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Oxxidation
Jul 22, 2007
scorn came and went. art style was good but it didn't really go anywhere with it, just a gooey coat of paint on a series of button-pushing and lever-flipping objectives

it's also yet another one of those "hosed up little man in a hosed up big world" games where you don't really have any direction or investment, you're just trudging forward until you stop

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Vermain
Sep 5, 2006



Oxxidation posted:

scorn came and went. art style was good but it didn't really go anywhere with it, just a gooey coat of paint on a series of button-pushing and lever-flipping objectives

it's also yet another one of those "hosed up little man in a hosed up big world" games where you don't really have any direction or investment, you're just trudging forward until you stop

it's basically an art demo from a dedicated team where i think ambition thoroughly exceeded their reach. there's a stretch of about 1-2 hours where you get guns and are having some challenging encounters and are thinking, "alright, this is good, i'm getting into this," and then it almost immediately ends

i'd probably have found it more memorable if they made even a vague allusion to some kind of plot, but it really is just, "mr. scorn awakens to find he's in a video game and thus embarks to complete it"

1stGear
Jan 16, 2010

Here's to the new us.
8-minute gameplay video of the Dead Space remake. Looks gorgeous and has backported the best parts of Dead Space 2 into the still-solid foundation of DS1 so it should be good. But I do think the Ishimura now being one big interconnected level is a questionable decision.

CommunityEdition
May 1, 2009
Alright, color me impressed, and then get me a plastic model kit of that new rig - that thing could be an absolute canvas

The Colonel
Jun 8, 2013


I commute by bike!
decided to finish twilight syndrome this month and play through moonlight syndrome since i was always curious about both and have been studying japanese long enough to just about follow their stories and dialog and, it is the horror game month. i didnt know how long it'd end up taking, cause every chapter of twilight syndrome can be surprisingly sizeable, some of them took around three and a half hours. moonlight ended up being significantly shorter since only a couple chapters in it even approach an hour in length

twilight syndrome was neat, not so much scary but good at building weird atmospheres. kind of annoying with bad ends in the ways an old adventure game could be, but it also has some funny "decent" endings where you just find some dumb way out of the situation without actually resolving the core of it, and the best endings feel suitably final in how you resolve stuff. the big thing that makes it work is that the general character writing, especially in the second disc, is legitimately pretty good. for a cast who only exist to be reckless girls getting themselves into incredibly dangerous ghostly peril, they put a lot of effort into giving life to the general world around them and characterizing each character and their dynamics with each other so that you have reasons to care about them and to find the ghost stuff particularly abnormal and weird. got a bit curious about writing credits since there's some weird development stuff behind it with suda51 technically directing the game but actually coming in as a replacement and not actually writing much of it himself, but was surprised to find he actually produced about half of the stories in the second disc because development troubles forcing them to make a second disc as a second "game" meant they didn't actually have enough content in there to justify it, and what he produced was some of the best stuff in the game. his weird hidden bonus chapter was also uh... a trip. which brings up moonlight syndrome.

yeah for moonlight syndrome i have no way of describing it other than an actual trip. i've played all of suda's later adventure games so i'm familiar with his sense of humor and love for weird purposefully confusing writing but. moonlight syndrome is both the most obvious instance of him ripping off lynch and also the biggest troll he's ever pulled. it's also a genuinely gruesome game and much creepier than twilight syndrome mainly because of how consistently detached it is tonally, it lacks any of twilight syndrome's attempts to give the world a sense of life because it is more literally about a world devoid of humanity that is slowly growing more and more inhuman. it's not so much an amazing horror game as it is a really distinct tonal piece on the ps1 and a fascinating game to look at for all the dna that can be seen in grasshopper manufacture's games down the line, because everything from simple character writing choices to visual design concepts originate here, just in their... roughest form. frankly i don't think the game will ever hit as hard as it did on its original release because so much of it is fundamentally built on the shock of how weird it is as a twilight syndrome sequel, and now that it's had so much time to sit and has both from the side of developers of later twilight syndrome games and from suda's own words been basically decanonized from the series, most of its impact is just for how bizarre it is that it even exists in the first place, and how the events of it manage to directly link up with a setting that grasshopper's continued building up to this very day since then. but i had a good time with it and i probably still won't forget it any time soon, even if i'd definitely say that later suda games are better at provoking the same kind of atmosphere in more stark ways while wasting less of your time. i do prefer, though, its lack of real choice and lack of game overs to how twilight syndrome can infuriatingly bonk you on the head 3/4 of the way through a 2 hour long chapter with no checkpoints. that is a rare instance of suda being more forgiving with his game design than you'd expect


