Scorn Part 1 of 2: All my plots according to your pictures

The recently released Scorn stood a niche, using someone else’s name. Name Giger and Bexinsky. Everyone who argues about whether the museum is, or a bad game, is wrong. This is something more. I conducted my own investigation and found out amazing about this project. The whole inner kitchen, which none of the participants wants to flaunt. I recommend rethinking Scorn right now, because it may be too late.

As you could already understand – the theme of today’s agenda is Scorn. Due to the fact that it was opened in the depths of Deep Web, two videos will be made. About the situation around the game and its commercial success. And about an ideological attack on fragile minds through this work of cunning Serbs. Actually, today there will be a conversation about the first topic.

As you could already understand – the theme of today’s agenda is Scorn. Due to the fact that it was opened in the depths of Deep Web, two videos will be made. About the situation around the game and its commercial success. And about an ideological attack on fragile minds through this work of cunning Serbs. Actually, today there will be a conversation about the first topic.

Now the Scorn is stubbornly called a biopunk. But Scorn is categorically not biopank. And yet I had to make this video to answer questions.

Low start. SCORN categorically Body-Corror. And in my humble opinion. And according to the creator of the project Scorn Lubomir Peklar himself. On this, the discussion "Scorn is a biopank" I consider closed. Let’s respect the developer and his opinion.

I personally send amateurs to make sure of everything to the source-an interview with MDK7 from the NEOGAF website from 2014. (https: // www.Neogaf.COM/Threads/Scorn-First-Person-Giger-Sesqu-Horror-Part-1-Coming-2017-PC.932704/Page-3#post-140179900)

Here it would be possible to finish. But the Scorn project is very interesting on another, completely unexpected side. I was very interesting. Exciting. And I’m not talking about the game now.

First a little story.

Scorn is perceived as a painful long -rise. The story began in the 13th year, when Lubomir Peclar, and he was the main one, surrounded himself with a team of enthusiasts under the idea of ​​creating a new interpretation of horror. As you know, terrible always attracts people and a certain bet was made on this. Thus began a journey in which for 8 years the key figures remained two people: the artist Philip Akovich and Lyubomir Pecklar himself as the game and general director of EBB Software.

8 years of development were crowned by the release of Scorn in 2022. And before our eyes, what makes the game cult – srach. Everything, from players to critics were divided into two warring camps.

Some defend the game, calling it the museum of Giger’s works, for some reason forgetting to mention the Bexinsky. (Further g. – Giger, b. – Beksinsky), the defenders of the game are delighted with her visual style, calling him a revolutionary. Moreover, the game itself is in the background for them, because this is a museum. In the foreground in the museum “Washing from the Giger Giger” “How beautiful”, and since beautifully, then the meaning is exactly what is happening. Must.

On the other side of the barricades, people frowns and ask – where is the game? What did the money go and 8 years of life? On the gunfire on gloomy intestines, a curve shooting, puzzles that “puzzle” rather simplicity and complete absence of a plot? Trailers and an advertising company scolded together – they promised a horror, well, at least a gameplay reminiscent of Soma, but received … what they received.

But really, what they got?

Objectively we have something?

Third. Search for deep meaning. What many people did with pleasure. And they went to look for this deep meaning in the artbook Scorn. Available to the word only for those who paid for Deluxe Edition.

Well, the fourth. All of the above requires your inclusion not so much in the game itself, but in the agenda wrapped around it. Perhaps this was the idea of ​​marketers? The game is not so game that the srach around it gives more game pleasure.

And you know what? I declare, calmly, without seizures, screams and emotions thrown onto the fan – both sides of the conflict are wrong.

This is not a museum. But also not a game. Yes, the developers did not say that they would do one or the other.

This is something else that you can guess if you figure it out in the process of releasing the game. The process of more interesting than we see at first glance.

I invite both sides of the conflict (and sympathetic) to a detailed analysis not so much the game as the story of its launch. From the concept to your hard drives. I recommend that you comprehend Scorn right now. Right here and now. Because it may be too late.

If you want to understand the situation – figure it out in history. And the story of Scorn turned out to be very muddy. And the most interesting thing is that the story is how short, so incomprehensible. Consisting mainly of the questions to which there will be no answers. And those who beg ..

The legend of Scorn.

In 2013, the Serbian guy Lubomir decided and gathered a small team of enthusiasts united by one idea. They decided to make a game based on the works of g. and b. In the horror genre. Naturally at the time the development began, they were an indie studio. In the 14th year, the guys had an unsuccessful campaign on Kikstarter. For 40 days out of 200 thousand euros, only 4 gathered. Why did it happen?

