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Posted 20 hours ago

Scorn: The Art of the Game

£17.5£35.00Clearance
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It has that potent mixture of architecture and biology which skims so close to revulsion but is also incredibly beautiful.

Official lavish in-depth coffee table art book for thefirst-person horror adventuregame Scorn, inspired by H. It's not always about functionality but interesting forms that make sense for what we are trying to express. We build and maintain all our own systems, but we don’t charge for access, sell user information, or run ads.The game is set in a nightmarish universe of odd forms and somber tapestry inspired by the work of H. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Though it’s still split into two parts, Scorn seems to have grown more focused since its failed Kickstarter, which made vague promises of non-linearity and reached ambitiously for multi-platform and VR support. I read the art book was available with a "Deluxe" edition, for example, but on Steam, I only see three options - Scorn, the Scorn art book DLC, and the soundtrack.

The Tower is the second cut location from the game; it was supposed to be a towering reddish skyscraper right after venturing through the Blasted Labyrinth. First we do some concepts, then we implement them in the game, see what works and what doesn't, and then redesign the things that were not right. Most of the time you are not aware of your body but when you get ill or old your body turns against you.Therefore we referenced many different parts of it as a starting point, then we morph, combine and exaggerate them, change the shapes until we get something visually appealing. These synthetic experiments were highly-intelligent engineers who could build cyborgs from organic scrap and random junk. Unfortunately, our only encounter with these intelligent creatures in-game is juicing them inside a hydraulic press. Peklar says he leans toward games like Shadow of the Colossus and Journey, which tell their story primarily through setting and atmosphere as opposed to a conventional plot arc. R. Giger and Zdzisław Beksiński, it blends the anatomical and organic with the mechanical and architectural to create fleshy, irregular landscapes inhabited by shambling monstrosities.

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