i kind of want to talk about the ending of moonlight syndrome because it's legitimately one of the most stunning and inexplicable things i've ever seen in a video game and the way the silver case follows it up is the funniest thing ever but. honestly i don't even know if i actually want to spoil it for too many people because it's that nuts

The Colonel fucked around with this message at 07:46 on Oct 15, 2022

Bogart
Apr 12, 2010

by VideoGames
I will say that I'm never going to play Twilight/Moonlight Syndrome, so please spoil it.

veni veni veni
Jun 5, 2005


I think I played most of scorn and it's a mixed bag for sure. It looks incredible and the puzzles are ok imo. But the combat is just terrible even if it's sparse and there is just so much of nothing between the puzzle stuff. I think much more and much better combat would have elevated it a lot.

It's pretty uncompromising in it's vision, but the vision needs more gameplay, or story, or just...something. It's mostly just cool art direction.

I still like it but I'm glad I didn't play $40 for it.

sigher
Apr 22, 2008

My guiding Moonlight...



1stGear posted:

8-minute gameplay video of the Dead Space remake. Looks gorgeous and has backported the best parts of Dead Space 2 into the still-solid foundation of DS1 so it should be good. But I do think the Ishimura now being one big interconnected level is a questionable decision.

Holy poo poo this looks incredible, but I really don't like how fast the walking animation is now, Isaac looks like he's holding in the biggest poo poo of his life. Other than that I'm kind of wondering how they managed to connect all of the Ishimura as a seamless level, does this kind of turn the game into some strange rear end open world version because the lead dev says "We don't have the rely on the tram as the sole way to get between chapters." as he flies out of the hanger bay you couldn't fly go out of in the original. Anyway, I'm excited to have a new Dead Space in 2023.

Mindblast
Jun 28, 2006

Moving at the speed of death.


Scorn feels like a Gamepass game. The 40 bucks don't seem worth it if its this short(haven't finished it).

Since I'm not finished yet I'm not sure how I'll feel at the end but so far it feels like there's several ways to rate Scorn. Gameplay wise its only serviceable. It functions, but it's not exactly engaging. For me that's fine in this instance since I wanted interactive Giger paintings and got interactive Giger paintings and that will tide me over till the end I think. The gameplay is the breadcrumb trail from painting to painting, to me. From that perspective, Scorn is excellent; royally assuming you can stomach it.

They did their best on building atmosphere and it seems that it doesn't have a single jumpscare. That's honestly impressive you don't see that too often and I'm sorta totally done with jump scares. They're just cheap instinctive responses anyone can trigger if you know the mechanism a little.

So far there's been one section that made me wonder if I should just turn off the game and not bother again (early game)when you need the extra arm, the way you acquire it was hosed up. The room layout already spelled out what was going to happen, but the exact way it played out made me wonder if I booted up a torture porn game. It made me worried it would continue to happen and I'm not interested in that specific thing. Outside of that one moment I feel that everything that I feel is important to the experience plays its part well; architecture, lighting, ambience, etc. Quiet, big and very hostile. Its clear they spent a lot of time on this.

I do feel there's *some* thing of a story or lore thing going on but I don't get the feeling they're willing to tell you. It's probably going to get dark souls style lore video's or something.

e: and the options menu could use a little work. The mouse sense slider goes up and down in big jumps which are a little too big, and the fov slider is hidden in a menu where not everyone is going to look. They warn you that setting it higher will give artifacts and glitches but I put it at roughly 90 degrees and didn't notice anything bad. It made the game a lot better. I was almost getting sea sick. I don't get why developers keep doing this. Low fov is known to not sit well with people and yet this bad decision keeps being made.

