Scorn: the horror game scheduled for October on Xbox describes its gun game | Xbox One

Each month, Erb Software teams release news about Scorn, their horror game scheduled for next October with a one-day release on Xbox consoles. This month, the studio goes into more detail on how weapons work and chooses in their latest The Pulse Monthly. The opportunity to better know what awaits us, and to discover the study’s answers to specific questions from society.

Also read: Scorn: its artistic director tells us more about the development of the game

Significant role of weapons in Scorn

The exciting and unsettling universe of Scorn will give you a hard time time and time again, and just like in any good survival thriller, you will have access to weapons to get out of the most delicate situations. However, do not expect a cakewalk with these, as Scorn’s weapons can get stuck or simply run out of ammunition fairly quickly. The ammunition will precisely be relatively rare and you will have only a few places to transport them, which means that more or less difficult choices have to be made in stressful situations. The Erb Software teams nevertheless remind you that Scorn is not a shooter.

“While there are shootings in the game, Scorn is by no means a shooter. Weapons allow the player to act better and add an extra layer that allows them to engage in the world around them. »

It was a certain Ljubomir Peklar, creative director and CEO of the studio, who ensured the development of gun games and the consistent incorporation of weapons into the Scorn universe. It all starts with a conceptualization with the assigned artist in the form of its visual representation. Then the 3D team makes a model from different points of view with a basic animation. Finally, the animation and VFX teams bring the concept to life before testing it in the game.

In Scorn, weapons are “optional tools” for player progression. The weapons are generally standard and reminiscent of familiar types: pistol, shotgun or grenade launcher. Ljubomir Peklar states in particular:

“People have a strange relationship with their tools, especially weapons. How a player’s or character’s behavior changes when they get a weapon is an interesting underlying theme that I had in mind during development. Adding recognizable weapon types to the game, such as a pistol, shotgun, or grenade launcher, can affect how players perceive them, and ultimately how they use them. It is always a delicate balancing act between the strange and the familiar. The first weapon players will encounter is perhaps the most important. Although it is the only melee weapon we have, it also acts as a tool to interact with various mechanics present in the game. “

The Erb Software teams had a harder time controlling the functional aspects of the weapons than imagining their visual design. With such an artistic direction, it was not the hardest part to find original ideas, but we had to think about their number of ammunition, their overall function, while remaining in the spirit of the game. The choice to limit the number of ammunition goes into this treat.

“Scorn is a horror experience, so limiting ammunition is an easy way to ensure the player is not overpowered. Too much ammunition and the experience would be more like an action game. In the same way, the experience becomes much more one-dimensional and less interesting with too little ammunition or none at all. »

As for the development of Scorn, the signals are still green and the Erb Software teams are still very confident in their project planned for next October. There is still work to be done, but deadlines are being met and the teams are working hard. Ljubomir Peklar said this about the development:

“Over the last month, our 3D team has completed the creation of all remaining static masks, so production is progressing well. The goal is to have everything finished by June. Animation and visual effects are our focus right now, and the teams have “We’re all involved in the game’s release in October and can’t wait to show you more.”

The release of these Steam articles titled The Pulse Monthly greatly helps the studio get concrete feedback from the public who have been waiting for the game for a few years now. More of the same type of information was to arrive each month until October, until the game is released on Xbox Series X | S and PC and with day one access in the Xbox Game Pass.

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