmless to world ending. It's a shame this type of concept isn't touched upon frequently as it allows for limitless potential in world building, radical and diabolical existences created and the immersive enjoyment in handling them. Fortunately, Entity Room reminds us of the "what if?" possibilities that lie dormant.
The player is thrust into the role of a nameless caretaker recently stationed in a new area of the Entity Research Facility to handle a captured extraterrestrial named "Entity - 014" during the late 80s. As the ERF researches the creature, the responsibility of care falls on the player via feeding it human prisoners and cleaning up any remains. All the while being subjected to goofy e-mails of notice by a fellow acquaintance named Matt that really likes the winking emoticon as he reminds you of day-to-day happenings.
Gameplay is as automated as what your job demands of you, routines of basic interaction. Once you make your way to your workplace at the start, it becomes a habit of checking for new emails, processing new prisoners to be fed, cleaning up any blood or gore remaining and going to sleep; rinse and repeat. It really highlights the feel of a standard job where repetition kicks in real quick, assuming no anomalies take place.
It's always nice to see a retro VHS feel to the visuals, and not done in a way that's obnoxious or lacking. Considering the game takes place decades ago, makes it even more fitting.
An interesting point to address is that it seems to be there's always a sinister notion of exploitation with these organizations. Anyone deemed "expendable" would be put in a situation to fall victim to the very things they build safeguards against, either to maintain secrecy or as a result of being very low on the totem pole that you're really not that important. Reminds me of Umbrella from Resident Evil, scientists involved in researching different viruses and BOWs usually end up dead to the very things they create; how fickle your life is working at these companies. Very cliché now that I think about it.
As mentioned at the top, this game touches upon an interesting venture that I wish would be capitalized on more often. SCP establishes a convoluted and complex world filled with foreignness but only through the eyes of a prisoner, and during an outbreak or "containment breach". It would be really cool to fill the shoes of someone either handling or researching incredible pieces of existence that warp reality.
Entity's Room has easy execution but a titillating premise that provokes intrigue and mysteriousness. There's a lot of depth to be had but due to developer restraints, we are left with only our imaginations moving forward. All the same, it definitely leaves a mark for a 15-20 minute game.
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