1stGear posted:

8-minute gameplay video of the Dead Space remake. Looks gorgeous and has backported the best parts of Dead Space 2 into the still-solid foundation of DS1 so it should be good. But I do think the Ishimura now being one big interconnected level is a questionable decision.

I assume this means no loading screen outside of booting up the game and loading a save? I don't see that as a bad thing. Give me a big seamless spooky house floating in the space.

Mindblast fucked around with this message at 13:27 on Oct 15, 2022

Sakurazuka
Jan 24, 2004

NANI?

I feel like there's not even enough there for 'DS lore videos', you need something to work from and so far there's nothing even remotely like a context for what's going on.

Probably won't stop anyone though lol

thebardyspoon
Jun 30, 2005
If anyone wants a decent little shooter with horror elements, Cultic just came out, I believe it'd qualify as a boomer shooter and is pretty drat good. Really frenetic, bloody combat against cultists which seems like it's going to escalate based on the first level.

It's technically early access but right now it costs about £8 and it's got 10 fully done levels with an ending right now and he's going to add that many again and the first one I did last night took me about 40 minutes going slow and searching for secrets. It's also got a seperate survival mode I've not played yet. It's got good reviews on various sites as well.

Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

Mindblast posted:

I assume this means no loading screen outside of booting up the game and loading a save? I don't see that as a bad thing. Give me a big seamless spooky house floating in the space.

Yeah that's probably what it means, but it's also not impressive anymore and honestly the last 3 console generations that did that makes me wish for the return of normal loading screens rather than long corridors, slow elevators or heavy beams. Most games would already benefit from editing/ cutting, and having more empty traversal rather than just a loading screen doesn't appeal to me any more.

Piss Witch
Oct 23, 2005

veni veni veni posted:

I think I played most of scorn and it's a mixed bag for sure. It looks incredible and the puzzles are ok imo. But the combat is just terrible even if it's sparse and there is just so much of nothing between the puzzle stuff. I think much more and much better combat would have elevated it a lot.

It's pretty uncompromising in it's vision, but the vision needs more gameplay, or story, or just...something. It's mostly just cool art direction.

I still like it but I'm glad I didn't play $40 for it.

Having finished Scorn, I pretty much echo this.

It's one of the most stunning to look at games I've ever played, the art and sound design is flawless as far as I'm concerned, but there's a number of issues with the game that you're expected to overlook, as you're essentially treating the game as a 5 hour long art piece. I'm perfectly happy with whatever it was I paid on kickstarter, like £15 maybe? But the £31.99 price tag it's at is too steep for what's there, even though I really like the game.

The boss can go gently caress itself though, the healing is too restricted to have "two" bosses back to back like that. I had to do the grenade launcher second boss without a single hit.

Also I am 100% certain the game devs don't know how babies are made.

Vermain
Sep 5, 2006



Lifeglug posted:

The boss can go gently caress itself though, the healing is too restricted to have "two" bosses back to back like that. I had to do the grenade launcher second boss without a single hit.

it's honestly pretty easy to go hitless on both bosses if you side strife the grenades and realize that this was where the budget probably ran out, because the grenade explosion hurtbox lingers until the entire explosion, dust particle effects and all, are over for some bizarre reason

The Colonel
Jun 8, 2013


I commute by bike!

Bogart posted:

I will say that I'm never going to play Twilight/Moonlight Syndrome, so please spoil it.

moonlight syndrome got immense hate for being nothing like twilight syndrome. tonally, aesthetically, and gameplay-wise, there are no ghost investigations, there are no branching choices or multiple endings, and rather than using a rotoscoped art style that's heavy on 2d elements it uses very crude pre-rendered cg graphics. and probably more than any of those things, it features the characters getting into all kinds of genuinely unsettling situations... and in the end, they all get horrifically murdered, decapitated one by one by an otherworldly child-like being who takes pleasure in psychologically tormenting and killing people, and who has previously spent the entire game torturing mika kishii, the youngest and most generally silly and lighthearted member of the group who has always looked to yukari hasegawa, her upperclassman she views as a mature and strong leader, and chisato itsushima, yukari's friend who she trusts for her insight into the supernatural granted to her by her powers of ESP, to protect her. the entirety of moonlight syndrome the being appears and taunts her, placing her into empty locked rooms, nonsensical twisting mazes, endless nightmare realms that may or may not be entirely different alternate realities while submerging her hearing in loud and irritating static, and potentially even at less obvious times forcing her to hear bizarre strange whispering and noises that may or may not having been other people's thoughts, encountering suspicious people on the street who leered at and harassed her, subjected her to stalking and at one point, being kidnapped. all for the purpose of breaking her down psychologically until all her faith in mankind is essentially evaporated and she's turned into a shell, spiriting her away from her friends.