On the main page in Kikstarter, we see that the EBB Software consisted of 12 people: a game designer and left-handed, which is also leader Lyubomir Peclar, a whole of one concept designer Philip Akovich, two programmers, 4-3d artists, one sound designer and one musician.

This is how the project is described – Scorn takes place in an open world with various interconnected regions that can be explored non -linear. Each region is a structure similar to a labyrinth with a different set of rooms and paths that can be discovered for yourself. The environment in itself is a character. Each location contains its own topic, puzzles and characters, which are an integral part of the situation. Open and interconnected level design and a sense of isolation that it creates is created under the influence of games such as Metroid Prime, Dark Souls, ICO, etc.

The game promised a narrative plot as in Dark Souls. A half -open world with regions that could be explored non -linearly. Each region was a labyrinth location, with a unique theme and design, because the environment in Scorn itself is a character. Players were lured with complete control of the body, by examining this, adaptive world and creatures adapting to the player’s behavior. It worked in the opposite direction. The player could either accept the battle or retire.

Well, the most delicious promise from the mouth of the founder’s father – Scorn was originally developed taking into account VR capabilities. From the very beginning of the development, we decided that we did not want to just put on the support of the VR headset and end it. In order to gain a full -fledged VR experience, we need to correctly implement some of the more advanced input devices such as Sixense System System. Unfortunately, the user base of these devices will probably be very limited, so we can consider the possibility of implementing Oculus Rift with STEM as one of the goals if there is sufficient interest.

The current priority is the release for PC. We will consider the possibility of supporting PlayStation 4, if and when we get closer to the initial goal. We will probably do this one of the stretched goals.

That is why the MDK7 user from NeoGaf and CJ MELENDEZ from the Relyonhorror website.COM asked about a “some leak” of data from Sony, where the concepts of a certain game were suddenly discovered.

Fragment of the interview of Lyubomieri Beilar for CJ Melendez

When we first learned about Scorn, you guys reported a mysterious and foggy way about it, abandoning the official announcement and “drain” concept art for the project without a name. Why announced the game in this way, and what do you think, whether it was useful for attracting interest that it was accepted for the non -anced Sony Bend project?

For two reasons.

1) At that time we wanted to show potential investors that working with the niche part of the market can be very profitable. Some investors had nothing to do with the gaming industry, so we needed to show them from our own experience that this kind of game has an audience.

2) We wanted to get non -refilled impressions of the game. Indie market is quite saturated, and there is a certain stigma surrounding indie games with horrors, so the standard announcement would not produce the same effect.

As for Sony Bend, this is just an accident. At that moment it was profitable because people talked about our game, and thanks to this we managed to contact Sony.

Fragment of an interview with MDK7

ABOUT Scorn It became known in June last year, when on Neogaf some concept art appeared (I, frankly, at first hoped that this was a material taken from Doom 4, given its amazing view!Then other images appeared, with obvious references to Project Morpheus, technologies Vr, created by the company Sony. Was all this deliberately planned, and if so, why? I also read that you eventually contacted Sony and some other publishers, but, unfortunately, no transactions were concluded. Could you tell us a little more?

Yes, it was deliberately. At that time, we wanted to show potential investors that working with the niche part of the market can be very profitable. We wanted to get non -denial impressions of the game. The indie market is quite saturated, and around the indie game with horrors there is a certain stigma, so the standard announcement would not produce the same effect. We managed to contact Sony, We sent them our proposal for the game, but they never answered. We asked what was happening, but never received any answer. This is not such an interesting story as it seems. We simply did not receive any answer, a simple “no” would be much more fair from their.

T.e. EBB Software sent the Sony concepts, they did not answer, and then they came up with the Poar move that "Sony has merged data". And there is just our game. Oh how convenient. It is not surprising that after that not a single publishing house was in a hurry to work, wherever they knock.

We summarize. The people did not vote in a kikstarter. The game was a set of asses and a small video collected on the engine. Against the background of the Industry, the team and the game identified only the false advertising drain of corporate mail Sony.

