Scorn is an upcoming video game with stylings inspired by artist H.R. Giger of the famed Alien film franchise. Scorn’s imagery is haunting, creepy, unsettling but yet beautiful. This is some of the most unnerving scenery I’ve seen in a video game in years. The textures and luster powered by the Unreal Engine is very polished but feels “dirty”. While the trailer showcases the creativity and detail of the landscapes and creature design; the score provides a sense of dread…as if something is about to happen at any moment.
Check out the trailer and the pre-alpha in game footage below.
From the Scorn website:
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.
-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.