the ending, though, is also where it gets... weird. and where the responses kind of become weirdly funny when you think a bit about what's going on. this spoiler covers the things that... kind of exist to explain the ending? so the other side of all of this, starting in chapter 2, is a story about a character named ryou kazan. he's a new character to moonlight syndrome, a quiet, closed-off guy who lives in a warehouse and wanders around with his hands in his pockets, barely saying a word to anyone. he has kind of a hosed up past they don't waste any time revealing--his sister, promising to protect him, telling him he was too weak to protect himself or anything else, made sexual advances on him. and he accepted. this prompted the jealousy of another man, sumio tohba, who was interested in his sister. ryou's chapter is long, surreal, and has lots of voiced dialog that i struggled a bit to follow, but the short version is that ryou heads over to sumio's club one night. on the way there he meets sumio's younger sister, rumi, and has a lengthy conversation with her where they are implied to have some past relationships, and rumi seems to generally have issues with other people but also with ryou specifically. at the club, he meets a woman named yayoi... yayoi itsushima. yayoi is her own weird can of worms that the game never gives a clear answer on. she claims to be interested in ryou, telling him she's always been watching him. she invites him up to the upper floor of the club. upon following her there, ryou finds himself in a strange small chamber, walled in with mirrors and with a single chair in the center. sitting in the chair is sumio... with yayoi. sumio tells ryou that he is here to make ryou pay for a past sin he has committed against him. suddenly, yayoi is holding a bloody bag. she hands the bag to ryou. the only thing you see from inside the bag is long hair trailing out. the game cuts away to sumio chatting with a woman in the club. a haggard woman appears claiming sumio fathered her child and abandoned them. she approaches sumio talking about how she is going to get revenge. she sets herself on fire, and sumio chooses not to run but instead to simply stand in place and erupt into flames with her, laughing as he slowly loses consciousness and dies. yayoi quietly stands over his burning body to watch him die. ryou sees a vision where he is in a vast green landscape with a single tree in the center. all of his friends are there. his sister, sumio, and yayoi...? they each give him some words of encouragement to send him on his way. ryou walks home and when he gets there, receives a phone call from his sister, apologizing to him and saying she won't be able to come home. in the previous chapter, focused on mika, it makes the news that ryou's sister dies in a car accident, running into a truck while riding a motorcycle and dying.

of course, i say that all sets up the ending, but i guess in some ways that part requires some explanation itself. don't worry, it doesn't really get a lot. the ending is insane. following all of this, ryou has spent the game seemingly being cast as a guardian figure for mika. they never explain how this came to be, but the strongest connection is that mika looks identical to his deceased sister. unfortunately, he doesn't do a very good job and in the end, after the being has killed everyone else, it's up to ryou to defeat it. chisato uses her ESP to resurrect herself for a minute and guide ryou over to a katana in a mysterious room, telling him it's all up to him. ryou grips the katana and thinks about his own weakness, about the people who brought him here and how he needs to believe in his own strength. he slices at the being, as it mocks him with every hit, every piece of its body he cleanly cuts off. just when it's about to end... the screen goes dark. ryou is back in that strange place again. his sister thanks him for holding her in his heart, and asks him to finally let go (i think, again i really struggled with following the game's voiced dialog at times). it cuts back to "reality". the being lies curled over, dead, on the school roof. impaled on ryou's katana. yayoi calls him a pitiable young child. the credits role as ryou runs alongside a hilltop, full of life and love for himself. at the end, he reaches mika, and they embrace.

