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Scorn game, how the works of H.R. It turns Giger into a scary and interactive world?

BingMag.com <b>Scorn</b> <b>game,</b> <b>how</b> the <b>works</b> of <b>H.R.</b> It <b>turns</b> <b>Giger</b> <b>into</b> a <b>scary</b> and <b>interactive</b> world?

The horror shooting game "Scorn" by Ebb Software Studio is one of the most anticipated games of this year. This game is designed to immerse you from the moment you start it. The scary, bloody and strange world of the game, which seems to be straight out of the heart of the Alien series, is supposed to be disgusting and at the same time fascinating. From the hanging limbs of the game's huge and terrifying statues to the bloody creatures crawling in the dark, the game will make you unable to look away from the screen.

Different visual effects

According to the game director Ljubomir Peklar, the visual style of the game is to challenge what we usually call beautiful. In a 2016 interview, he stated:

Humans have somehow been conditioned to love the outward beauty of their bodies and view the internal organs, bones and tissues as something disgusting. Our existence as a living being is the core of the game, and human anatomy is its main theme. So we have looked at many different parts of the body as a starting point. Then we transform and combine them to achieve something visually appealing.

BingMag.com <b>Scorn</b> <b>game,</b> <b>how</b> the <b>works</b> of <b>H.R.</b> It <b>turns</b> <b>Giger</b> <b>into</b> a <b>scary</b> and <b>interactive</b> world?

It's clear that the production team is trying to express their deep fascination and love for organic bodies, while at times making connections between living things and machines. For example, the main weapons of the game, such as shotguns and handguns (colts), are living creatures with mouths into which you are supposed to insert bullets. On the other hand, there are cables running through organ-like structures and mouths protruding from metal walls.

Skorn's strange art style can make it a wonderful work in the horror genre, and even if If this does not happen, it will definitely be one of the most attractive exclusive Xbox games in terms of visual effects. It's no secret that this gothic hell is heavily inspired by the works of two of the greatest surrealist painters: the Swiss artist H.R. H.R. Giger, whose designs you probably remember from the Alien series, and Polish painter Zdzisaw Beksiski, whose horror works are responsible for all the elements in the game environments. This isn't the first time their work has been inspired in some way by a video game, but Skorn might be the best.

BingMag.com <b>Scorn</b> <b>game,</b> <b>how</b> the <b>works</b> of <b>H.R.</b> It <b>turns</b> <b>Giger</b> <b>into</b> a <b>scary</b> and <b>interactive</b> world?

Inspiration from the works of H.R. Giger

Giger collaborated with developer Cyberdreams in the early 90s and provided access to his artwork for the psychological adventure game Dark Seed and its sequel. However, the use of Giger's work by the Dark Seed series does not compare to what Skorne does. It should be said that the limitations of technology at the time prevented the studio from creating something extraordinary and forced it to instead use his paintings as backgrounds in the games to create their mood and heavy atmosphere.

Peklar says of previous adaptations of Giger's works:

I don't think anyone has done it right. I don't remember much about the Dark Seed series and I played it a long time ago. However, I understand that this artwork only used Giger's work in the background. These backgrounds weren't originally designed to be considered an in-game environment.

Peklar claims that no one has yet implemented what Skorn is supposed to do. He is not only interested in inspiring the look and feel of Giger's works, but also in the meaning behind them.

BingMag.com <b>Scorn</b> <b>game,</b> <b>how</b> the <b>works</b> of <b>H.R.</b> It <b>turns</b> <b>Giger</b> <b>into</b> a <b>scary</b> and <b>interactive</b> world?

Peklar states:

The visual impact of Giger's works can be used in various forms from movies to games, but only superficially to show aliens, monsters, maybe strange planets and etc. observed. No one has really understood Giger's work in depth. This part of his work is the most interesting part of it, but it is always on the sidelines and no one focuses on it.

Alien director Ridley Scott, however, may disagree with Pecklar's views. Much of Alien is based on Giger's unique vision, but even those films don't delve into the depth of the artist's work, which often depicts humans interacting with machines. The style that Geiger called biomechanical.

BingMag.com <b>Scorn</b> <b>game,</b> <b>how</b> the <b>works</b> of <b>H.R.</b> It <b>turns</b> <b>Giger</b> <b>into</b> a <b>scary</b> and <b>interactive</b> world?

A picture of Giger next to some of his works

The relationship between humans and machines

If you pay close attention to the game trailers, you can see the main character's relationship with machines and as Get a better understanding of Geiger's overall "biomechanical" style. Peklar explains:

His work is not about alien worlds, no matter how much people think his art is about it. There is a much more important theme in his work, which is about the fusion of humans and technology. The organism, as the structure that has defined our existence up to this point, is intermingled with our own mechanical constructs in a ludicrous dance of sexuality and death; Freudian concepts that both shock and terrify us.

Inspiration from the works of Zjiszw Bekshinski

On the other hand, if Giger's works emphasize the coexistence between the living and the mechanical, Bekshinski is more He is interested in the relationship between man and death. Many of his works, which usually depict dystopian worlds filled with skeletons and corpses overseen by blood-red skies, seem to focus on the apocalypse and what comes after.

