Lobotomy Corporation is the first game in Project Moon's "verse," so to speak, which is followed by Library of Ruina and then Limbus Company. It's all one big storyline, set up in the same universe, with Lobotomy Corporation focusing on the exploits of one corporation trying to manage these supernatural, nightmarish, eldritch beings called Abnormalities and harvest energy from them. These creatures are locked up in tight containment units and are capable of widespread destruction if unleashed. To give some examples of the most dangerous ones: -A sentient mass of corpses that kills others to add to its collection and become even stronger. -An orchestra conductor who plays a literally deadly symphony. -A grotesque, fleshy monster that mimics other people and wears other people's skin. -A monster so nightmarish that all of its appearances and sounds are censored from your eyes to prevent total loss of sanity. -A fallen angel who brainwashes others into becoming its servants and preaches a dark form of salvation... which naturally involves a lot of death. And your job is to _manage_ these beings. I would say the Abnormalities are one of the most iconic parts about Project Moon's games, and they've been present in every one of their games. But about the music. The warnings play in response to well the Abnormalities are contained. There is a peaceful version that plays when everything is going smoothly, usually called Neutral or No Warning. But when Abnormalities start breaching their containment units and wreaking havoc, First Warning plays, and then Second Warning starts playing when things descend into chaos and you have to scramble to get the creatures contained. Third Warning is glorified Game Over music. It plays when a crapton of employees die and the facility is in such a state of destruction that it's nearly impossible to come back from the brink. So you're right on that front. Second Warning is just about everyone's favorite, but I'm that weird one who actually likes First Warning the best. There's something about the way the music communicates the danger the Abnormalities pose that I'm really fond of. Just the subtle way the ominous instrumentation gets more and more prominent with time, as if the danger is creeping up on you, almost poisoning your veins. And then it caps off with the climax, which has what I always thought of as deranged laughter filling your ears, representing the facility spiraling further and further into insanity as these deadly _things_ roam the halls. First Warning sells the horror of the situation better than even Third Warning for me, and it's the theme that I think of when I remember Lobotomy Corporation. Aside from No Warning as I mentioned above, Library of Ruina also has its own versions of First, Second, and Third Warning. All very much worth listening to, as well.
Completely with you on loving the First Warning the most, the atmosphere the track builds giving off the impression of a facility under alert with communications going all over the place is great.
I think the thing that makes First Warning so good (right there with you in liking it more than, albeit only slightly, Second Warning) is that slow start it has. It really lets you Feel like you're "mustering your forces" before engaging a threat, with the music picking up when you make your move to suppress the Abno. It has just the right amount of build before having a satisfying high-energy phase.
@diavolojaegar4363 Lobotomy Corporation(the actual corporation, not the game) actually HAD 7 warnings, they weren't just planned. It's just, everything past Third extended beyond the reaches of our facility. For instance, 4th represented a complete destruction of our facility(plus extra), whereas 7th represented human extinction. The lore of these games is wild.
Please note: The Project Moon fandom is the only fandom more cultish than Deep Rock Galactic's. This is not to say it is unfriendly, perhaps the issue is that it is *too* friendly. A mere mention in a comment section is enough to "wake up the hundreds of unnamed PM sleeper agents". Anyhow, if you feel brave and like you need a few life lessons, now you know which game series to look for.
Yeah, the third warning is rather a funeral requiem than a warning. Technically, it is possible to salvage the game after the third warning, but you already suffered too much losses that you'd rather start over.
So the actual crazy thing about Lobotomy Corporation that I haven't seen anyone mention is that the game will actually calculate which of these themes to play based on A) The number of and threat level of Abnormalities that have escaped into the facility, B) the number of Employees in the facility that could be used to suppress said Abnormalities, C) the average strength/level of gear across your employees and D) how many times an Abnormalityhas breached. Late into the game you can force breaches of easy to suppress Abnormalities that can work in your favor and if your gear is strong enough, it won't even play First Warning, OR you can breach the Scarecrow repeatedly enough times that it will play Third Warning. The calculations and programming going into that mechanic of the game alone are like some strange form of fascinating black magic to me.
@@lilkobold9455 It's also why we'll most likely never a remaster/release of Lobotomy Corp like we did of Ruina. The guy who created the code is no longer with the company and the code is apparently such a mess that they just don't want to touch it.
so in the project moon verse, there are actually 7 warnings, also known as trumpets, of which we only hear three, slowing indicating more and more danger toward the facility or outer world, 1 indicating a simple threat that can cause slight damage but should cause no real problems. 2 indicating a much more dangerous threat that can cause major damage in the facility, but the situation is still salvageable. 3 indicating there is a danger that can cause mass casualties and damage in the facility, all though there is still a very slim possibility to come back. 4 indicates that everything in the facility is done for, everyone is dead, and the manager (the player) is all but done for. 5 plays when multiple lobcorp facilities are dealing with 4. 6 plays when lobcorp as a whole is destroyed, or no longer a "wing" (one of the major players in the world) 7 plays when everything in the world is destroyed, weather by abnormalities, or by something else entirely
First warning: there's a leak, go fix it please Second warning: everything is going wrong, let's hope we survive Third warning: well it was nice knowing you. We'd be lucky if one person lives through the next 5 minutes.
First Warning is when your standard fare of monsters break out, but your clerks can take them out pretty easily. Second Warning is when something breaks out that can kill a good majority of your staff, but can still be contained. Third Warning is when you're DOOMED. There's a good amount of nice boss themes in Lobo, so hopefully they'll show up later to hear!
Love how LobCorp manual points out the Third Warning is just "shit is going badly but we can take it if we sacrifice enough resources" even when ingame most of the time its a complete defeat. The Manual points out the worse case would be a level Seven Warning which is pretty much the end of humankind and reality. And yes, the game is a gigant underground facility.
