Good art direction, great atmosphere, puzzles were fine, shooting mechanics were absolutely atrocious and should have been cut. Fun little romp and I'll probably never play it again.
yeah. im not sure if they just made the sexual themes a bit too obvious or what it is, its hard to really put a word on what makes giegers art so unreal and what makes all his ripoffs feel so shallow
never played it but watched alot of gameplay videos of it. the atmosphere, art design and set design is top-tier, looks worth buying just for that. but not gonna lie, none of the monsters you fight look remotely interesting. both visually and gameplay wise, they all look very boring. the kang monster is kinda neat-looking I Guess. and a atmospheric horror game that doesnt really have monsters that are scary visually like silent hill, or scary gameplay wise like resident evil, idk. it doesnt really invest me. when I said worth buying i meant 'if it goes on sale for 5 bucks'
Needed more combat. The guns and enemies were cool as frick but we needed a stronger emphasis on gunplay and combat. Otherwise the game was kino. Storytelling was top tier.
It's an artistic expression anon.
Having the player wander around aimlessly interacting with thing they don't know what they do or what they are even doing is a concious decision by the devs to have the players "scorn" the very game itself, putting the player in the shoes of the scornguy.
Every dead end
Every unexplained mechanic
Every "puzzle" of trial and error
It was all decided in meetings and approved by men in suits.
The ending proves this as the scornguy gets ripped apart (just like the critic reviews) and then taken over by the parasite (the industry) so that he may never scorn again.
>Every dead end
There's almost no dead ends because the game is linear as frick >Every unexplained mechanic
Shooting, healing, running, and occasionally doing a thing with a machine are almost self evident in games at this point and if you are confused, the buttons are on the menu. There's not any mechanic in Scorn that comes off as unique other than maybe the switching mechanic in the end, which you could theoretically use literally once before the game outright ends. >Every "puzzle" of trial and error
There were like maybe 5 different kinds of puzzles in the game. The fact that there's no text or dialogue severely limited what sorts of puzzles they could put in.
I'm sure you comment is in jest and it's ultimately pointless for me to reply but these guys really did fricking blow it. They had such an interesting setting that they accomplished almost nothing with, and the cherry on top is they seem more invested in announcing the fricking playstation port than they are in unfricking their game.
>healing
I literally saw 3 people dying over and over again to enemies because they were checkpointed at 1 hp and they had to get through 5+ enemies without getting hit.
They didn't know they could heal.
In fairness, how would you know? How could you know that little ball thing you picked up that gets stabbed with red balls on it is your healing?
10 months ago
Anonymous
Pause the game and look at the controls menu.
10 months ago
Anonymous
Obviously sherlock.
But the game doesn't indicate in any way that you CAN heal.
I shouldn't have to explain why it's poor design to require the player to go into the controls menu to see if a mechanic exists. Also pressing E to heal wouldn't work until you pick up something that the game doesn't explain is what you use to heal btw
10 months ago
Anonymous
Except it does, by virtue of there being scripted moments where the parasite attacks you and you see a healthbar deplete. If you're not a total moron, you'd reason that if you have a healthbar that can go down, there must be a way to make it go up again.
10 months ago
Anonymous
No shit.
But please read.
The game DOES NOT EXPLAIN THAT THE THING YOU PICK UP IS WHAT YOU USE TO HEAL
This lack of explanation is the core issue with the game, DO NOT try to defend shit design behind expectations of the player.
What you are literally suggesting is that
-The player sees they take damage
-Understands that they have a health bar
-They press all the buttons and interact with all the things to see how they heal
-Nothing works so they check the controls
-E to heal
-Pressing or holding E does nothing
-Because they haven't picked up the thing that they use to heal
-Even when they do they don't know that they can now heal because nothing indicates that the thing they picked up and had to recharge first was how they healed
-UNLESS they were trial and erroring their way through every interactible and pick up by testing E at every step of the way.