BingMag.com <b>Scorn</b> <b>game,</b> <b>how</b> the <b>works</b> of <b>H.R.</b> It <b>turns</b> <b>Giger</b> <b>into</b> a <b>scary</b> and <b>interactive</b> world?

Bakshinsky liked to paint decaying bodies and skeletal figures without features such as faces and skin. His works probably have the greatest influence on the faceless character of Scorn. A character whose body consists mainly of skinless muscle and nervous tissue and bones protruding from a bare chest. Peklar used a design by Filip Acovic to give Skorn's appearance. from stages to the main character of the story and weapons. However, he stated that the intention was not just to pay homage to the works of Giger or Becsinski:

Giger and Becsinski are definitely the main sources of inspiration for the game, but their works were not chosen because they looked interesting. Rather, it was because different aspects of their drawings were related to different themes and ideas of the game. We also tried to create our own style.

Peklar says that he believes that a game's art style should always serve its themes and ideas. He hasn't released any specific details about the game's story, which will be revealed through environmental storytelling, and in fact wishes he could have kept the game's existence a secret for longer.

A work that needs no explanation!

Since Scorn was introduced for PC in 2014, two campaigns Platform investment has overtaken Kickstarter. The game was originally slated to be released as a two-parter until it was revealed in May that it would also be released for the Xbox Series X and Gameplay. Keplar said:

The reason you heard about the game in 2014, 2016 and 2017 was because our resources were running out, so we had to show it to convince people to play. Game and studio invest. I've said this many times before that if we had all the resources we needed to develop the game, we definitely wouldn't be releasing it so soon. Now that you've heard about the game, you probably think it's a new work, when it's not.

However, in the six years since the game was announced and its cryptic trailers over the years, the details Not much of it has been published. In fact, according to Keplar, like the works of Giger and Bekshinsky that inspired him, Skorn's terrifying landscapes somehow defy explanation and don't need it.

BingMag.com <b>Scorn</b> <b>game,</b> <b>how</b> the <b>works</b> of <b>H.R.</b> It <b>turns</b> <b>Giger</b> <b>into</b> a <b>scary</b> and <b>interactive</b> world?

Game director says:

Like the best nightmares, as you experience the game, its surreal images will begin to play with your psyche. When you wake up from a nightmare, it's really hard to tell what you dreamed, and you're left with little information besides a sense of anxiety. That's what we're trying to recreate.

He compared the feeling of moving through Skorne to the thrilling opening of Dario Argento's horror masterpiece Suspiria:

This montage It is different sights and sounds that make you feel uncomfortable. No special story is told and nothing special happens.

BingMag.com <b>Scorn</b> <b>game,</b> <b>how</b> the <b>works</b> of <b>H.R.</b> It <b>turns</b> <b>Giger</b> <b>into</b> a <b>scary</b> and <b>interactive</b> world?

Environmental Storytelling

While Pecklar referred to horror classics like Resident Evil and Silent Hill for the game's environmental storytelling, he stated in 2017 that he was not interested in traditional, scripted stories:

We don't try to advance a traditional narrative based on Pirang. Writing an engaging story requires a good writer, and game developers or writers who specialize in writing game stories don't do very well. Otherwise, they will turn to writing books or screenplays. Games to me are about interacting and telling you a story through its (gameplay).

Ultimately what Skorn's story is trying to deliver may not be as important as what the players take from it. . Peklar says that he is happy to allow players to provide their own interpretation of the game. According to him, Giger and Bekshinsky are the only influential people Not Scorn, but filmmakers such as Alejandro Khodorovsky, David Cronenberg, David Lynch, Dario Argento and John Carpenter are also the main inspirations of the game.

BingMag.com <b>Scorn</b> <b>game,</b> <b>how</b> the <b>works</b> of <b>H.R.</b> It <b>turns</b> <b>Giger</b> <b>into</b> a <b>scary</b> and <b>interactive</b> world?

Peklar said about other sources of inspiration for the game:

The main theme of Cronenberg's films, which places our organism at the center of human existence, intersects with Geiger's biological structures in many ways. On the other hand, Lynch's surrealism portrays the strangeness of the world we live in and the dreamlike sense of our own existence.

Peklar also mentioned surrealist writers such as Franz Kafka and Jorge Luis Borges, who His words mostly deal with the absurdity and strangeness of human existence in this mysterious world. On the other hand, Thomas Ligotti, the author of horror stories on horror elements of the game and J. J. Ballard has been influential in combining them with decay and violence in Nightmare Machine.

BingMag.com <b>Scorn</b> <b>game,</b> <b>how</b> the <b>works</b> of <b>H.R.</b> It <b>turns</b> <b>Giger</b> <b>into</b> a <b>scary</b> and <b>interactive</b> world?


What we have seen and heard so far from Skorn tells us that we are going to witness one of the strangest games in history and maybe even the most disgusting visual experience ever released in a game. A work that many players may not be able to complete because of its visual effects. Interestingly, when the game director was asked if there was anything he wanted to remove from the game because it was too gross, he replied:

I hope that day will come. Either my imagination is too limited or I'm too numb!

Scorn will be released on October 21, 2022 (29 October 1401) for Xbox series consoles and PC.

Source: Den of Geek< /a>

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