I highly recommend you listen to the Library of Ruina version of the 3 warnings! In Library of Ruina, the 3rd warning has a different vibe and feels like you are fighting against a God. In Lob Corp, all is lost when the 3rd warning plays. But in Library, there is slightly hopeful sounding vibe to it, making it feel like you might just be able to kill it before it kills you
In regards to your last question: There arent any other related songs in Lobotomy Corporation specifically, but Library of Ruina has new versions of all 3 songs.
I do so love trains. The warning themes are excellent, its a special kind of fun when they start playing and you have nod idea why. Gods i hate trains.
PM games are... special. They are niche, obscure both in gameplay and with being pretty unknown overall. They're not perfect but there is cult following them for sake of maturity in themes, uniqueness and the passion, love and care for players that developers put in them over the years. It is definitely a rabbithole of a size that you are just unable to comprehend. It's virtually impossible to summarize you what the games are about, without sounding like an absolute maniac, and yet those who played them and saw it all, "click" and suffer this.. this brainrot that makes them SUFFER the thought that there's so few they can connect to in loving it. Like.. Imagine walking up to a guy painting a funny figurine and asking "yo.. what's warhammer 40k?". Imagine the SEIZURE they would have before finding the right words to explain to you the SIZE of the universe that you just glimpsed. That's how it feels to be a PM sleeper agent. Go get the games. They're cheap and ABSURDALLY amazing gameplay to price ratio. Save us from this pain.
First Warning: Right, Everyone keep your distance from the Exploding Child. Second Warning: Magical Girl PTSD. (If you know, you know.) Third Warning: *Train Noises Intensify*
The songs can either be seconds, minuets, or hours. You pretty much hit it on the mark. First warning is "huh. i better fix that i guess". Second warning is "Oh I NEED to fix that now". Third warning is "Well I guess its over". They can either play in sequence, or you can jump straight to a later warning if its bad enough, fast enough.
Something about the trumpets is that they reference the 7 trumpets of the apocalypse from the bible. Yet the main reason you only ever hear 3 is because if we were to go higher above the third trunpet threat, the manager, the character we play as, would be dead and the entire facility would be collapsing.
PM sleeper agents have been summoned. I myself have never played Lob Corp only Library of Ruina and Limbus, but I do plan to try it. Anyway, we in the community look forward to your futher exploration of the PM verse and it's music.
There’s some factors that determine which warnings play. 1.) how many monsters have escaped into the hallways of the facility. 2.) how many employees have been killed by these monsters. 3.) how many employees are panicking 4.) the strength of the monster that has escaped. Typically, the higher the warning number, the more dire and dangerous the situation is. Since the employees are the ones that suppress the escaped monster these themes represent the dire circumstances of the situation, and their lives being on the line. That said, Only one monster in the entire game instantly triggers third warning when it escapes. Third warning is supposed to give the sense of hopelessness or devastation.
First warning has a feeing of focus. It draws your attention to the situation at hand so you can work to control it. Second warning is panic as things start to fall out of your control. Things are still salvagable, but only just. Third warning is failure. There's not that much left to salvage even if you do manage to get things under control, may as well reset the day.
First warning: Shit is about to hit the fan if you don’t do something about it Second warning: SHIT IS CURRENTLY HITTING THE FAN Third warning: The shit is everywhere…
so... some things to point out The 3 warnings are based on 3 out of the 7 trumpets of the apocalypse, in-universe is explained that there are more warnings, but you only get to hear 3 because 4 onwards implies your character, the manager, irrovacably dies, so technically there is a 4th warning if one ragequits so hard, they uninstall the game... but well... you don't get to hear it... onether thing to note is that, you asked if there are any followup to the warnings... and boi I have news to you... aside from Neutral, a song that has 4 variations, this game has a little surprise for the genere the game has 2 kinds of bossfights, not one kind... TWO kinds... one is the event bosses, two catastrophically dangerous entities capable of ripping the world apart...... and the second kind, and important one here: The "Core Supressions" each Core Supression starts with the 2nd warning locked in, meaning you can never return to Neutral (the song)... after a while, depending on which of the 9 Core Supressions are you doing, the music changes, usually with some special SFX, like wind, distortion, reverb, rain... (in that sense... if you want to react to the songs, ask for a version with the SFXs, because they are part of the experience, and some channels just uploaded the clean versions of the songs, without said SFXs) I will list down below the songs played on each of the core Supressions in the "intended" order: First: - Violation of Black Colors - Red Dots Second: - untitled9877645623413123325 - Faded Third: - Retro Time ALT - Retro Time ALT (Distorted) Forth: - Abandoned - Blue Dots Fifth: - Eternal - Dark Fantasy Scene Sixth: - Distorted Night - Insignia Decay Seventh: - Battle - Urgent Encounter Eight: - Jukai - Haunted Streets Ninth: - 090909090 - Circle Rombed Oxygen
Face the Fear! Save the E.G.O. To piggyback on what some of the other commentors said, these songs play based on how bad things are in the game. Funnily enough, things that trigger these warning can STOP triggering these if you deal with them, successfully, often enough. Particularly things that might trigger First Warning early on in a run might not trigger it at all later because, by then, it's small potatoes. Your staff are so used to this particularly Abnormal situation that it doesn't even register on the "F**ked Up" scale anymore.
The Warnings actually go up to 7 in-universe , but anything past the 3rd means you were fired/Killed and your Structure has been completely breached. 7 is the end of humanity as we know it. That aside , there is something so uncanny about 1st Warning's Drop...dunno , sounds like a sampled human voice or something. Might just be me tho.
