Video Games

Scorn Review – IGN

Imagine having to stick your hand into a sink full of dirty, rotten-smelling water to fish for clues to a mystery. I keep pulling out weird and confusing things and never want to go back, but what I’ve discovered so far makes me very intrigued that there might be other secrets hidden there. , is a great way to describe the overall experience of playing Scorn, a first-person puzzle game in which you explore the remains of a dead civilization. With a captivating, biomechanical aesthetic inspired by the likes of HR Giger and Harlan Ellison’s I Have No Mouth and I Must Scream, it’s far more disturbing and disturbing than terrifying. But the atmosphere it creates is very powerful.

The most striking bone in this grisly skeleton is the eerie art direction, creating a cohesive world even though each hub of Scorn differs in its unnerving grandeur. Rather than being a fusion of flesh and machine, the architecture and bizarre puzzle contraptions exist in a space that seems to have been fused by someone, and what you see is alive or artificial. The towering alien spire mimics the shape of bones and internal organs, and the eerie tunnel gives a unique impression of being swallowed whole.

With no dialogue or text to explain why you’re here or what happened, you’ll need to look carefully at all this charming and disturbing images for clues as to why the world is screwed up. there is. Mostly deserted. And for my part, I think I was able to piece it together by the end of my seven-and-a-half-hour journey to hell. I liked that you trusted me to figure it out and gave me enough hints to do so.

Scorn trusted me to draw my own conclusions and gave me enough hints to do so.


Isekai Mist-like contraptions aren’t exactly Mensa-level brain teasers, but some of them are tricky enough, and I was pretty happy when I finally caught up with the mechanics of them. is all made up of mechanical parts and feels like a mechanical engineering exam. Sometimes you need to get a few different wheels that can rotate together or individually to line up with the central hub. You may also need to count the rotations of a spinning disk to keep it in place when the view is partially obscured. Some of the more elaborate take up space throughout the level, moving walkable platforms back and forth with giant crane game claw arms.

Scorn features an equally enigmatic zombie as the main character…waking up in the midst of this chaos and beginning to solve moderately challenging puzzles with no clear mission other than to keep moving forward. increase. So pure curiosity drove me. This unnamed homunculus, or whatever he is, the spread around him presents me with the same question: Is this worth saving? As a result, the sense of self-preservation and hope for salvation were not well developed. This place and this character probably got what they deserved.I just wanted to see what was behind the next rib cage door.

It is always relentlessly harsh.


And it highlights another problem with Scorn in that it’s always relentlessly harsh. Better horror games like Amnesia and Resident Evil provoke terror very effectively by dotting calm islands with moments of stress and anxiety, then removing them or leaving them behind. There is no such thing in the world of contempt. There are parts that I would say are dark and beautiful, but once you step in, you are on a journey that never ceases to amaze and upset you. ended up having the opposite effect on me. Without something to fight for, the tranquility to long for, or something worth keeping stolen, it loses its influence.

Still, I have to applaud the singular and clear vision behind every sight and sound. Scorn doesn’t have much of a soundtrack, but surround sound with good bass and a subtle electronic ambience that’s worth experiencing in his headphones. It’s also impressive that everything you can interact with has moving parts built into it. Whether it’s one of those giant puzzles the size of an entire tower, or an inventory made up of these weird, meaty artifacts. Yes, and getting more from the refill station is another animation. This really helped make me feel grounded in the world.

The battle itself is scary. I don’t mean that in a good way.


Unfortunately, the combat itself is terrifying. I don’t mean that in a good way. Most enemies have very accurate ranged attacks, strafing speed is very slow, and the only weapon that does a decent amount of damage has very limited ammo. : It looks like you can shoot through the bars of a cage-like rotating platform, but you can’t, which undermines the haptics that Scorn tries to create. Also, both recovery items and checkpoints can be very stingy in places. Thankfully, combat is only a large part of his one of his five chapters.

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