The worldbuilding is also quite intriguing - you may never leave the facility (not until the sequel, at any rate), but the writing does a really good job at painting a picture of the world outside and why things in the facility are the way they are. I don't want to spoil anything, but there's a lot more going on in L Corp than "morally dubious energy corporation", and there are a lot of mysteries and twists you'll uncover along the way. Now, the gameplay itself is fun, but where I think Lobotomy Corporation really shines is in its story - you wouldn't expect much of a narrative from most management/simulation games, and its slow start here might make you think LC is the same way, but the story is what takes what would otherwise be a neat SCP-esque monster containment game and turns it into a masterpiece. The early game is rather simple, but things quickly develop until you have a fascinating mishmash of monsters whose management conditions you all need to keep in mind, and challenges later on will really test your skill as a manager. An amazing game with an excellent lineup of creatures to research and contain, a very strong sense of tone and atmosphere, enjoyable core gameplay, and a really intriguing story with a lot of deep lore to uncover. Confess your sins to a floating Jesus skull. Travel back in time to escape your mistakes. Forget you left someone in a cursed bunker until half your facility has breached. Augment your Agents until they're unstoppable forces of nature. Kill Clerks by the dozens so the corpse mountain can't smell them bleed. ![]() Learn about new critters so they'll stop breaking out. ![]() Kill Clerks by the dozens Harvest energy from monsters with dubiously-ethical science. ![]() Harvest energy from monsters with dubiously-ethical science.
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