Yeah, Third Warning is basically a game over most of the times. Imagine the Corp, it has hundreds of employees, agents and clerks, when Third Warning kicks in, there's probably just like 5 or less, the total falling of the corporation you are managing. (Thus better to just restart the day, which is a Canon thing that happens lol) Also, Lobotomy Corporation is the prequel to Library of Ruina, which is the prequel of Limbus Company, a live service game that's yet expanding the series. Also also, to answer your last question, the only songs I can think of that are related to the Warnings are the Neutral songs (what plays regularly, when things are doing fine. They go from 1 to 4, they play depending on what Day you are, basically progress based.) and the Meltdown themes (there's Boss Battles in this management sim, God I love this game xd). From first to last, with "or" when you get to choose which to fight at the moment: Malkuth, Yesod, Hod or Netzach, Tiphereth, Gebura or Chesed, Hokma or Binah.
people describe how you get to the warnings, but the equivalent feeling of getting hit by a warning is: 1st: the teacher calls you out to answer a question when you haven't been paying attention 2nd: finding out there is a test in five minutes that you have never studied for 3rd: F, restart the year
So I picked this up last year after learning about Project Moon from the music and comments on this channel. Its the first their three games that I'm aware of, with the second being Library of Ruina and the third being Limbus Company. Lobotomy Corporation is a sort of underground secret monster research facility management game. I loved the game, but its not for everyone. I like to describe it as Anxiety the Video Game. Every "day" in the game, your juggling a ton of relatively simple tasks, but if you mess up you can start a cascading mess of a situation. First Warning still triggers something in my brain, because its the song that starts playing when you've messed something up. You have to drop everything and find out whats going wrong. Second Warning is my favorite song of the three and it plays when things are starting to get real bad, but maybe you can still recover. When Third Warning starts playing, though, its basically time to give up and watch all your hard work burn to the ground before hitting the reset button.
Library of Ruina brings back the warnings but makes remixes out of them. The remixes have a totally different vibe from the originals thanks to the game focusing on other themes and characters.
There aren't any more warnings than these three, but these songs are used as elevated emergency states in the game. So, tied to them is the music that plays when there's no emergency going on, called Neutral, rather than a numbered warning.
Well we would love you to react to the 1st, 2nd and 3rd warnings for Project Moon's sequel game, Library of Runia. Lots of musical easter eggs since you are familiar with Lob Corp's warnings.
If you're still looking for feedback on doing multiple songs in one video, I'd suggest listening to each, doing a mini thoughts section between each one, then move to the next, then the main thoughts section at the end. That way you don't forget details you heard or lose thoughts etc by the end of all the tracks your listening to
Yeah, I feel like the warnings embody the act of crossing a metaphorical line First Warning: actual warning Second Warning: consequence Third Warning: aftermath It's possible to stop a meltdown and breach before you get to the third warning, but not without a heavy loss of some kind. By the time you've hit Third Warning, it's already over and you're just watching the facility crumble before your eyes. You can quit and restart the day at this point, or continue to watch it play out until all staff have inevitably died and the abnormalities escape. It's not IMPOSSIBLE to turn the situation around, but at that point you lose so many resources that it isn't worth it, unless you're doing a no restart challenge run or something.
The future games in the series use Leitmotifs of these songs in some of their music. The warnings are also referred to as trumpets, in reference to the trumpets of the apocalypse from the Book of Revelations. Canonically there are 7 warning levels total, but three is the highest you can reach in game.
I believe the First Warning plays when something escapes in Lobotomy, Second Warning plays when pawns (not clerks) start dying, and 3rd Is I believe when everyones dead. I dont quite remember. But they are very cool. The game itself is fantastic, one of my favs.
The first warning tends to play when only a few creatures have escaped containment, especially if they're lower in danger rating. Could snowball into a bigger threat if gone unchecked. Second warning is the most common theme to hear when shit's actually going down; aside from specific bosses that have their own themes, second warning is the most common theme you'll hear when fighting off more dangerous threats. Third, like you guessed, generally only plays when things have spiraled so out of control that your odds of recovering from the situation are low--and, even if you do, you'll have lost so much in the process it may not be worth it.
in third warning, all you could see is nothing but your dead employees, multiple aleph abnormalities roaming around and the restart the day button on top.
the only directly related song(s) to the warnings is "neutral" (theres a few numbered versions of neutral, each one getting a bit more busy, but its mostly the same base song) its the music that plays when everything is going fine
Your feeling on the songs is almost dead on. The setting is indeed an underground lab/bunker. The first is the "warning" that things are starting to get rough. The second? Shit is getting crazy, this warning is all hands on deck, you fucked up. The third? Indeed death. It's very hard, if not impossible to return from there. If you get to the "third trumpet" you likely lost, because everything is hell and most of your people are dead. A finale, almost a dirge. In the game, they play based on how you are doing in the game. If you stay with no battles or outbreaks, then you don't hear these. The songs escalate as things get worse or you fail to contain the matters based on deaths, strength, what has escaped, etc.
After 3rd trumpet, their are others, but nobody in the facility would still be alive to activate it. And before long nobody on earth would be alive either.
If you get a chance, try taking a look at the "Sephirah Meltdown" themes as well! These are sort of like the boss battle music for Lobotomy Corporation (You've covered Realization battle music from Library of Ruina, which is somewhat close in how it's used).
Each alarm correspond to a level of chaos in the facility. If everything’s fine, you just hear the neutral music playing, a mostly relaxing tune. However, depending of how dangerous the situation is (generally, when they are monsters/SCPs rooming in your facility), it plays an alarm music. The intensity goes from the first to the third. When you’re hearing the third, most of the time, it means you’re doomed and you better off restarting the level/day, which explains the slow pace and depressing tone. To clarify, It’s a SCP management game basically.
Something to note about how these songs are played: The game chooses the song to best represent what is happening. The game may play the music in order if the threat level of the situation is escalating, but it may also skip songs if there is immediate escalation or de-escalation in the threats. I think one of the best things they did with this music is have it almost change tune over time. First Warning starts off with a more anxious tone, as typically the problem isnt *supposed* to be that difficult to handle, but if it isnt dealt with in a timely manner then the music will eventually boil over to represent that this is more dangerous than it should be. Likewise, Third Warning starts off with a absolutely hopeless theme, but starts to lighten up the longer it plays, understanding that you're still hanging on to this desperate situation despite all logic and reason telling you to reset the day and that everything is over. Its an excellent way to adapt music to the circumstances without actually making more than 1 song.