Now hold on. On the main page of the project in Kikstarter of the 14th year there is not a single mention of Giger. From the word completely. Giger is simply not. It is first mentioned only in the comments, where several well -executed well -wishers in the life of this, in this, they saw g. and b. I do not see many. Any rib cannot and any sphincter can be like Higher Necronomicon. Well, at least because it is dark. In an interview with MDK7 and CJ, they directly ask – this is inspired by g. and b.? To which Peklar is foggy blurred by the thought of his muses:

In an interview with November 13th, he says one thing for MDK7:

The story of the game is told through the environment. This is another area in which we borrow the art of Giger and Beksinsky. As in the case of paintings, the observer (player) has to give his own interpretation of what is happening.

Interview November 24, 2014 (t.e. 11 days later) for CJ Melendez contains completely different:

I mention Argento, because in his films the plot fades into the background compared to the atmosphere, and this is what we are trying to do in Skorny. Some not so obvious influences come from the works of Franz Kafka, Albert Camus, Thomas Ligotti and many others.

One user from the Neogaf forum perfectly spoke about the version of 2014, who reproached everyone who saw the influence of Giger in alpha. (Neogaf Scorn is Shit Comment). Noted that the game Fleshy is stuffed with flesh, meat and blood. Peklar himself called this Bodychorrome in an interview with the 14th year.

What am I leading to. Peklar mentioned Heidegger, Kronenberg, Argento. All. In addition to g. and b. And chronology shows that Giger and Beksinsky fall into the repertoire of announcements and interviews only after this analogy is intrusively and repeatedly voiced by the bakers of Kikstarter, the forum users Neogaf and journalists at underground sites. Serious movement. Lubomir was a guy not a miss. He took Giger into service, which eventually brought media and financial luck. In the 15th year after the failure of the fees, an unknown investor still appears, who finances the development of a prototype.

The question of whether this investor existed, to refute or confirm it is not possible. There is only a small article on the network from the same CJ MELENDEZ from the RELYONHORROR website.COM, which mentioned that after the unsuccessful campaign of 2014, the project received a personal investment from an unnamed person. It is not even said that he was a fan of Giger. This truth has gone to the network and since then there is a legend about a certain fan of Giger, who saw Scorn, saddened that the inexperienced did not throw money for the project. The benefactor came to EBB Software, blessed and allocated a certain amount to save the idea. One way or another, the prototype was developed.

Then two years passed, which were noted in the information environment only chatter in chats and forums. And suddenly a small mysteriously invested indie studio (blooming from the 12th to the 21st person) again goes to the Kikstarter site. Receives loyalty of 5 thousand people. And is already successfully collecting more than 200 thousand dollars. Assumption.

How the project was declared on the Kikstarter page now?

Yes, in general, as in the 14th year. But with the editing.

About VR information was removed. About Giger on the main page – not a word again. But it is frankly and literally present in the visual. And the people have already officially hung Schildik "inspired by Giger" on the project. Compare again. This video of 2014. This is 2017. Large the difference?

The last video shows a strong and literal, absolutely direct, quoting giger. All elements are easily recognizable, the complexity of textures, a specific color palette, corporate gigero lighting. The game literally screamed-you see, see, I became a giger!

Scorn 17th year was declared in two parts. Money was collected for the first, named (Dazin) dasein – look in the philosophical dictionary. What they promised? Word for word, as in the 14th year.

He promised an adventure horror in the first person with a narrative narrative and the open world. The players promised a narrative plot as in Dark Souls. A half -open world with regions that could be explored non -linearly. Each region was a Labyrinth location, with a unique theme and design, where the environment itself is a character in itself. Lured with complete control of the body, by examining this, adaptive world and creatures adapting to the player’s behavior. It worked in the opposite direction. The player could either accept the battle or retire.

Added equipment and ammunition. And the most important thing is puzzles.

Contextual puzzles – some things will seem familiar to you, because strange mechanisms merging with organic forms fill the landscape. Open the secrets of this strange technology to move on. Everything has a reason and a goal – you just need to understand what it is.

The main difference from the version https://wintrillionscasino.co.uk/login/ of the 2014 democolic version-the guys took the style of g. and b.

Changes in design pulled the game into the light. EBB Software asked for 190 thousand euros for the project, and received more. They promised to the Bakers buns, in the form of figures, the map of the world, the print edition of the artbook, the soundtrack of the game on Vinil, not to mention digital buns.

And people pecked. Here it is – a game where there is a giger! In 3D! Terrible! Strange! Wow!

And here EBB Software gave to the Bakers the long -awaited alpha.

