Enter the Nightmarish World of Scorn Today with Game Pass


We talk with Director of Operations at Ebb Software Miroslav Mićević to learn more about what to expect when we take our first steps in Scorn.

Starting today, Game Pass members on Xbox Series X|S and Windows can enter the surreal and nightmarish world of Scorn. From its unnerving surroundings, mysterious world, and frightening creations, Scorn has been one of our most anticipated games to experience as well as one of the most mysterious: What does it play like? Is it a shooter? Will I need a security blanket?

Before diving into its intriguing world — and to answer some of our most burning questions — we had a chance to talk with Director of Operations at Ebb Software Miroslav Mićević to learn more about what to expect when we first set foot in the game, some of the inspirations behind its incredible art design, and what was it like to create a soundtrack for something that’s so… slimy.

Thank you for taking the time to sit down with us to talk about your recently released game, Scorn. To kick things off, can you tell us more about the inspiration behind the creation of the game’s world?

Thank you very much for the opportunity to discuss Scorn with you. Scorn is inspired by art, philosophy, literature, and movies. We could say that the roots lie in existentialist philosophy, the artwork of H. R. Giger and Zdzisław Beksiński, movies of Cronenberg, Lynch, and the like. All of these might be considered influential to the creative process of Scorn’s Game Director Ljubomir Peklar.

Scorn Screenshot

Scorn has been described as an “atmospheric first-person horror adventure.” Would you say that puts in the same vein as others in the genre like Dear Esther and Gone Home? Were those games, or others, inspirations behind the creation of Scorn?

Maybe a better description would be a “surreal nightmare adventure.” It’s hard to find direct references among video games, but it is like you are in a gallery observing a dark surrealist painting. Now, imagine yourself jumping straight into that painting making a live surrounding out of it. That’s basically what Scorn is.

Clearly the works of H.R. Giger (“Alien”) were inspired by the look of the game — and it looks incredible from everything we’ve seen. Did you collaborate with other artists related to his artform to bring the world of Scorn to life? What was the most challenging part of replicating that artform into the environment design?

Thank you very much. The biggest challenge was to create each asset in the game since every one of them is uniquely handcrafted. Most of the time you don’t use that method when creating video games. But Scorn, as you said, is a kind of replication of artform. The whole team of sculptors was engaged in a precise reconstruction of a truly horrible nightmare. Not a pleasant task at all.

Scorn Screenshot

When working with such muted colors, what is the trick to making key points of interest pop to the player?


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