First Warning is: Hey, you might want to take a look at that. Second Warning is: Sh*t has hit the fan. Situation is salvageable but you will take massive casualties. Third Warning is: You're done. Enjoy the carnage.
There's no 4th warning music, but there's entirely new 1st 2nd 3rd warning set in Library of Ruina version, as the sequel of lobotomy. Hope you check them out as well!
I don’t know if I should say that it’s the best or the worst part of the game, but it’s not that hard to trigger a second or third warning, it’s really easy to get a dangerous abnormality escape from its containment unit and absolutely wreck havoc in your facility, or you commit a small mistake which snowballs into a massive problem, killing all of your employees in the process. There’s way too many ways to fuck up a day, there’s a reason why even though every level should be around 10-20 minutes long and there’s only 50 levels, people still take from 160-240~ hours to finish the game, my time was 226 hours. Edit: I just wanted to share a funny quote from a lobotomy Corp art book: “the 9mm guns provided to the clerks are not special in anyway and are not meant for self defence, even though the clerk manual suggests otherwise. The clerks will come to know the true meaning of the gun once driven to the edge” accompanied by a drawing of a clerk pointing a gun at its own head. Btw, clerks do commit suicide once every agent in a department is dead.
Oh yeah. The game had awesome music for simple thing like breaches. Depending on the breach the game will dynamically change the music based how bad the situation is. Warning 1: Carefull now. Warning 2: It is getting dicy. Act now. Warning 3: Situation is beyond saving. This theme works as a Dirge for the player's failure.
Beyond lore and thematic usage of the warnings, they serve an interesting gameplay purpose as basically an immediate way to assess the current situation in the facility. Lobotomy Corporation is a highly intense management sim, there's a lot of plates to juggle, sometimes you can't even have the camera in certain places without risking pissing off certain abnormalities, and you need to give most of your orders manually while constantly assessing who is best for what job. And that's before other things to worry about like combat, keeping agents healed/sane, manual actions like shooting healing bullets, etc. In this environment one of the most notable things about the way the Warnings work is how they change depending on the scale/severity of the monsters that have broken out. If the music shifts from calm to first warning, something minor/manageable has breached; maybe it'll even solve itself depending on what it is. But if second warning plays, then you should probably be standing at attention, and working to stem the tide. In this context third warning is actually the most interesting because it's actually "hard" to hear in a manageable context. You spend your time in a bad situation mostly in second warning, and third warning signifies that it's gotten out of hand and is going to require some serious skill to pull back. It's a cool, natural feeling system that serves a gameplay as well as a thematic purpose.
I like "lobotomy corporation: ost and the game so stresseful💀, i love "library of ruina" for the story and the ost and the gameplay😄, and the last game "limbus company" is good but not as good as the 2 first games but the ost is good 😀
A lot of Lobotomy Corp's soundtrack is not original to the game and is purchased from asset stores iirc, though the tracks have been so intrinsically linked to Lobotomy Corp that they're as part of the game's identity as a truly original soundtrack could've been. I believe the Warnings (also called Trumpets) are composed by Dr.ReB.
Are you sure Dr.ReB didn't make the Warnings specifically for Lobotomy Corp? It's really difficult to find evidence that they didn't work on the project themselves, or even that they did
Lobotomy Corporation is the first game in Project Moon's "verse," so to speak, which is followed by Library of Ruina and then Limbus Company. It's all one big storyline, set up in the same universe, with Lobotomy Corporation focusing on the exploits of one corporation trying to manage these supernatural, nightmarish, eldritch beings called Abnormalities and harvest energy from them. These creatures are locked up in tight containment units and are capable of widespread destruction if unleashed. To give some examples of the most dangerous ones:
-A sentient mass of corpses that kills others to add to its collection and become even stronger.
-An orchestra conductor who plays a literally deadly symphony.
-A grotesque, fleshy monster that mimics other people and wears other people's skin.
-A monster so nightmarish that all of its appearances and sounds are censored from your eyes to prevent total loss of sanity.
-A fallen angel who brainwashes others into becoming its servants and preaches a dark form of salvation... which naturally involves a lot of death.
And your job is to _manage_ these beings. I would say the Abnormalities are one of the most iconic parts about Project Moon's games, and they've been present in every one of their games. But about the music. The warnings play in response to well the Abnormalities are contained. There is a peaceful version that plays when everything is going smoothly, usually called Neutral or No Warning. But when Abnormalities start breaching their containment units and wreaking havoc, First Warning plays, and then Second Warning starts playing when things descend into chaos and you have to scramble to get the creatures contained. Third Warning is glorified Game Over music. It plays when a crapton of employees die and the facility is in such a state of destruction that it's nearly impossible to come back from the brink. So you're right on that front.
Second Warning is just about everyone's favorite, but I'm that weird one who actually likes First Warning the best. There's something about the way the music communicates the danger the Abnormalities pose that I'm really fond of. Just the subtle way the ominous instrumentation gets more and more prominent with time, as if the danger is creeping up on you, almost poisoning your veins. And then it caps off with the climax, which has what I always thought of as deranged laughter filling your ears, representing the facility spiraling further and further into insanity as these deadly _things_ roam the halls. First Warning sells the horror of the situation better than even Third Warning for me, and it's the theme that I think of when I remember Lobotomy Corporation.
Aside from No Warning as I mentioned above, Library of Ruina also has its own versions of First, Second, and Third Warning. All very much worth listening to, as well.
These Abnormalities sound like SCPs
@@MrPerson61 You could rightfully describe Lobotomy Corp as a SCP fangame, though I don't think they've explicitly confirmed inspiration from it.
@@StarfieldDisarray they actualy have on the steam description for the game
Completely with you on loving the First Warning the most, the atmosphere the track builds giving off the impression of a facility under alert with communications going all over the place is great.