And people began questions. To everything. Firing problems were noted. Complex enemies killing from one blow. It was not really possible to escape from them. The player has always been attacked. There was no talk of any variability. The sound of shooting and reloading the gun and shotgun was like a regular asset from UE4. By the way, he in the release version has not changed on a yota ..

Many, many questions and claims.

There may be workschers who have already financed the project and received alpha, to be in fact free tesers? People can help constructive criticism an adequate developer. Understanding that not everything can be well delayed on the first attempt? Can, if the developer is adequate. But not in the case of Scorn!

The Eurogamer channel at the time of Alpha released a small passage with comments. After this video on Twitter, a small boirt rose on the quality of gameplay. And here is the answer of the developers.

Shtosh. We are all people. This is just alpha, the badges said. The guys will correct everything, the badges said. The visual is so cool, the badges said.

Time passed. 2018 came. And in EBB Software … Thunder broke.

We managed to make an excellent deal with a large investment fund and get additional funds for the development of Scorn.

The fund in question is very free regarding the creative elements of the game, and this was the main reason why we decided to make a deal. Creative freedom is the most important aspect for us as a studio. From the very beginning of the project, we wanted to create a game without unnecessary compromises, and this is really not an easy task.

Creating the whole game will take more time. Scorn Part 1 of 2: Dasein will not be released this year.

We know that some of you will be disappointed for obvious reasons, since you were looking forward to the release of Scorn Part 1 of 2: Dasein in October 2018. And although we understand this, we still believe that a new deal is the best option for us and, ultimately, for players, since it will allow us to develop a better game. The plus is that you will not stay waiting for the second part.

And here is a stop machine! What kind of fund that they are talking about? Is it really 200 thousand dollars for a small indie studio that makes a chamber project not enough? The answer is simple – yes, not enough. When the money ended, the guys went and made a deal with this fund. And the fund closed all questions.

We are pleased to report that Scorn is part of the new game line supported by the Kowloon Nights video game investment fund.

If you are wondering why we decided to choose exactly Kowloon Nights, then everything is very simple. They want to release interesting, innovative and somewhat unusual games to the market. They showed us that their goal is to help developers create and release their games in the best way, while they do not put their hands on the creative side of the project. This approach is very rare in the gaming industry, and this was the main reason why we decided to choose them. You can be sure that Scorn will be completed as we always wanted, only with even higher production indicators thanks to this deal ".

What is this fund? Directly, we go to the Kowloon Nights website. And we read.

Kowloon Nights is attended by professionals and experienced studios.

Yeah. It is not yet clear. We go to the communication page and read again:

Please note that we specialize in financing premium projects for PCs and consoles. We are ready to accept applications for AR/VR and mobile games, but we will not maintain content related to blockchain, NFT or advergeing.

Fill in the form below and provide us with all the necessary materials that you want us to consider! In general, we expect to see a pitch-dek, project budget and something playable.

Oh how! It turns out that Kowloon Nights is a kind of noble fund that takes a small indie studio under his wing to help them make the games of their dreams. How noble. True, their specialization in financing premium projects for PCs and consoles is somehow alarming.

After this information, the opus of developers in the update on the Kikstarter SCORN looks funny. About the situation in the Industry.

Recently, there have been a lot of debates with many “not very positive” stories about the quality of the Indie-IGR, especially those that are financed through Kickstarter. It is quite clear why such things are happening, because the development of games requires great dedication, perseverance and endurance. Since we started this project, our main priority was to create the best game of possible. During this time, we were faced with many difficulties, but our goal remained unchanged. We never bend, and we will adhere to our motto – to create the best game of possible. We will never release something poor-quality.

Thanks to the new deal, we have every chance to create a much better, fully implemented game.

The miraculous transformation of an indie studio from a chamber project from a kikstarter into an indi-studio with a premium project for PC and consoles under the wing of a large fund, looking for investors for them!

2019 came. Bakers from Kikstarer are gnawing the last crackers. There was no news since December 27, 18. Is the project really bent? But here! August 13 is an update.

Scorn 2017 Update 7

This update was postponed, since in July we had to go through an important internal stage, and we worked for a long time to fulfill it. The good news is that we managed to successfully complete it, and we make a small respite before moving on.

The bad news is that now we can say with confidence that the game will not come out this year. We still have work on content, the environment has not been completed 100%, animation and sound have not yet been completed, and we are doing a lot of work to improve the game systems. We still have to do a lot of work so that we can provide polished experience, and yes, it will take more time.

Bakers got another bag of crackers.