and then the credits end. and you get one final scene of rumi, following the events at lost highway, entering ryou's home. ryou is sitting on a chair, no life left in his eyes, staring at tv while holding the bloody bag holding his sister's decapitated head. on the tv is a repeating loop of mika's face. there is no sign that anything outside of chapter 2 ever happened. he never met the twilight syndrome girls. none of them were ever hurt. it's questionable whether the twilight syndrome cast even exists in this universe at all--it's not remotely the same hinashiro, the old hinashiro was a quiet little town while the hinashiro of moonlight syndrome is a cold industrialized cityscape. (there's even one little detail to differentiate them: in one of the stories suda prodiced for twilight syndrome, they make note that in the past, hinashiro was spelled 雛代, while in the present, it's spelled 雛城. the hinashiro in moonlight syndrome is spelled 雛代. there is one side conversation in the lost highway that seems to exist to explain the difference in atmosphere as the town having been industrialized over the past year, but given everything it's hard to know how much that matters to the connection or how much of it is real and not born out of ryou's mind to explain the gaps.) ryou never changed or grew as a person. he simply imagined it while sitting here, the entire time, watching this loop of mika's face on tv. the end.


so yeah uh i'm not surprised the game only sold like 20 copies and the next twilight syndrome game didn't acknowledge it. kinda get the feeling the game was never meant to be acknowledged, considering. all that.

oh yeah and then the silver case happens and in the opening it's revealed that ryou regained consciousness. upon doing so, he... ran out in a murderous rage holding a gun, leaving rumi behind. when he got outside he eventually ran into police detective tetsugoro kusabi and fired a round into his car. at some point, rumi herself went nuts and followed him, too. kusabi called it in and alongside a young recruit in a special tactical crime unit, chased down ryou and rumi, ultimately killing them both. that's how that game starts. the little prelude comic they included with the silver case remake even makes the connection explicit and explains that ryou is so far gone he thought his sister's head was mika kishii.

e; a chunk of this is also just my personal reading, basically everything about the games moonlight syndrome onward up to no more heroes are left purposefully vague and open to interpretation but moonlight is the most vague since while the setting is revisited in later games, the events and most of the characters are not. the ones who do reappear, namely the one in flower sun and rain, don't elaborate on anything so the only sure takeaway is the fact that they do exist.

The Colonel fucked around with this message at 17:54 on Oct 15, 2022

The Colonel
Jun 8, 2013


I commute by bike!
there are also some development stories about moonlight syndrome i love documented in english on the fansite paradise hotel 51. the whole moonlight syndrome page is a short article on suda's history at human entertainment, from fire pro and swapping into directing twilight syndrome to why he made the choices he did on moonlight syndrome and ultimately started grasshopper afterwards, and it documents some of the response to his games like how the initial director of twilight syndrome loving hated what he did with the second game. you can kinda get the sense from human's way later games that the company was going under but it's funny seeing that suda was openly talking about how he jumped ship or, rather built a ship to jump to, cause their president got arrested for tax evasion and he immediately knew everything was hosed

veni veni veni
Jun 5, 2005


Mindblast posted:

So far there's been one section that made me wonder if I should just turn off the game and not bother again (early game)when you need the extra arm, the way you acquire it was hosed up. The room layout already spelled out what was going to happen, but the exact way it played out made me wonder if I booted up a torture porn game.

I had the same initial reaction, but this is actually something I appreciated about the game once I realized what was going on. But the execution is flawed (no pun intended :v:) You do not have to kill him. When you put him in that first saw mechanism it's breaking his shell off. If you skip the ice cream scoop room, bring him to the second saw room and it will break his shell off and free him. he will follow you around and help you open the door with his still attached arm. At the end of the day you just leave him with his arm stuck in the machine which is still sort of loving mean and I didn't love. Someone said there is actually a way to free him from it but I don't know if that's true.

The game doesn't do a good job of communicating what the different contraptions do at all though


I haven't seen anything else like that in the game since.