I think the thing that makes First Warning so good (right there with you in liking it more than, albeit only slightly, Second Warning) is that slow start it has. It really lets you Feel like you're "mustering your forces" before engaging a threat, with the music picking up when you make your move to suppress the Abno. It has just the right amount of build before having a satisfying high-energy phase.
1st: There's nothing there to worry about
2nd: There's Nothing There to worry about
3rd. There's nothing to worry about
This is a reference to an abnormality that is called "Nothing There".
Just for those who don't get it.
@diavolojaegar4363 Lobotomy Corporation(the actual corporation, not the game) actually HAD 7 warnings, they weren't just planned. It's just, everything past Third extended beyond the reaches of our facility. For instance, 4th represented a complete destruction of our facility(plus extra), whereas 7th represented human extinction. The lore of these games is wild.
I LOVE YOU
Goodbye.
*3rd. There's nothing left to worry about
"Sounds like an underground lab/bunker"
You literally got it spot on.
Shows how well it's designed.
Please note:
The Project Moon fandom is the only fandom more cultish than Deep Rock Galactic's. This is not to say it is unfriendly, perhaps the issue is that it is *too* friendly.
A mere mention in a comment section is enough to "wake up the hundreds of unnamed PM sleeper agents".
Anyhow, if you feel brave and like you need a few life lessons, now you know which game series to look for.
I don't even know how many times I've seen a reference in a comment section with a reply of "PM reference detected."
deep rock galactic fans come when you mention rocks and stones
but PM fans come even when there is Nothing there
@@ЕрікПокідько I see what you did there... Nothing
@@ЕрікПокідько Sound the second warning.
DID I HEAR A ROCK AND STONE?
Yeah, the third warning is rather a funeral requiem than a warning. Technically, it is possible to salvage the game after the third warning, but you already suffered too much losses that you'd rather start over.
Me praying on flesh cross for more than 90 secs just to hear this:
Me with shelter and forsaken murder as the only qlipoth abno in my facility hearing this:
So the actual crazy thing about Lobotomy Corporation that I haven't seen anyone mention is that the game will actually calculate which of these themes to play based on A) The number of and threat level of Abnormalities that have escaped into the facility, B) the number of Employees in the facility that could be used to suppress said Abnormalities, C) the average strength/level of gear across your employees and D) how many times an Abnormalityhas breached. Late into the game you can force breaches of easy to suppress Abnormalities that can work in your favor and if your gear is strong enough, it won't even play First Warning, OR you can breach the Scarecrow repeatedly enough times that it will play Third Warning. The calculations and programming going into that mechanic of the game alone are like some strange form of fascinating black magic to me.
Pm code itself is some wild stuff
@@lilkobold9455 It's also why we'll most likely never a remaster/release of Lobotomy Corp like we did of Ruina. The guy who created the code is no longer with the company and the code is apparently such a mess that they just don't want to touch it.
@@lilkobold9455It's a spaghetti.. but it's spaghetti cooked with all the love and care in the world that games rarely serve you nowadays.
@JannetFenix exactly which is why it's some wild and amazing stuff. I remember talkin about it on fraps stream before
@@lilkobold9455Oh hi! *jannet jumpscare*
so in the project moon verse, there are actually 7 warnings, also known as trumpets, of which we only hear three, slowing indicating more and more danger toward the facility or outer world,
1 indicating a simple threat that can cause slight damage but should cause no real problems.
2 indicating a much more dangerous threat that can cause major damage in the facility, but the situation is still salvageable.
3 indicating there is a danger that can cause mass casualties and damage in the facility, all though there is still a very slim possibility to come back.
4 indicates that everything in the facility is done for, everyone is dead, and the manager (the player) is all but done for.
5 plays when multiple lobcorp facilities are dealing with 4.
6 plays when lobcorp as a whole is destroyed, or no longer a "wing" (one of the major players in the world)
7 plays when everything in the world is destroyed, weather by abnormalities, or by something else entirely
PM fan distorting to hear the rest of the trumpets
PM SLEEPER CELL ACTIVATE
to your battle stations, us clerks must do what we can for the corporation
We must aspire to be that one clerk who soloed The Red Mist.
I shall mourn you brave souls.....good luck 🫡
First warning: there's a leak, go fix it please
Second warning: everything is going wrong, let's hope we survive
Third warning: well it was nice knowing you. We'd be lucky if one person lives through the next 5 minutes.
First Warning is when your standard fare of monsters break out, but your clerks can take them out pretty easily. Second Warning is when something breaks out that can kill a good majority of your staff, but can still be contained. Third Warning is when you're DOOMED. There's a good amount of nice boss themes in Lobo, so hopefully they'll show up later to hear!
Second Warning mentioned. Summoning 10k anonymous PM fans.
present
Here to serve
hello?
goodbye.
The fault lies with you
Im here.
Love how LobCorp manual points out the Third Warning is just "shit is going badly but we can take it if we sacrifice enough resources" even when ingame most of the time its a complete defeat. The Manual points out the worse case would be a level Seven Warning which is pretty much the end of humankind and reality.
And yes, the game is a gigant underground facility.
I highly recommend you listen to the Library of Ruina version of the 3 warnings!
In Library of Ruina, the 3rd warning has a different vibe and feels like you are fighting against a God. In Lob Corp, all is lost when the 3rd warning plays. But in Library, there is slightly hopeful sounding vibe to it, making it feel like you might just be able to kill it before it kills you
In regards to your last question: There arent any other related songs in Lobotomy Corporation specifically, but Library of Ruina has new versions of all 3 songs.
I do actually think that "Insignia Decay" (gebura supression theme stage 4) is pretty cool.
God magically summoning 110,920 unamed project moon fans to reply "PROJECT MOON MENTIONED"
sounds about right
People expecting third warning being even faster than second and being bamboozled.
Chill beats to Distort/Manifest E.G.O. to
I do so love trains.
The warning themes are excellent, its a special kind of fun when they start playing and you have nod idea why.
