![]() In truth, Scorn doesn’t tell a particularly fascinating story, but it hardly matters the way in which it’s told is done to perfection, and provides an incredibly refreshing horror experience that truly gets under your skin. As you sprint down each claustrophobic tunnel or flee that acid-spitting alien, slotting tools into machines and spinning nodes to no end, this is environmental storytelling at its finest. ![]() What’s better, is that this all feels incredibly satisfying to unfold Scorn gives you this evocative environment, chilling sound design, intricate puzzles, and nothing else. You begin to understand what this long-lost civilisation might’ve once looked like, and what your part in it all was. You come to these answers yourself by carefully making your way through this ghastly, hostile world. Scorn doesn’t give you these answers, though. As you reach the summit of Scorn and begin to understand how each piece of haunting machinery works in connection with each other, you finally stumble upon answers. A lack of guidance bar some very basic UI instructions for your controls, the constant reminder that you’re likely no different from the bodies littered around you, and an environment that begs that you analyse it, all form the perfect synergy to disorient you. Scorn isn’t easy, but dealing with the scenario you’re placed into wouldn’t at all be easy either. By the time you’re starting Act 3, Scorn will have sunk its claws into you you become a cog in this gigantic, alien machine, not just desperate to escape, but desperate to figure Scorn out. You continually see more corpses of these humanoids everywhere you go, and every minute playing Scorn you’re reminded that any one of those corpses could be you and what if they were all different versions of you, and the humanoids before you? This, in combination with a lack of guidance, then has you feeling helpless. During the prologue, you quite literally leave a fellow humanoid – one of the few signs of remotely intelligent life that isn’t trying to kill you – for dead. You’re made to feel like you could be victim to this world at any given moment. While some may suggest this makes the game more difficult to understand and solve, this is perhaps what made the game just so powerful that I couldn’t quite put my thoughts into words (initially, anyway). Scorn then refuses to tell you anything about itself. With nobody else quite like you around, you’re on this gruelling adventure all alone. When you wake up in this obscure alien facility with absolutely zero idea of the who, what, when, why, and where of your situation, your innate urge as a human (or humanoid, in this instance), is obviously to approach that distant, grandiose building and somehow escape this world. If Scorn held my hand, I wouldn’t experience the fear of the unknown that is so excellently built up using environment and sound alone, nor would I be able to place my own interpretation on it that Scorn is quite literally the world of a long-lost civilisation that has been scorned, and the humanoid we find ourselves controlling is one of the many pawns that must deal with the eternal suffering caused by their counterparts. ![]() There’s nothing wrong with this however, I would argue that what Scorn lacks - constant, fluid storytelling - is intentional, and simply another one of this game's intricacies. However, I can imagine some players will take all this in, struggle with Scorn’s myriad mazes, find themselves stumped over a particularly frustrating puzzle, and then disregard it for its lack of story or direction. There’s simply no denying that in all its disturbing glory, walking around the world of Scorn feels almost like stepping inside a H. Scorn’s attention to detail in terms of its art and level design is some of the best I’ve seen, but to many, I can see this also being its downfall. ![]() It's difficult to master, but it occurs little and often Scorn is not a shooter, but more of an all-round experience of what this world has to offer. Later into the game, you'll be expected to try your hand at combat between puzzles. You’ll regularly be shoving your arms and fingers into meaty crevices made of God-knows-what, and when you’re not cringing at the visceral sounds this all makes, you’ll be solving puzzles that would, frankly, feel obtuse in any other game. To see this content please enable targeting cookies.
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