10 months ago
Anonymous
Anon I think you just watch particularly stupid let's players.
your gameplay to be ludo compatible needs to be as far as away from anything like doom as possible. Yeah the FPS elements are not great, but it's also like 5% of the game. It's primarily walking, and watching, solving puzzles. Which for an alien bizzare world is fine. The focus is where it needs to be, unlike other movie games, this needed to be walk it was
A compellingly nightmarish tour through a bunch of wild and interesting vistas that is actually totally undermined and ruined by it's art book. What at first feels metaphorical and worth analyzing is actually just hiding a generic biopunk sci-fi story that is never fed (in ANY sense) to the player directly, but does exist as a concrete answer thus undermining it's own mystery and majesty. 6/10.
A lot of the people who weren't following this game's development probably got pleasantly surprised by the visuals and art direction but for someone like me, who was actually hyped for the game, it was incredibly disappointing. They were constantly hinting throughout it's development that the game was going to have all sorts of stuff like metroidvania-like level design, cool areas like the blasted labyrinth and the tower, choices that would impact the game in significant ways and other tools sets and weapons that you can use (the grenade launcher was originally supposed to be a part of your arsenal that you can use throughout the game). They even showed music tracks (which are now unused) that sound better than almost anything that you hear in the actual game. I still cant fathom how the team managed to release such a shitty duct-taped tech demo after being funded by kickstarter, microsoft and kepler interactive.
I couldn't stop thinking about it after I finished it but you can't help but feel like it could've been more. I think their Kickstarter said this is just part 1 of 2 but I'm not sure if that's still the case, I'd love more Scorn.
Puppet game executed its gameplay and puzzles way better than whatever shit Scorn was
I enjoyed it, but it's not worth the full price.
will wait for a sale
I thought it was very memorable and did a great job for what it set out to do. Top tier world and atmosphere.
Cool looking walking simulator with no story and a shit ending.
Zero gameplay, therefore not a game
>you dont need to make a game as long as its pretty
I liked it, pure horror with none of the fluff
Good art direction, great atmosphere, puzzles were fine, shooting mechanics were absolutely atrocious and should have been cut. Fun little romp and I'll probably never play it again.
yes, but replayability wasn't a focus
Romp is right, I feel as though they missed the point of Giger's art though
yeah. im not sure if they just made the sexual themes a bit too obvious or what it is, its hard to really put a word on what makes giegers art so unreal and what makes all his ripoffs feel so shallow
never played it but watched alot of gameplay videos of it. the atmosphere, art design and set design is top-tier, looks worth buying just for that. but not gonna lie, none of the monsters you fight look remotely interesting. both visually and gameplay wise, they all look very boring. the kang monster is kinda neat-looking I Guess. and a atmospheric horror game that doesnt really have monsters that are scary visually like silent hill, or scary gameplay wise like resident evil, idk. it doesnt really invest me. when I said worth buying i meant 'if it goes on sale for 5 bucks'
Needed more combat. The guns and enemies were cool as frick but we needed a stronger emphasis on gunplay and combat. Otherwise the game was kino. Storytelling was top tier.
Genuinely one of the coolest looking games but I did not enjoy the controls nor the gameplay so I quit
It would have benefited from being a walking simulator with puzzles, not an fp"s". After a while all the art direction just became a reddish mess.
You can get everything you need from the game by watching a let's play.
nah, there is still enough there to justify player experience
They completely blew it in terms of gameplay.
It's an artistic expression anon.
Having the player wander around aimlessly interacting with thing they don't know what they do or what they are even doing is a concious decision by the devs to have the players "scorn" the very game itself, putting the player in the shoes of the scornguy.
Every dead end
Every unexplained mechanic
Every "puzzle" of trial and error
It was all decided in meetings and approved by men in suits.
The ending proves this as the scornguy gets ripped apart (just like the critic reviews) and then taken over by the parasite (the industry) so that he may never scorn again.
>Every dead end
There's almost no dead ends because the game is linear as frick
>Every unexplained mechanic
Shooting, healing, running, and occasionally doing a thing with a machine are almost self evident in games at this point and if you are confused, the buttons are on the menu. There's not any mechanic in Scorn that comes off as unique other than maybe the switching mechanic in the end, which you could theoretically use literally once before the game outright ends.