Gods i hate trains.
I feel your pain brother, but after 200 hours he is still a piece of crap.
when you accidentaly send a clerk to an aleph and you suddently hear the first trumpet
PM games are... special. They are niche, obscure both in gameplay and with being pretty unknown overall. They're not perfect but there is cult following them for sake of maturity in themes, uniqueness and the passion, love and care for players that developers put in them over the years.
It is definitely a rabbithole of a size that you are just unable to comprehend. It's virtually impossible to summarize you what the games are about, without sounding like an absolute maniac, and yet those who played them and saw it all, "click" and suffer this.. this brainrot that makes them SUFFER the thought that there's so few they can connect to in loving it.
Like.. Imagine walking up to a guy painting a funny figurine and asking "yo.. what's warhammer 40k?". Imagine the SEIZURE they would have before finding the right words to explain to you the SIZE of the universe that you just glimpsed. That's how it feels to be a PM sleeper agent.
Go get the games. They're cheap and ABSURDALLY amazing gameplay to price ratio. Save us from this pain.
How Undertale fans in 2017 react when you ask them what's an AU and if there are more than 5 :
First Warning: Right, Everyone keep your distance from the Exploding Child.
Second Warning: Magical Girl PTSD. (If you know, you know.)
Third Warning: *Train Noises Intensify*
THAT f****** TRAIIIIIIIINNNNNNN
third warning: oops, nothing there stands on two legs, mosb eat enough, 3/4 workforce panic because of [CENSORED] and became stars.
Third Warning: **DO NOT FEAR, FOR I AM WITH THEE. THOU SHALT NOT LEAVE UNTIL I PERMIT THEE**
The songs can either be seconds, minuets, or hours. You pretty much hit it on the mark. First warning is "huh. i better fix that i guess". Second warning is "Oh I NEED to fix that now". Third warning is "Well I guess its over". They can either play in sequence, or you can jump straight to a later warning if its bad enough, fast enough.
For example when a certain winged guy appears it skips straight into third warning, that is how dangerous it is
Bird event moment
I love getting 300% more Jesse's Auditorium per Jesse's Auditorium
Something about the trumpets is that they reference the 7 trumpets of the apocalypse from the bible. Yet the main reason you only ever hear 3 is because if we were to go higher above the third trunpet threat, the manager, the character we play as, would be dead and the entire facility would be collapsing.
man im loving that you're doing multiple songs now,appreciate it
The power of brainrot waking all the sleeper agents - comparable views on this video with the other xDDDD
It's so heartwarming to see!
PM sleeper agents have been summoned. I myself have never played Lob Corp only Library of Ruina and Limbus, but I do plan to try it. Anyway, we in the community look forward to your futher exploration of the PM verse and it's music.
There’s some factors that determine which warnings play.
1.) how many monsters have escaped into the hallways of the facility.
2.) how many employees have been killed by these monsters.
3.) how many employees are panicking
4.) the strength of the monster that has escaped.
Typically, the higher the warning number, the more dire and dangerous the situation is. Since the employees are the ones that suppress the escaped monster these themes represent the dire circumstances of the situation, and their lives being on the line.
That said, Only one monster in the entire game instantly triggers third warning when it escapes. Third warning is supposed to give the sense of hopelessness or devastation.
PM mentioned, sleeper agents activated
First warning has a feeing of focus. It draws your attention to the situation at hand so you can work to control it.
Second warning is panic as things start to fall out of your control. Things are still salvagable, but only just.
Third warning is failure. There's not that much left to salvage even if you do manage to get things under control, may as well reset the day.
First warning: Shit is about to hit the fan if you don’t do something about it
Second warning: SHIT IS CURRENTLY HITTING THE FAN
Third warning: The shit is everywhere…
so... some things to point out
The 3 warnings are based on 3 out of the 7 trumpets of the apocalypse, in-universe is explained that there are more warnings, but you only get to hear 3 because 4 onwards implies your character, the manager, irrovacably dies, so technically there is a 4th warning if one ragequits so hard, they uninstall the game... but well... you don't get to hear it...
onether thing to note is that, you asked if there are any followup to the warnings... and boi I have news to you...
aside from Neutral, a song that has 4 variations, this game has a little surprise for the genere
the game has 2 kinds of bossfights, not one kind... TWO kinds... one is the event bosses, two catastrophically dangerous entities capable of ripping the world apart...... and the second kind, and important one here: The "Core Supressions"
each Core Supression starts with the 2nd warning locked in, meaning you can never return to Neutral (the song)... after a while, depending on which of the 9 Core Supressions are you doing, the music changes, usually with some special SFX, like wind, distortion, reverb, rain... (in that sense... if you want to react to the songs, ask for a version with the SFXs, because they are part of the experience, and some channels just uploaded the clean versions of the songs, without said SFXs)
I will list down below the songs played on each of the core Supressions in the "intended" order:
First:
- Violation of Black Colors
- Red Dots
Second:
- untitled9877645623413123325
- Faded
Third:
- Retro Time ALT
- Retro Time ALT (Distorted)
Forth:
- Abandoned
- Blue Dots
Fifth:
- Eternal
- Dark Fantasy Scene
Sixth:
- Distorted Night
- Insignia Decay
Seventh:
- Battle - Urgent Encounter
Eight:
- Jukai
- Haunted Streets
Ninth:
- 090909090
- Circle Rombed Oxygen
Face the Fear! Save the E.G.O.
To piggyback on what some of the other commentors said, these songs play based on how bad things are in the game. Funnily enough, things that trigger these warning can STOP triggering these if you deal with them, successfully, often enough. Particularly things that might trigger First Warning early on in a run might not trigger it at all later because, by then, it's small potatoes. Your staff are so used to this particularly Abnormal situation that it doesn't even register on the "F**ked Up" scale anymore.
Farming ego gift from melting love fr
1단계 - 수습 가능
2단계 - 최악은 아니다. 수습해라
3단계 - 여기까지 올때까지 뭐했냐.
