Posted on: October 28, 2022

ronwmabil
Possesseur vérifiéJeux: 328 Avis: 41
Amnesia amidst the ruins of bioindustry
In the middle of a vast, dry, dead waste lie sprawling palaces of towering keratinous walls with abortive fleshy experiments clinging to their bony innards. Ancient biomachinery suggests a now dead civilization, unknowably ancient, but once masters at manipulating life and subjugating it to their industry. With no memory of what has passed, you wake half-buried by dry tendrils and drag yourself forth to--what? There is no one to speak to, no one to explain this crusted, rotting mass of meat-machine surrounding you. There is nothing to do but move forward and avoid death. "Scorn" draws on rich artistic roots for inspiration. Much of the storytelling is left to the imaginative player rather than giving any opinions about why things have become what they are--or even what they are, frankly. Nothing is clear except that the world is ancient and dying. The cavernous ruin you explore is less than yielding in terms of how you get from one place to another, but the means of self-preservation, sight, and moving about are there to be discovered. All told, this relatively brief experience evokes the style of puzzling and exploration of classic gaming titles while presenting everything in a more modern format. The word "horror" is less applicable than "weird", in the sense that Lovecraft used when describing his own fiction. In weird fiction, the horrors and dangers loom silently in the umbral deep rather than jumping out of closets and disemboweling the hapless protagonist. That's how things work here; which is why the game isn't exactly a shooter. Someone may also argue that there are important non-literal takes on the themes of the game that bear discussion. As a consequence, "Scorn" may be the first thing that is considered both a video game and a virtual exhibition of expressionist art. I found that idea very appealing, and the game didn't disappoint in either regard.
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