The following news appears in a year, in May 2020. This is the announcement of Scorn on Xbox Series X. This is a turn! Sponsored indie studio, luggs for cross-pay?! Interesting. Although in the 14th Peclar honestly said that we do not know how to go to cross-platforming, we will not give hopes, Basta.

In17, however, Beijar already carefully says that we would like to certainly get out on the hbox and other platforms. And in the 20th, the guys are already concluding a contract with Microsoft. Exclusive for Xbox. Some kind of magic! As a result, the game went to Game Pass, and the sonboys gnawing the elbows. Bye.

One small detail is important in all this. Kowloon Nights Foundation.

The fund’s team is the burnt hard workers of Gamdev of the Higher Echelon. They are experienced veterans who own skills and ties in the industry. Their business is to earn money for games. Guys not just media professionals. The fund lives due to a percentage of sales of games that promotes. And promotes turnkey. From investment and marketing to media support. This is a pro working with bloggers, streamers, communities, opinion leaders and all other most modern sales mechanisms.

Why EBB Software entered into an exclusive contract with Microsoft, not Sony? Here is a specific person from Kowloon Nights. Kendall began his career as a production manager on Xbox, and then became a system designer and narrative designer in Halo 4. Kendall is responsible for some of the most rated episodes in the history of Telltale Games – including the Wolf Among us final – and created mythology for the world -dollar franchise Tencent "Honor of Kings". Here are just one specific person from Kowloon Nights. And there are many of them there.

The fund works with the whole world in the field of AAA Gamdeva. And it works successfully.

Now we will move to 2021. Scorn is still in development. But the money flooded in the project has already begun to work. The preparation of the soil began. Tons of articles flew about which Hbox is good for our Scorn’s, what is the productive, what is the fast SSD in it. The game is our very graphone, very heavy and how beautiful, Giger, Giger, Giger. Massive media processing of poor players began. Naive in their eternal expectation of gamchud. Then they do not yet understand what the game will be given to them. That you have to protect or pour with slopes in a year.

And at this time, basics from Kikstarter already habitually got another bag of crackers. So not interesting to anyone with their opinion.

Suitable October 21st. A quiet and strange announcement appears on YouTube ..

The first global publisher of games, co -owners and managers of which are developers!

Kepler Interactive is a global developer and publisher of games based on a unique model of joint ownership. We provide studios in the business and leading role in making strategic decisions, while maintaining their creative independence, which allows them to create fascinating and commercially successful games that are attractive to a wide audience.

Our support and leadership team, whose headquarters are located in London and Singapore, has vast experience in the gaming industry, as well as proven experience in financing, marketing and working with developers to display excellent games on a large scale.

Asked the chores from what is happening by badges and players. 7 Indie studios just took it and became a publishing house? Well, well done, well done. But something here is not really somehow ..

We climb to the website of the newly made Kepler Interactive – yes, that’s it – 7 studios, 7 games. All 7 together.

STOP. All 7 are familiar to me. Different genres, countries, studios. Where, where did I see all this ..

I did not need the habits of memory … Drum fraction … After all, everything is stored in the halls of the Kowloon Nights Foundation. Exactly the same gaming projects. And here Bach is an independent independent publishing house. Garage.

I even see how it was. Scene.

Super pros who did not miss a single penny in Gamdev, suddenly felt and touched. Just made together 7-m companies from different countries. With different products. And then the seven gnomes come together, holding the handles together and they say – and here we became a publishing house. And the fund says so – oh you are my good, oh you are my smarties, earn ahead of us, there should be a place in the sun! We found you investors, scattered your games on the platforms, put our specialists in the production. Now … go. Prete and propagate grandmas! And let the student surpass the teacher! And then they sat down to drink tea with sweets.

In a month. November 21st. Bakers from the mouth slowly and beautifully fall crackers. News!

In this update, we will talk about the most common issues that arise in people in connection with this project, and the causes of some of our decisions. We have already considered some of these issues earlier, but we will repeat them again. Because if you want to create something ambitious and consciously (or not so) bite away from the fact that you can hardly chew (in scale and production), especially for the first time, you will have to set priorities and minimize less important things.

What we did after the release of the last trailer in October last year?

There are no big revelations here. We just developed the game, and nothing more. Year – not such a long time when it comes to the development of the game. Some people really, really do not like that we have been silent for so long. This is so conceived for several reasons. The only thing that will help release the game faster is to focus all efforts on development. This is our main priority.

