Author Topic: Scorn  (Read 214 times)

0 Members and 1 Guest are viewing this topic.

Offline zerosum

  • Forum Moderator
  • Living Legend
  • *
  • Posts: 5761
  • Gender: Male
  • Some people drink Pepsi, some people drink Coke...
    • Time Zone: GMT -07
  • PSN: ZeroEquals
  • Steam: ZeroEquals
  • XBL: ZeroEquals
« on: August 09, 2016, 06:54:22 PM »
Ebb Software Presents Scorn

Normally don't do the PC thing, but this one feels like it should be on the radar if anyone out there is up for some atmospheric H.R. Giger inspired experience. Here's a few trailers and looks.

<a href="" target="_blank"></a>

<a href="" target="_blank"></a>

Not sure if this is coming to consoles but, here's to hope.

Scorn is an atmospheric first person horror adventure game set in a nightmarish universe of odd forms and somber tapestry. It is designed around an idea of "being thrown into the world". Isolated and lost inside this dream-like world you will explore different interconnected regions in a non-linear fashion. The unsettling environment is a character itself. Every location contains its own theme (story), puzzles and characters that are integral in creating a cohesive lived in world. Throughout the game you will open up new areas, acquire different skill sets, weapons, various items and try to comprehend the sights presented to you. Release date 2017.

Gameplay Features:
-Cohesive “lived in” world - Scorn takes place in open-ended world with different interconnected regions. Each region is a maze like structure with various rooms and paths to discover. All the storytelling happens in-game, with no cut-scenes to distract you from the grisly reality of the living, breathing (throbbing, dripping) world you’re in. But keep your eyes open - the game won’t show you any sympathy if you miss something important on your uneasy travels. Everything has a reason and purpose - you just need to work out what it is.

-Full body awareness – player will experience better immersion being aware of the character’s body and movement. Interaction with the world is realistic - objects are picked up with your hands (instead of just floating in midair), machines and instruments are operated by grabbing the controls etc.

-No HUD - For a greater immersion into the world there is no HUD to assist the player. Everything is implied and indicated through environmental design.

-Inventory and ammo management - is defined and limited. It plays a big role in keeping the player in an even greater state of awareness throughout the whole game. Players will have to think about when to fight and when to take cover and how their actions affect the world around them. Different play styles will be needed to advance.

[Official Website]


Login to Remove Ads