Here’s 13 minutes of Scorn, the Giger inspired horror game coming to Xbox Series S/X and PC next year
Dimapur, Oct. 22 (EMN): Scorn, the HR Giger inspired horror game developed by Ebb Software, has released a trailer showing 13 minutes of new gameplay via Xbox YouTube channel.
The game was originally crowdfunded via Kickstarter way back in 2017 and after a brief period in development limbo, on May 7, 2020, it was announced that the video game would be published as an exclusive title for the Xbox Series X running in 4k and 60fps. Later, the developer announced that the game would be made available for PC via Steam.
Scorn is a dark and grotesque FPS horror adventure game that blends elements from Bioshock and Amnesia around an environment adorned with imagery clearly inspired by HR Giger’s work in Ridley Scott’s Alien franchise.
From the game’s grotesque environment to the organic weapons the player wields to shoot equally bizarre-looking enemies, the trailer clearly shows that playing Scorn is going to be a surreal experience for most players.
Although the date of release for the game is still not available yet, the end credits of the trailer show that the game will be released as an exclusive for the Xbox Series S/X and PC sometime next year.
Watch 13 minutes of Scorn gameplay below:
About the game via Steam
Scorn is an atmospheric first-person horror adventure game set in a nightmarish universe of odd forms and sombre 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 world. Throughout the game, you will open up new areas, acquire different skill sets, weapons, and various items and try to comprehend the sights presented to you.
• 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 happen in-game, with no cut-scenes to distract you from the grisly reality of the living, breathing 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 – 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.
• 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.