The Warnings actually go up to 7 in-universe , but anything past the 3rd means you were fired/Killed and your Structure has been completely breached.
7 is the end of humanity as we know it.
That aside , there is something so uncanny about 1st Warning's Drop...dunno , sounds like a sampled human voice or something. Might just be me tho.
Les gooooo, jesse doin more projectmoon content!
There are also three other versions of the warning ost, although they are from the sequel to lobotomy corporation, library of Ruina.
Yeah, Third Warning is basically a game over most of the times. Imagine the Corp, it has hundreds of employees, agents and clerks, when Third Warning kicks in, there's probably just like 5 or less, the total falling of the corporation you are managing. (Thus better to just restart the day, which is a Canon thing that happens lol)
Also, Lobotomy Corporation is the prequel to Library of Ruina, which is the prequel of Limbus Company, a live service game that's yet expanding the series.
Also also, to answer your last question, the only songs I can think of that are related to the Warnings are the Neutral songs (what plays regularly, when things are doing fine. They go from 1 to 4, they play depending on what Day you are, basically progress based.) and the Meltdown themes (there's Boss Battles in this management sim, God I love this game xd). From first to last, with "or" when you get to choose which to fight at the moment: Malkuth, Yesod, Hod or Netzach, Tiphereth, Gebura or Chesed, Hokma or Binah.
my favourite of the three is first warning for sure, i love the moment where it finally drops, and the build-up to it is so much fun
The artist for these tracks is Dr.ReB in case you were curious
“A long time ago, in a warm and dense forest lived three happy birds.”
“He answered them, Have not I chosen you twelve, and one of you is a devil?”
Keep calm and graze the grass.
people describe how you get to the warnings, but the equivalent feeling of getting hit by a warning is:
1st: the teacher calls you out to answer a question when you haven't been paying attention
2nd: finding out there is a test in five minutes that you have never studied for
3rd: F, restart the year
So I picked this up last year after learning about Project Moon from the music and comments on this channel. Its the first their three games that I'm aware of, with the second being Library of Ruina and the third being Limbus Company.
Lobotomy Corporation is a sort of underground secret monster research facility management game. I loved the game, but its not for everyone. I like to describe it as Anxiety the Video Game. Every "day" in the game, your juggling a ton of relatively simple tasks, but if you mess up you can start a cascading mess of a situation.
First Warning still triggers something in my brain, because its the song that starts playing when you've messed something up. You have to drop everything and find out whats going wrong. Second Warning is my favorite song of the three and it plays when things are starting to get real bad, but maybe you can still recover. When Third Warning starts playing, though, its basically time to give up and watch all your hard work burn to the ground before hitting the reset button.
Library of Ruina brings back the warnings but makes remixes out of them. The remixes have a totally different vibe from the originals thanks to the game focusing on other themes and characters.
This warning tracks are massive invasion events. Really challenging and tensive.
long have we awaited
that one meme with sauron summoning unnamed 123,635 pm fans after anything pm is mentionted
There aren't any more warnings than these three, but these songs are used as elevated emergency states in the game. So, tied to them is the music that plays when there's no emergency going on, called Neutral, rather than a numbered warning.
i love project moon osts, they all very cool
Here you go for PM fan posting wall of texts about the lore again.
But yeah, good as usual :)
Well we would love you to react to the 1st, 2nd and 3rd warnings for Project Moon's sequel game, Library of Runia.
Lots of musical easter eggs since you are familiar with Lob Corp's warnings.
First Warning: "There is nothing there..."
Second Warning: *"THERE IS NOTHING THERE!"*
Third Warning: "There is Nothing There."
If you're still looking for feedback on doing multiple songs in one video, I'd suggest listening to each, doing a mini thoughts section between each one, then move to the next, then the main thoughts section at the end. That way you don't forget details you heard or lose thoughts etc by the end of all the tracks your listening to
Yeah, I feel like the warnings embody the act of crossing a metaphorical line
First Warning: actual warning
Second Warning: consequence
Third Warning: aftermath
It's possible to stop a meltdown and breach before you get to the third warning, but not without a heavy loss of some kind. By the time you've hit Third Warning, it's already over and you're just watching the facility crumble before your eyes. You can quit and restart the day at this point, or continue to watch it play out until all staff have inevitably died and the abnormalities escape. It's not IMPOSSIBLE to turn the situation around, but at that point you lose so many resources that it isn't worth it, unless you're doing a no restart challenge run or something.
I had whiplash when he said it feels like one song with three MOVEMENTS DEAR GOD WERE LOSING ALL ENERGY AGAIN.
The future games in the series use Leitmotifs of these songs in some of their music. The warnings are also referred to as trumpets, in reference to the trumpets of the apocalypse from the Book of Revelations. Canonically there are 7 warning levels total, but three is the highest you can reach in game.
I believe the First Warning plays when something escapes in Lobotomy, Second Warning plays when pawns (not clerks) start dying, and 3rd Is I believe when everyones dead. I dont quite remember. But they are very cool. The game itself is fantastic, one of my favs.
The first warning tends to play when only a few creatures have escaped containment, especially if they're lower in danger rating. Could snowball into a bigger threat if gone unchecked. Second warning is the most common theme to hear when shit's actually going down; aside from specific bosses that have their own themes, second warning is the most common theme you'll hear when fighting off more dangerous threats. Third, like you guessed, generally only plays when things have spiraled so out of control that your odds of recovering from the situation are low--and, even if you do, you'll have lost so much in the process it may not be worth it.
Third warning: "lol you let the train out, didn't you?"
in third warning, all you could see is nothing but your dead employees, multiple aleph abnormalities roaming around and the restart the day button on top.
the only directly related song(s) to the warnings is "neutral" (theres a few numbered versions of neutral, each one getting a bit more busy, but its mostly the same base song)
its the music that plays when everything is going fine
Your feeling on the songs is almost dead on. The setting is indeed an underground lab/bunker. The first is the "warning" that things are starting to get rough. The second? Shit is getting crazy, this warning is all hands on deck, you fucked up. The third? Indeed death. It's very hard, if not impossible to return from there. If you get to the "third trumpet" you likely lost, because everything is hell and most of your people are dead. A finale, almost a dirge.
