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Terminal Threat

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Terminal Threat is a full-immersion brain-computer interface (BCI) VR puzzle game developed by Q Labs initially released in 2171. It is delivered in a series of live service campaigns, which can only be played once. Especially large campaigns may be split into separately playable episodes. Players directly experience the scenarios as themselves through the Q-Link BCI. Each instance of a campaign is uniquely personalised to their players and is partially randomised, ensuring each player has a different experience. Prominent Terminal Threat campaigns include Nightmare on Enceladus, Infinite Finality, The Library, and London Dungeons.

Terminal Threat
DeveloperQ Labs
PublisherQ Labs
DirectorFabian Carrera
Writers
  • Tobias Miller
  • Frankie Tahan
  • Victoria Bengtsson
ComposerRadenka Piotrowska
EngineManifold 2
PlatformQ-Link
Release2 March 2171
GenrePuzzle
ModeCooperative multiplayer

While it claims to be independent, Terminal Threat is in reality secretly funded by Dreams Intelligence, a clandestine research organisation with ties to Q Labs leadership. The real purpose of the game is to collect information on how extremely intelligent individuals excel in problem-solving under intense pressure and stress, in order to fine-tune classified behavioural algorithms to fully understand how dreams function as part of the field of psychoanalytics.

Gameplay

Terminal Threat has a heavy focus on realism, avoiding all elements of science fiction, and puts models of serious, real-life systems into its gameplay, avoiding any handholding or simplification of concepts. For this reason, players are expected to have at least a basic understanding of several STEM fields including mathematics, cryptography, electronics engineering and mechanical engineering before starting a campaign. Players are encouraged to “prepare” before entering a campaign via a series of “training simulations”, which reduce the chance of failure, though success is still difficult, even for experienced professionals. There is no RNG, which makes gameplay dependent on pure nerves, knowledge, and skill.

Campaigns are given specific themes, such as a space station or underground facility. They may be playable solo or as a team, or in unique cases, the campaign may be playable in either mode. To communicate with their fellow team members in cooperative campaigns, players are given a radio, which represents their only method of communication with the outside world. It has a limited amount of battery power, requiring rigorous conservation, and can be jammed by environmental hazards such as electromagnetic radiation. In the final episode of each campaign, all radios are disabled, ensuring no more advantages can be gained.

Encounters

Campaigns are split into encounters, which themselves are made up of one or more puzzles. Unlike puzzles within the same encounter, which can normally be solved in a nonlinear fashion, encounters are linear, which means they must be completed in a sequential order. Encounters gradually ramp up in difficulty, with the curve steeply increasing towards the end of the campaign.

Due to how hard it is to successfully complete a campaign, players are awarded increasingly more prestigious trophies the closer they managed to get to the end. In fact, the difficulty curve of a campaign closely matches the proportion of players that manage to complete each encounter. Even making it halfway through a Terminal Threat campaign is an achievement worthy of celebration.

Puzzles

Terminal Threat includes a wide range of complex types, including technical puzzles, spatial puzzles, combat puzzles, and escape rooms which encompass any combination of these. The majority of puzzles in the game are under strict time controls, but some are more open-ended and designed to challenge longer term formulation of a solution.

In most campaigns, puzzles retain an overarching theme throughout. New mechanics are introduced in every encounter, and usually the final encounter tests players by including a much harder version of every mechanic encountered so far.

Some examples of puzzles include:

  • Troubleshooting and a nuclear reactor that is dangerously close to a meltdown.
  • Fixing a misconfigured series of Cisco network switches in order to bring up an old, abandoned computer system.
  • Reactivating an old military radio tower, including repairing valve-based electronics and RF subsystems in order to broadcast a signal for help.
  • Navigating and mapping out huge underground facilities, without any prior knowledge.

Security

Most elements of campaigns are strictly time-limited, and furthermore, players are not given explicit information about when the time is up. Extreme security countermeasures that prevent cheating and reverse engineering, including physical anti-tamper systems on the locked down BCI interfaces, ensure the integrity of the game’s “one-play” mechanic is maintained and kept fair for everyone. Players found to be cheating or leaking key solution information about an active campaign are banned for life.

E-Sports

Q Labs awards the first three players to complete a newly released campaign large financial prizes, making it highly competitive. Due to the high financial rewards involved in being one of the first to complete a new campaign - U€100 million as the top prize - Terminal Threat is popular in the esports community. Teams often spend extensive periods of time training to prepare for a new campaign and complete it in one sitting when it releases.

Professional athletes need much more than anything to be extremely smart and adaptive in order to solve puzzles under time pressure, as well as having excellent spatial awareness and reaction times. They often take courses on advanced mathematics, cryptography, and electrical engineering to prepare for puzzles that require expertise in these fields.

Reception

Terminal Threat was highly regarded by critics on the year of its release, with 81% and 85% scores on PlayerVoice and Game Critic respectively. In 2171, its first campaign won Game of the Year awards for Best BCI Game, Best Horror Game, and Most Unique Puzzle Game.

Positive reviews highlighted its hyper-realistic nature and unprecedented capabilities as well as its diverse player experiences and competitive challenge, while negative feedback was centred around accessibility challenges, replayability restrictions, and occasional cases of PTSD from the extreme high pressure environments simulated in the game.