When I demoed Scorn at Gamescom in August, the atmosphere was just right. While most of my play sessions at the show were in brightly lit rooms filled with members of the press, Scorn was a more intimate affair. I was shuffled into a dark corner of a massive booth with the lights kept off. It was a rare moment of quiet in a loud week, putting me in the exact frame of mind developer Ebb Software likely wants players to be in when they play it next month.
Based on my 45 minutes with the game, that level of immersion is Scorn’s key trick. The grotesque psychological horror game transports players to one of the most uncomfortable locales I’ve ever experienced in a game. It’s like someone got into the darkest corner of H.R. Geiger’s mind and brought it to life.
I’m already seeing both pros and cons of the all-encompassing nature of Scorn. While my time with it was genuinely harrowing thanks to gnarly body horror that would make David Cronenberg wince, I found myself walking around in circles trying to solve the world’s esoteric objectives. It’s a level of give-and-take that makes Scorn feel more puzzling than terrifying.
It didn’t take long for my stomach to churn when I loaded into Scorn. The camera slowly dipped down onto a fleshy body, veins skittering around his scalp. He suddenly wakes up, breaking his gnarled arms out from the tendril-like terrain imprisoning it. He drags himself through a field of flesh, but the environment around him suddenly shifts to a desert. He plummets down a cliff and wakes up in some sort of dilapidated alien corridor, where my demo would take place.
In terms of atmosphere, Scorn is already unforgettable (and that’ll be good or bad depending on your stomach). It’s hard to really describe many
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