There is a reason why large companies show CG trailers made by another studio. They do not want to interrupt the development team in the middle of production. CD Projekt Red had an excellent PR for Cyberpunk 2077, but this did not help when the game was released in the finals. Cyberpunk 2077 should be postponed for a year, but the hype and pressure from the shareholders were more important. Perhaps if they had not pushed their developers to create marketing content, they could take more time to correct the game.

No number of updates will make the game better and will not make it go out earlier, quite the opposite. These are just additional tasks in the already huge list of tasks that need to be completed. Bringing the game in a presentable view takes a lot of time. This is done at the very end of the development process.

The problem of "hype"

"Hype" can be a big problem if you need it at the very beginning, but later you still have to work on the project for a considerable time. We did not marketing for the market, but for potential investors. We are going to do appropriate marketing closer to the release. The constant performance of the game creates a vicious circle. Each update creates an anticipation that turns into disappointment for some, because the game has not yet come out. We understand that this is disappointment, but in the end, we believe that it is better to hide and make most people throw the game out of their heads than to constantly lure them.

The reason why we needed a hype at the very beginning is quite simple. Let’s imagine that we live in some magical world, where you have been getting all the resources for the game that you want to make, being completely unverified, new studio. In this magical scenario, the public does not find out about our game, because we do not announce it up to 6 months before the release (if it may be), and then simply ensure a constant flow of marketing (hype) up to the release.

But in the reality in which we live, no one even finds out about you if he does not see the “hype” in advance. That is why we showed the game (and not from a conceited idea to demonstrate work), and now we are stuck with the expectation of constantly feeding the beast for many years. We decided not to follow this path, because we want to finish the game as soon as possible.

Yes, the time preceding the release is really bad on our part, no matter how our financial situation improves, we still have to allocate resources for specific things, and we believe that the creation of a good game should occupy the overwhelming part of our attention, and not attempts to constantly maintain marketing flame. How we spent time before the release should not affect the release date. Only the quality of the game.

It’s a strange thing if some did not know about the existence of the game, they would enjoy 6 months of marketing, and then the game, but now the very knowledge of its existence seems unbearable to them. Even if the game turns out to be excellent, they simply will not be able to enjoy it, because, my God, they knew about it for so long. Some people just burn out from the hype. If we released the game on time, and it would have turned out to be sloppy, they would forget about it every other day.

Hell of development

Development of development is a term that is often rushed. It should be applied to projects that have changed their main idea or scale in the middle of development and cannot adapt to them. This for the most part does not apply to our products. In our case, many mistakes have been made and will be made even more in the future, but this is a normal process for a new, inexperienced team. Everything that was done until mid -2018 was redone, 90% of this was completely discarded. We are talking about making it the way we want to see it, and not release it only because we set some arbitrary release date. If she is not ready, then she is not ready. Why play people in what, according to the developers, is not yet ready?

Microsoft, Kowloon, Kepler transactions

People are wary of large companies, and most often not without reason, but in our case we received only support from all participants. We are even surprised at how smooth everything has passed. Some believe that the influx of resources will create even more problems and that we must finish the game with minimal resources.

The creation of an interesting and exciting game requires time and resources. Dot. Money is what allows us to create something high-quality. You can’t go far on one enthusiasm. We must periodically inform them of the progress of work, but the assembly that we send them are the assemblies that we do in any case. These assemblies do not have to be polished, as people from the industry understand unfinished assemblies (games in development). For the general public, everything should be polished. This is the main difference. Some people simply want to see progress and they don’t care that this is an incomplete job, but others will evaluate it as a finished product.

We hope to create an excellent game, and our bex will receive this game, this is the result and our main goal. We will achieve this as soon as possible and with the minimum number of distracting factors. If people want to stay with us to the end – excellent, if they do not want, we will still offer them a way out.

Output plans

For the protocol: yes, the game moved to 2022, and on December 10 we will receive official confirmation of the delay. The announcement was supposed to take place in October, but circumstances that were independent of us postponed it. If, by our or someone else’s will, the 10th will not turn out to be, do not keep evil on us.

And in conclusion – a small friendly advice: if the lack of communication is so bothering, just ask to return the money and finish with this. This is just a game. You can play it when it comes out if you are still interested.

In the end, someone from the team who wrote this message simply could not stand it and count the bakers of Kikstarter to hell. "Very subtle move". 5 thousand people are no longer important. If desired between lines, you can catch despair – we no longer influence when the game comes out. But rather, this is a banal inclusion in the corporate process of working with clients and the performance of duties to the Kepler Interactive and Kowloon Nights Foundation for its own independent publishing house.

