Scorn Trailer Thoughts

A few hours into the game and as someone who really digs Giger and Beksińskis artwork, the game is a real treat and I enjoy exploring this weird fucked up meat world. The puzzles are ok, I enjoy figuring them out. The combat however... ugh. It's not fun. It's clumsy and slow and just messes up the pacing. Still gonna finish it simple to enjoy the visuals.
 
The game was alright, loved the design.

As for the shitty combat, the trick is to just stop when you see an enemy and maybe take a few steps back and they'll almost always crawl into a hole in the wall and leave the area after maybe 10 seconds. They'll never see you first and only then if you're point blank. Just stop and let them leave. I did this and only died once and that was cos I'm a retard who gets impatient.
 
Played for an hour and a half and I'm a bit disappointed. The visuals are amazing, but they contribute to the game's biggest flaw. It is kinda tedious.
Don't get me wrong, I do not want arrows to guide me and have objects, that can be interacted with, flash brightly. However, sometimes it is difficult to figure out which confusing bio-mechanical contraption is just there for the show and which can be used. The map is also sometimes difficult to navigate. I usually run around like a headless chicken in a new area, before I figure out how the samey looking corridors connect to each other. I didn't do much combat yet, I only killed those fumigating thingies in the cock forest. At first I didn't want to whack them, because I am not sure, if the game has any moral system, so I tried to dodge them, but got sprayed and died. Now I have to start the whole section all over again, because of the crappy checkpoint system.
It doesn't help, there is little to no incentive to try again. So far the game was only about advancing forward, for no reason, because there is zero story yet. I get that I only played for a short time, but I wish there was at least something to motivate me to continue. I have a feeling, this game doesn't really have a story and I suppose it should feel like a weird dream, you are trying to get out of. In this case, they should have made the combat less clunky, or allow the player to save manually, so they do not have to redo 15-20 minute sections all over again, if they die.
 
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It's pretty much exactly what I expected it to be so I'm happy.

I like the combat. It's just survival horror-style where you need to make every bullet count, while missing a shot (especially with the jackhammer thing) means you're about to lose half your health, so it's all just to serve the sense of tension.
It's clearly pretty planned out with encounters plotted so that you're always feeling like you're two shots shy of feeling safe. Then they'll do stuff like finally give you an ammo station, and suddenly drop a gorilla on each side of you in a narrow corridor--which you can now deal with, but it leverages that dread of running into them which was the whole reason you were happy to see the ammo, rather than wasting it on letting you get comfortable.
It's not mindblowing but it's very competent. And makes noping out of a situation so you can stealth through feel like a precious option rather than handcuffs or an optional challenge like most games with a dedicated "stealth" focus.

I mean it could be fucking sweet if it were an FPS too but yeah, it's a myst-like adventure game with horror combat, only it doesn't make you do gay shit like crouch in a corner staring at your feet for minutes on end while extremely noisy dickheads stomp around like those games that sell themselves on it.
 
I mean it could be fucking sweet if it were an FPS too but yeah, it's a myst-like adventure game with horror combat, only it doesn't make you do gay shit like crouch in a corner staring at your feet for minutes on end while extremely noisy dickheads stomp around like those games that sell themselves on it.
But it's not like Myst because the puzzles are piss easy once you know what to do you god damn goober.
 
Imagine getting upset over being called a goober.
 
I finished the game.
It got better after the first act, the projectile weapon made combat somewhat tolerable, the game really needs a better save system IMHO. Glad that there is a story after all, even if it is bare bones, I found it enjoyable. I feared it's really only gonna be about solving puzzles to open doors, just to advance for the sake of advancing.
 
I finally sat down and played it, and I guess my opinion is probably similar to most. The atmosphere is great, the visual aesthetic and sound design are very well done, and it makes the game feel very alien, unknowable, and gross. The combat was serviceable, but not really fun. Puzzles were alright, but nothing that made me feel like I had really solved something with a eureka moment. It feels like they designed the entire visual style first, and then tried to stuff a game into it, and it didn't really fit all that well.

My biggest complaint is probably the ending. I'm kinda autistic about endings, so:
Going through the entire game just to get fucked over at the end made me roll my eyes. It's thematic and appropriate given the tone of the game, but since the game overall was more of "an experience" and not "fun", it just made me feel like playing to that point was pointless. Where are you going? Why? Doesn't matter, anyway! It felt a bit like the developers knew they couldn't deliver on whatever the final destination portal thing is, so they went for a more mundane downer ending. I guess removing the parasite 10 minutes before it eats you anyway is supposed to be a gut-punch twist. It's probably a love it or hate it ending, so maybe some people here really love it.
Considering I managed to finish it in under 4 hours (if the play time counter is correct), I wouldn't recommend buying it for $40. Get it on Game Pass or whatever. It's decent overall, but I remember expecting something a lot different way back when I first saw that teaser trailer.
 
Boy, do I hate being right all the time.
Everybody were pissing their pants after the first Scorn trailer, but it turned to be boring bland shooter with vomit inducing visuals.

I'm talking about that demo. And like I've said, it was boring as fuck. You can't just slap textures of shit on the blandest FPS ever and think it makes it better. Scorn is walking Agony's steps. "Oh, look, we have a horror game about Hell with tits and blood and... that's it".
Nevermind the fact, that I posted this in 2018 and the finished game is around twice as long as that fucking demo.
 
I got the feeling playing it that a lot of the development time must have gone into playtesting. It's not Valve-levels of rounding off the edges, fortunately, but a lot of little things gave me that impression and it's a wise move for a game that doesn't want to explain anything.

I saw some journalist bitching about the checkpoint system but I don't know what they're talking about. There was only one point where dying sent me back further than that specific fight. We've got things real easy by survival horror standards if that's all they're complaining about.

My biggest complaint is probably the ending. I'm kinda autistic about endings, so:
It didn't bug me too much; there aren't many settings where you're happy to see the protagonist fail at the end but I thought it worked alright here. But afterwards I read an article which suggested the parasite was the first protagonist--which does make everything make more sense. I didn't get that impression playing it; I thought you just rechrysalised after the goo incident, but I did notice his chest/body was different. And remembering that the game was originally supposed to be split into two parts, in retrospect it does make things a little more satisfying.

And y'know, it's not like they died. There's a big death/evolution/usurpation theme throughout so whatever ends up hatching from that cocoon, it might be horrible, but it's right at the threshold of whatever paradise this civilisation was trying to ascend into. (And then he'll probably fuck everything there up too.)
 
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