In the game, they play based on how you are doing in the game. If you stay with no battles or outbreaks, then you don't hear these. The songs escalate as things get worse or you fail to contain the matters based on deaths, strength, what has escaped, etc.
These songs are literally why I'm going to buy lobotomy corporation
After 3rd trumpet, their are others, but nobody in the facility would still be alive to activate it. And before long nobody on earth would be alive either.
I never played a project moon game, so the only reason I know Second Warning is the funny red version of a blue robot. He's the same, but STRONGER.
If you get a chance, try taking a look at the "Sephirah Meltdown" themes as well! These are sort of like the boss battle music for Lobotomy Corporation (You've covered Realization battle music from Library of Ruina, which is somewhat close in how it's used).
Each alarm correspond to a level of chaos in the facility.
If everything’s fine, you just hear the neutral music playing, a mostly relaxing tune.
However, depending of how dangerous the situation is (generally, when they are monsters/SCPs rooming in your facility), it plays an alarm music.
The intensity goes from the first to the third.
When you’re hearing the third, most of the time, it means you’re doomed and you better off restarting the level/day, which explains the slow pace and depressing tone.
To clarify, It’s a SCP management game basically.
Hell yeah!
Something to note about how these songs are played:
The game chooses the song to best represent what is happening. The game may play the music in order if the threat level of the situation is escalating, but it may also skip songs if there is immediate escalation or de-escalation in the threats.
I think one of the best things they did with this music is have it almost change tune over time. First Warning starts off with a more anxious tone, as typically the problem isnt *supposed* to be that difficult to handle, but if it isnt dealt with in a timely manner then the music will eventually boil over to represent that this is more dangerous than it should be. Likewise, Third Warning starts off with a absolutely hopeless theme, but starts to lighten up the longer it plays, understanding that you're still hanging on to this desperate situation despite all logic and reason telling you to reset the day and that everything is over. Its an excellent way to adapt music to the circumstances without actually making more than 1 song.
First Warning is: Hey, you might want to take a look at that.
Second Warning is: Sh*t has hit the fan. Situation is salvageable but you will take massive casualties.
Third Warning is: You're done. Enjoy the carnage.
Me when the two funny fish meet
There's no 4th warning music, but there's entirely new 1st 2nd 3rd warning set in Library of Ruina version, as the sequel of lobotomy. Hope you check them out as well!
Second Warning es todo un temazo ✋🗿🤚
I don’t know if I should say that it’s the best or the worst part of the game, but it’s not that hard to trigger a second or third warning, it’s really easy to get a dangerous abnormality escape from its containment unit and absolutely wreck havoc in your facility, or you commit a small mistake which snowballs into a massive problem, killing all of your employees in the process.
There’s way too many ways to fuck up a day, there’s a reason why even though every level should be around 10-20 minutes long and there’s only 50 levels, people still take from 160-240~ hours to finish the game, my time was 226 hours.
Edit: I just wanted to share a funny quote from a lobotomy Corp art book: “the 9mm guns provided to the clerks are not special in anyway and are not meant for self defence, even though the clerk manual suggests otherwise.
The clerks will come to know the true meaning of the gun once driven to the edge” accompanied by a drawing of a clerk pointing a gun at its own head. Btw, clerks do commit suicide once every agent in a department is dead.
Oh yeah. The game had awesome music for simple thing like breaches.
Depending on the breach the game will dynamically change the music based how bad the situation is.
Warning 1: Carefull now.
Warning 2: It is getting dicy. Act now.
Warning 3: Situation is beyond saving. This theme works as a Dirge for the player's failure.
YES
Nice video
Beyond lore and thematic usage of the warnings, they serve an interesting gameplay purpose as basically an immediate way to assess the current situation in the facility.
Lobotomy Corporation is a highly intense management sim, there's a lot of plates to juggle, sometimes you can't even have the camera in certain places without risking pissing off certain abnormalities, and you need to give most of your orders manually while constantly assessing who is best for what job.
And that's before other things to worry about like combat, keeping agents healed/sane, manual actions like shooting healing bullets, etc.
In this environment one of the most notable things about the way the Warnings work is how they change depending on the scale/severity of the monsters that have broken out. If the music shifts from calm to first warning, something minor/manageable has breached; maybe it'll even solve itself depending on what it is. But if second warning plays, then you should probably be standing at attention, and working to stem the tide.
In this context third warning is actually the most interesting because it's actually "hard" to hear in a manageable context. You spend your time in a bad situation mostly in second warning, and third warning signifies that it's gotten out of hand and is going to require some serious skill to pull back.
It's a cool, natural feeling system that serves a gameplay as well as a thematic purpose.
WHOAH WTF LOBOTOMY CORPORATION?
I like "lobotomy corporation: ost and the game so stresseful💀, i love "library of ruina" for the story and the ost and the gameplay😄, and the last game "limbus company" is good but not as good as the 2 first games but the ost is good 😀
A lot of Lobotomy Corp's soundtrack is not original to the game and is purchased from asset stores iirc, though the tracks have been so intrinsically linked to Lobotomy Corp that they're as part of the game's identity as a truly original soundtrack could've been. I believe the Warnings (also called Trumpets) are composed by Dr.ReB.
Nah the warning no and neutral tracks were especially made for lobotomy and made by studio IEM
Studio EIM had nothing to do with Lobo Corp. Ruina was when they first entered the series.
I have to ask. Which assets stores did they get the soundtrack then?
Are you sure Dr.ReB didn't make the Warnings specifically for Lobotomy Corp? It's really difficult to find evidence that they didn't work on the project themselves, or even that they did