So the terms, content and final result are subordinated to clear business tasks that absolutely do not need this organic, living audience. They will buy it anyway. Not the same. The sent on Kikstarter began to demand a refund. They rolled out heavy peacekeeping artillery – the general director – Lubomir.

Greetings to everyone,

My name is Lubomir Peclar, I am the general director of EBB Software, as well as the creative director of the game. I take all responsibility for the last update that you received yesterday from our ks. I quickly and powerlessly read the draft of the renewal and with all my wisdom approved him. When re -read, it became clear that the hostile tone in which it was written should not be how we should express ideas or plans to people who help us. We can be tired, confused and upset by our own ineptness, but this is not a reason to tumble on you. For this, I personally apologize. I will do everything possible so that such attacks do not repeat.

The next update also goes on behalf of Peklar

I want to once again personally turn to Kickstarter updating, which occurred on Friday, as well as to some questions and comments that arose in connection with this message.

First of all, I would like to repeat what I said on Saturday. Our update was poorly evaluated, and the tone was unfair for the community that supported us from the very beginning and supported the project. I sincerely hope you can accept my apologies.

As you could see from the news or from Friday update, the release date of Scorn will be postponed to 2022. In fact, longer development periods are due to several reasons. Large scale, high cost of production and some too ambitious estimates of our initial terms. Since we are starting to move to the final stage of development, I would like to share a brief updating of information about what stage we are as a studio and what steps we will take to better inform our community about the development progress in the future.

Studio update

During our trip, EBB Software has grown from 20 people at the time of Kickstarter launch to 56 people today. All of them work on the realization of our vision of exciting and emotional experience. Although the process is more slow than we hoped, our progress promising. Assembly of the game, peace and experience go well with each other. We really can’t wait for the players to get her in their hands.

I know that over the past year we were unable to inform our Kickstarter community. The truth is that we, as a project, needed this time to really focus on the game, and we are very grateful to everyone who patiently waited for news and updates. However, our Kickstarter community was with us from the very beginning, and I understand and admit that in this area we should work better. Within the framework of our obligation to improve communication, we will do the following:

I would like to take advantage of the moment to once again thank you all for your constant support. You believed in the Scorn vision at the very beginning, and thanks to our Kickstarter community and our partners, we were able to maintain the same vision of the game, while significantly expanding the quality and ambitions that we can provide. We know that words and promises can make us so far, and our goal is to, exchanging information and more clearly presenting the course of development, we can strengthen trust and inspiration in anticipation of the release next year.

Well, understandable. He loved and abandoned. Starting his journey to Kikstarter with the help of people who believed in the project – the guys stepped widely. And now not to such trifles-some five thousand people. Read dry formal girls. Do not thank. Here are crackers.

And finally, having traveled a long way, in the 2022nd Scorn was published. Nate!

Scorn instantly became unique … The reason that divided the gaming community into two opposing camps. Straight sects with foam at the mouth.

Gigerobestets VS. Witnesses of the coming of Kojima.

Well, let’s start with a visual. We read the artbook for the game.

Peklar considers the convergence of people and technologies as an important branch of this first topic. “We lose ourselves and our own essence?"He asks. “We are overloaded with technology?"It was these issues that led to the fact that the team studied g. P. Giger (1940–2014), creative visionary of the films "Alien". Many artists and creators look at Giger’s work as a first step, but ultimately get visions far from Scorn. “Giger’s work was chosen as an inspiration, not because it looked interesting or differed in cool images. Most people do not know how to read his art correctly, ”says Peklar. “We wanted to explore similar topics, and it was just a logical step to go there. Usli you want to investigate the merger of mankind and technology, or sexuality and technology – the giger is that you need.

Interesting. Apparently, Peklar did not particularly sing out Giger, until the baseers said this in the comments. I assume that after the failure of the company 14th year, the guys carefully studied Giger’s work. After all, the presentation of 2017 and Alfa Demo obviously shows who EBB Software focused on.

I do not take bread from art historians. Especially when it comes to assessing the artist’s work. By the way, Philip Akovich, thanks to which Scorn is the same as an artist. Therefore, I will not talk about plagiarism, copying, citation and the like. And I don’t advise you. We look further in the artbook.