Mindblast
Jun 28, 2006

Moving at the speed of death.


veni veni veni posted:

I had the same initial reaction, but this is actually something I appreciated about the game once I realized what was going on. But the execution is flawed (no pun intended :v:) You do not have to kill him. When you put him in that first saw mechanism it's breaking his shell off. If you skip the ice cream scoop room, bring him to the second saw room and it will break his shell off and free him. he will follow you around and help you open the door with his still attached arm. At the end of the day you just leave him with his arm stuck in the machine which is still sort of loving mean and I didn't love. Someone said there is actually a way to free him from it but I don't know if that's true.

The game doesn't do a good job of communicating what the different contraptions do at all though


I haven't seen anything else like that in the game since.

haha really? Amazing. Makes me wonder if other parts of the game have alternate ways of being handled.

Oxxidation
Jul 22, 2007

Mindblast posted:

haha really? Amazing. Makes me wonder if other parts of the game have alternate ways of being handled.

they almost certainly don't. only that initial choice has different trophies attached

it's probably a remnant from a more ambitious draft

TheMopeSquad
Aug 5, 2013
Well I finished moving the cube around in Scorn chapter three then after riding it I got bugged/stuck then had to reload and it put me all the way at the beginning of the chapter. It was a real slog getting to that point, this sucks.

Sakurazuka
Jan 24, 2004

NANI?

The middle part of the game where is becomes, for want of a better description, 'combat heavy' is such a slog. Anyway I finished it at like 5 hours played, without combat I would have considered it a fun 'experience' but with.... I dunno....

And yeah the checkpointing is bad but the lack of hard saves less than an hour apart is insane.

al-azad
May 28, 2009



My kingdom for a Prey 2006 alien world shooter.

Vermain
Sep 5, 2006



al-azad posted:

My kingdom for a Prey 2006 alien world shooter.

i was really excited when scorn started showing hints of it, but it was, alas, a short lived enthusiasm

i will say that scorn is genuinely the most alien scifi setting in video games, eclipsing even the sphere, and it's such a goddamn shame that this is probably the last we'll ever hear of it. i think most people will give it a go on gamepass, it won't make up anywhere near its budget, and it'll remain as an odd relic of a more experimental time

Yaws
Oct 23, 2013

What'd y'all think of Murder House?

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



I've been watching some footage from a Scorn playthrough, and yeah, it really does look like a lot of the kinds of wandering around and puzzle solving that I don't really like. I think I'd just constantly be lost and confused. It really does look great, though.

Morpheus
Apr 18, 2008

My favourite little monsters
I think Scorn would've been more interesting as a first-person puzzler a la Myst, the alien world looks like it's far more interesting than the combat ever is.

veni veni veni
Jun 5, 2005


That’s pretty much what it is though? There is very very little combat.

The game needs more and better combat or puzzles that don’t involve walking around so many empty hallways.

Morpheus
Apr 18, 2008

My favourite little monsters

veni veni veni posted:

That’s pretty much what it is though? There is very very little combat.

The game needs more and better combat or puzzles that don’t involve walking around so many empty hallways.

I've heard it gets fairly combat heavy later on, but if that's not right, then I'm sure it's all the better for it.

Though I'm talking more about trying to derive logic from an alien world with interesting puzzles that are based around the rules of the world. I've heard complaints about how the puzzles are pretty bog standard.

I know I'm basing these thoughts entirely of hearsay but it's really not the kind of game I want to play so ehhhhhh

Oxxidation
Jul 22, 2007
the longest chapter has a fair number of visually samey bug/dog things, you probably deal with them for about 90-120 minutes in total

their attacks are limited and the AI is brain dead, there wouldn’t have been much lost from cutting them out

Vermain
Sep 5, 2006



Captain Hygiene posted:

I've been watching some footage from a Scorn playthrough, and yeah, it really does look like a lot of the kinds of wandering around and puzzle solving that I don't really like. I think I'd just constantly be lost and confused. It really does look great, though.

it's honestly a mostly linear experience aside from about an hour-ish in the middle, which is also the most combat dense section of the game by far. it becomes more painfully obvious in the final area where the biomechanical gates automatically lock behind you until you solve the local area's puzzle

veni veni veni posted:

That’s pretty much what it is though? There is very very little combat.