>Every "puzzle" of trial and error
There were like maybe 5 different kinds of puzzles in the game. The fact that there's no text or dialogue severely limited what sorts of puzzles they could put in.
I'm sure you comment is in jest and it's ultimately pointless for me to reply but these guys really did fricking blow it. They had such an interesting setting that they accomplished almost nothing with, and the cherry on top is they seem more invested in announcing the fricking playstation port than they are in unfricking their game.
>healing
I literally saw 3 people dying over and over again to enemies because they were checkpointed at 1 hp and they had to get through 5+ enemies without getting hit.
They didn't know they could heal.
In fairness, how would you know? How could you know that little ball thing you picked up that gets stabbed with red balls on it is your healing?
Pause the game and look at the controls menu.
Obviously sherlock.
But the game doesn't indicate in any way that you CAN heal.
I shouldn't have to explain why it's poor design to require the player to go into the controls menu to see if a mechanic exists.
Also pressing E to heal wouldn't work until you pick up something that the game doesn't explain is what you use to heal btw
Except it does, by virtue of there being scripted moments where the parasite attacks you and you see a healthbar deplete. If you're not a total moron, you'd reason that if you have a healthbar that can go down, there must be a way to make it go up again.
No shit.
But please read.
The game DOES NOT EXPLAIN THAT THE THING YOU PICK UP IS WHAT YOU USE TO HEAL
This lack of explanation is the core issue with the game, DO NOT try to defend shit design behind expectations of the player.
What you are literally suggesting is that
-The player sees they take damage
-Understands that they have a health bar
-They press all the buttons and interact with all the things to see how they heal
-Nothing works so they check the controls
-E to heal
-Pressing or holding E does nothing
-Because they haven't picked up the thing that they use to heal
-Even when they do they don't know that they can now heal because nothing indicates that the thing they picked up and had to recharge first was how they healed
-UNLESS they were trial and erroring their way through every interactible and pick up by testing E at every step of the way.
Anon I think you just watch particularly stupid let's players.
your gameplay to be ludo compatible needs to be as far as away from anything like doom as possible. Yeah the FPS elements are not great, but it's also like 5% of the game. It's primarily walking, and watching, solving puzzles. Which for an alien bizzare world is fine. The focus is where it needs to be, unlike other movie games, this needed to be walk it was
A compellingly nightmarish tour through a bunch of wild and interesting vistas that is actually totally undermined and ruined by it's art book. What at first feels metaphorical and worth analyzing is actually just hiding a generic biopunk sci-fi story that is never fed (in ANY sense) to the player directly, but does exist as a concrete answer thus undermining it's own mystery and majesty. 6/10.
feels like a tour through a science museum
A lot of the people who weren't following this game's development probably got pleasantly surprised by the visuals and art direction but for someone like me, who was actually hyped for the game, it was incredibly disappointing. They were constantly hinting throughout it's development that the game was going to have all sorts of stuff like metroidvania-like level design, cool areas like the blasted labyrinth and the tower, choices that would impact the game in significant ways and other tools sets and weapons that you can use (the grenade launcher was originally supposed to be a part of your arsenal that you can use throughout the game). They even showed music tracks (which are now unused) that sound better than almost anything that you hear in the actual game. I still cant fathom how the team managed to release such a shitty duct-taped tech demo after being funded by kickstarter, microsoft and kepler interactive.
I couldn't stop thinking about it after I finished it but you can't help but feel like it could've been more. I think their Kickstarter said this is just part 1 of 2 but I'm not sure if that's still the case, I'd love more Scorn.
Could Scornguy defeat Batman
>Slow as frick
>Guns
>Piston machine
>Can't jump
Scorn Guy would get his ass kicked by Batman.
It was a neat little romp but holy shit was it overpriced.
Should've released for $10 and been on sale for $5.
It's basically "Dear H.R. Giger"