20 Aug disrectly-pransmny-scorn-1
The disgustingly beautiful Scorn
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Quite unexpectedly for myself, I decided to make one unscheduled release, which does not at all apply to the cycle of antiquity shop. This is rather one of the creative experiments, in which it will not be about the affairs of the long -lasting days, but on the contrary – the same days of future, because today I want to tell about at least and has been at the development stage, but has already managed to conquer me to the core of a terribly enchanting work called “Scorn”. I want to say that I was very surprised that the information about this game is limited to the only last year’s news. In order to correct this annoying misunderstanding, I decided to remind people who have known people, but never heard of telling her for the first time. It is created by the efforts of the small Serbian studio EBB Software founded in 2013.
This creation is part of the debut line under the publishing house Humble Bundle and is an atmospheric game in the genre of the Horror-Adverse in the first person, the action of which unfolds in the terrible universe of bizarre forms and gloomy matters. It is built around the idea of “throwing into the world”. Being isolated and lost in this place in a place in a non -linear manner you have to explore many interconnected areas. Unusual cause of anxiety environment in itself is a character.
Each location has its own theme (history), puzzles and characters, which in combination are an integral part of this world. Throughout the game, you will open all new locations, get various skills, weapons, objects and try to understand the images seen.
The action of “Scorn” unfolds in an unlimited holistic “populated” world with interconnected areas. Each of them is a labyrinth with many rooms available for studying rooms and ways. The narrative occurs directly during the game without any KAT scenes distracting from the terrifying reality of the living and breathing world. But be on the alert, for if during your hard trip, miss any important detail, then do not wait for condescension to. Everything has its own cause and goal – it is only necessary to understand their purpose.
Due to the complete universal of the body, you can plunge much more in the character and its movement. Thanks to realistic interaction with the world, objects will be upset (and not just soar in the air), and machines and tools will be controlled by manual interaction with control elements, etc.
The management of inventory and ammunition is due and limited. This plays even a much more significant role in maintaining a player in a conscious state throughout the game. He will need to think when he should go into battle, and when to hide, as well as how his actions will affect the world around him. During the battles, you will have to resort to various game styles.
Initially, the 1st part of the dilogy with the Slots Temple subtitle with the “Dasein” (Dazin / Being / existence) was planned for the release in 2017, but according to one of the recent news (and more specifically from August 29), the exit is tolerated for 2018. The developers motivate this by the fact that despite the fact that it is almost ready, some aspects do not suit them and therefore they decided to finalize it properly and squeeze it properly. As a sponsorship on September 5, their new campaign starts at Kickstahar’s and in honor of this event they promise to treat them with a fresh trailer. But that’s not all. Less than a day ago, the game acquired a personal page in Steam.
Here are a few videos for the seed:
Pre-alpha trailer
Tisader-trailer
In order to fue much to warm interest even more, and also tell me even more about this amazing creature, I want to share with you a translation of a small but rather interesting artist of Philippa “Pip” Warr, as well as introduce the work of several designers of the studio. Enjoy reading!
Recent art: SCORN style sneaking to the very top (dated July 19, 2016.)
When the Scorn trailer came out aesthetically aesthetic several weeks ago. This simultaneously causing a sense of disgust and admiration for a powerful mixture of architecture and biology. Personally, this reminded me of talking about a deviation from the history of arts, ideas about violation of bodily borders, ugly organs falling with drops of fluid ..
But I would like to hear the thoughts of the developers of this work themselves. What brought the designer of games and levels named Ljubomir Peklar and his colleagues to such game spaces? Actually, here you will learn their answers, as well as get acquainted with some of the remarkable illustrations they provided. If you want to study everything to the slightest details, feel free to click on the images!
PIP: Tell us about the sources of influence on your game – about other artists, places, films, etc.
Lubomir Peclar: Throughout his life, many things and various artists have affected a person. Sometimes their art affects your taste, and sometimes you yourself gravitate to the concepts close to you. Your views on life, your thoughts and ideas will push you to like -minded people among these creators.
Influence on “Scorn” is based on ideas and concepts that I wanted to explore me. When it comes to directly visual perception, then only by looking at any section of comments dedicated to the game, one can notice the constant mention of two people: g.P. Giger (which is quite famous for everyone) and much less famous Polish artist Zdzislav Bakensky. Of course, it was they who had the strongest influence on us, but this choice was by no means because everything simply looks cool, but precisely because many aspects of their work concerned various topics and ideas in the game. We also tried to create our own style.
In general, the list of these sources is quite huge. Of the filmmakers, for example, they recall Kronenberg, Argento, Lynch, Carpenter and Khodorovsky. Among the writers of various genres, starting with horrors and science fiction and ending with philosophy, I would like to highlight for example Lavkravt, Barker, Thomas Ligotti, J.G. Ballard, Stanislav Lema, Kafka Albert Camu, Heidegger, etc. From the games, for example, “Silent Hill”, “Resident Evil” and “Metroid Prime”.
How much the game has changed from the original sketches to the final style?
Beijar: Oddly enough, insignificant. The biggest problem was to search for a concept designer who can realize all the details of the world. Our concept designer Philip Akovik quickly felt my ideas, while a timely exchange of information also played an important role. As soon as he understood what I needed, I was just littered with interesting concepts. From the very beginning, we knew what the perfect visual series of the game would look like, we could only understand how to come to this. Given that Philip draws quite quickly, he did not make many standard sketches. It is very important to feel the world you created as soon as possible, especially so extraordinary.
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