The game needs more and better combat or puzzles that don’t involve walking around so many empty hallways.

it really just needs more, period, to justify the $40 release price. the middle section was pretty clearly their vertical slice and investor demo, but they spent so much time and effort refining it and the overall look of the game that there seems to have been nothing left in the tank for actual content beyond that

the final area especially has a lot of seams where it's obvious that they had grander plans that got pared down to the bare minimum. it shows you incredible vistas out of its balconies and has a whole other wing that's conspicuously sealed off, and the most you get in terms of content is a boss fight against the same enemy twice in what may as well be a broom closet and a really aggravating timed section

Zachack
Jun 1, 2000




Yeah the combat should have been just heavily reduced, by the "end" of it (haven't finished yet but got past this section) the combat gets annoying. It's also pretty difficult - it uses survival horror limited ammo but makes avoidance a bit more difficult than it should be.

That said the section after that (post train ride) is visually stunning, I don't know how much further I have but it's like they discharged all of their artistic... discharge into that area and it paid off.

Vermain
Sep 5, 2006



i think slow-paced survival horror combat is a perfect fit for the kind of style scorn is going for, but it's hamstrung by them starting you out with the world's clunkiest melee weapon and their apparent unwillingness to have monsters appearing in a dynamic and logical way, like RE zombies stumbling through windows or whatever

you do see vestiges of this in places: in the fight around the big monster before the pacman puzzle, the medium-sized dog things can actually scurry into tunnels and emerge elsewhere, which is a neat idea that's used absolutely nowhere else

1stGear
Jan 16, 2010

Here's to the new us.
Well, it's a shame that a game in development for the better part of a decade came out disappointing.

Anyway, how's Routine doing?

veni veni veni
Jun 5, 2005


Wtf am I supposed to do in the part in scorn where you have a ball shaped monorail you ride around and two jumbo crane looking claws, the claws won’t grab it to presumedly put it on the flower looking suction cup. I seriously have no idea what to do here.

Oxxidation
Jul 22, 2007

veni veni veni posted:

Wtf am I supposed to do in the part in scorn where you have a ball shaped monorail you ride around and two jumbo crane looking claws, the claws won’t grab it to presumedly put it on the flower looking suction cup. I seriously have no idea what to do here.

you have to go way, way, way out of your way to find something for that crane to grab. that puzzle takes up nearly half the chapter

CuddleCryptid
Jan 11, 2013

Things could be going better

It's a shame, but it sounds like Scorn fell into the trap of not having confidence in its ideas. They wanted to make a Giger inspired puzzle game but tons of advertisement and a 40 dollar price tag pushed them into mass market appeal territory which means guns and boss fights. If they had actually made a Myst like game it would have had a lower install base but it would have been more well received by its intended audience, instead you split the difference and come out behind.

It seems more and more that the cruelest thing you can do for an experimental game is advertise it.

Enemabag Jones
Mar 24, 2015

I will play Scorn when there is a mod that lets me be Mike Dawson, complete with sound clips.

FirstAidKite
Nov 8, 2009
Wasn't scorn always an action shooty game since like the first preview??

veni veni veni
Jun 5, 2005


Oxxidation posted:

you have to go way, way, way out of your way to find something for that crane to grab. that puzzle takes up nearly half the chapter



Yeah I missed an entire path. The puzzle really looked like it was solved.

I don’t think I’m being hyperbolic here. Scorn has some of, if not THE worst combat of any game I have ever played in my life.

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veni veni veni
Jun 5, 2005


CuddleCryptid posted:

It's a shame, but it sounds like Scorn fell into the trap of not having confidence in its ideas. They wanted to make a Giger inspired puzzle game but tons of advertisement and a 40 dollar price tag pushed them into mass market appeal territory which means guns and boss fights. If they had actually made a Myst like game it would have had a lower install base but it would have been more well received by its intended audience, instead you split the difference and come out behind.

It seems more and more that the cruelest thing you can do for an experimental game is advertise it.

No, if anything it feels Like the exact opposite. It’s so committed to it’s own ideas that it often forgets to be fun.

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