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SCORN

Started by fragger, November 13, 2016, 06:23:17 AM

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fragger

Something for H. R. Giger fans!

Not much info on the gameplay or even what it's all about as it's still early days, but if Giger designed a game, this is what it would look like. I think it's a first-person horror/survival type thing. I think. Much like Giger's artwork, it's hard to tell what the flip it's supposed to be.

https://www.youtube.com/watch?v=hBlBtP3-x_w

Art Blade

[titlebar]Vision without action is a daydream. Action without vision is a nightmare.[/titlebar]What doesn't kill us, makes us weirder.

Dweller_Benthos

Yep, expect black on black textures in a black room on objects that look disturbingly like genitalia.
"You've read it, you can't un-read it."
D_B

Art Blade

Hans Rudolf "Rüdi" Giger also had a certain fascination with worms while at the time he felt slightly appalled by them. It's this nightmare-ish concept that made his art unique.
[titlebar]Vision without action is a daydream. Action without vision is a nightmare.[/titlebar]What doesn't kill us, makes us weirder.

fragger

He was definitely one of a kind. Others have tried to mimic his style, but you always seem to be able to spot a genuine Giger.

I unearthed some more info about Scorn. It's part FPS, part puzzler, though the shooting is occasional with quite limited ammo, so you have to be judicious in your use of it. Here is a quick rundown, quoted from the developers' site, Ebb Software (there are only ten people on the dev team):


DESCRIPTION

Scorn is an atmospheric first-person horror adventure game set in a nightmarish universe of odd forms and somber tapestry. It is designed around the 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.

GAMEPLAY FEATURES

-Cohesive "lived-in" world - Scorn takes place in an 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 w@&k out what it is.

-Full body awareness – Players 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.



The devs insist that the game is not a "walking simulator", nor is it a constant cower-in-fear stress-fest like Alien Isolation (although it may be in places, from what I can gather). The game will be released in two parts. Part 1 should be released in early 2017 (there will be a Part 2 sometime later, which has not yet begun development).

The devs also say (and I quote verbatim, including bold font):

These two parts represent everything that will ever be done. There will be no DLC, expansions or sequels. Ever.

There you have it. It certainly won't appeal to everybody, but I'm definitely curious about it. It might be intriguing to wander around Gigerland, though it might not be a good idea to do so right after dinner :-()

Art Blade

if you eat something colourful, it might be worth a shot :-()
[titlebar]Vision without action is a daydream. Action without vision is a nightmare.[/titlebar]What doesn't kill us, makes us weirder.

Binnatics

Looking at this trailer two things spring to mind;

It looks like the hive in Duke Nukem Forever but it lacks the humour...

Pre-apha; omg, can it be worse than just alpha release ??? Wonder if this is going to be another endless pre-release-never-to-be-finished kind of game.

But yeah, graphically it looks amazing. Part machine, part organic, the whole world actually. Not just the player, the hive, the enemy. Interesting concept.

"Responsibility is not a matter of giving or taking, responsibility is something you share" -Binnatics

Art Blade

one line springs to mind: if it bleeds, it can be killed. :-D
[titlebar]Vision without action is a daydream. Action without vision is a nightmare.[/titlebar]What doesn't kill us, makes us weirder.

🡱 🡳