#more winding hallways brings more tactical gameplay

3 messages · Page 1 of 1 (latest)

worn gust
#

ive noticed in one section i'm free from checking my back and can focus on hanging around corners to shoot anyone or anything that comes at me
(specifically after getting through the parking garage and past the gauntlet and to the medbay) is a extremely likeable section because rarely do i encounter sections where i feel like a operator rather than a big shithead with the same iq as the gun im using with no clue where or what im doing just wandering till the next puzzle and possibly have enemys on a constant spawner so gameplay isnt dry when you murdered every single living being in a 300m radius

#

also why and how in every scp game i havent seen a single bathroom throughout the whole game do these employees just hold it in?

gray coral