In addition to Giger and Beksinsky, it is much more difficult to determine specific sources of inspiration for the conceptual art of Scorn, and there is a good reason: there are not so many of them. Conceptual artist Filip Akovich deliberately avoided links to other artists at the prototype stage, except Giger and Bexinsky to guarantee that his work was not affected by the influence of the style of other artists.

There is only a single vector of style in common with Giger. There are many names of excellent artists in the style of fantastic realism. Giger among them is an unconditional star. He is not the first. Perhaps not even the best. He is a legend.

Akovich did a kind of very correct work – he took the vector of fantastic realism and simplified the style so that it became common. The stylistic component of fantastic realism is not important, the main perception of the maximum number of players. Scorn visual soil is blessed – you won’t forget like that.

I see here a brilliantly implemented technique of “transferring the image” prompted by the Bakers themselves (not art critics) in 2014. Processing the visual style of the game in the 17th year from a commercial point of view-brilliance. Legending yourself with another legend is a great move. We say Scorn – we mean a giger? We say Giger – we mean Scorn?

Namely, it was imprinted in the minds of a huge number of people. The chip works. It is not customary to argue with art. It’s stupid and vulgar. Giger – definitely art. You can treat him as you like, but "I am an artist – I see so". And Scorn is a purely commercial product that quietly appropriated part of the laurels of indisputable art. As if it are the view of the artist, and therefore – not a wrestling, requiring a special relationship. Elitist.

I myself lived this experience. Starting internally to argue with Scorn as a game, he suddenly felt like a cattle. So everything is mixed in the information field around the game. Another game helped me to figure it out. Old quest, to which Giger is directly related. He was an artist in this project. And there is not a fraction of Paphos.

Darkseed. 100%environmentally friendly giger concentrate.

Therefore, all those who defend Scorn for the style and beauty of the aesthetics of the game – imply the art of Giger and are in a serious error. More precisely in advertising frost. And I understand the gigeroestet sect well. They were made before a difficult choice-after all, the version of 2022 is present in homeopathic doses. But the Schildik Giger is already firmly sewn to Scorn. And homeopathy works turns out to be!

Let’s move on to the second camp – witnesses of the coming of Kojima.

Scorn gameplay has not changed since the 17th. The release version inherited all the sores noticed in the alpha of the 17th year: problems with shooting, movement, inevitability of fighting. Even the voice acting of the pistol since the 17th year has not changed. All the promises written then did not happen. To promise does not mean marry.

And even more. In the release of the 22nd we see the same location as in the very first video of the 14th year. Those same tanks with eggs that for the majority turned out to be for some reason dental-console. Moreover, the locations from Alpha 17 remained there-in the alpha 17th year. Everything in Dasein should remain in dasein?

A game in which you can find out the plot, only by buying a separate deluxe edition? And read the line – we ourselves know nothing?

Indeed, the idea "incomprehensible"So rooted in the design of Scorn, which is applicable even to the very team of developers. “We abandoned the idea that we will understand everything that we see in the game,” says Akovich about the first days of the beginning development mIra, not like any other. “This will experience not only the player, but we also Like developers. It is difficult for some people to accept this. They Byrequire explanationsth: "Why It was done, who did it and for what purpose?"" "Thus, the origins Scorn This is not a detailed plan, And the topics that Peklar wanted to express and in which I wanted experiment. “We didn’t have a clear thoughtful stories, ”says Akovich.

This is a game where people lacked notes to understand what was happening. ENVIRONMENT STORYTELLING did not work. Why? And because it is an arthouse, and you are just a cattle.

A game in which value is demonstrated not by passage on YouTube, but by individual screenshots? Here for example, here in this. This is such a beautiful game that there are three frames in it that cling and all? This is already a bad interactive album with pictures already turns out. And the rest of the time you walk along the same corridors of all shade shades.

In fact, only the visual component and marketing have changed over 8 years. Moreover, the visual changed by the principle of back and forth. From the brown Akovich to the light bones of Giger and back to brown.

And you know what. I’ll say again – everyone is mistaken. We all made hasty conclusions imposed on brilliant marketing.

This is not a “game” how witnesses of the coming of Kojima are swearing. This is not a "museum", as the game of gigeroestes try to defend the game. This is a showcase for potential investors of the Kowloon Nights Foundation. And potential Scorn Part 2 of 2. Perhaps with a normal plot, which you do not have to think up in a seizure of the search syndrome, because Peklar and Akovich "so see the experience of the game". Perhaps with normal gameplay, when the gamemeranean will set up all points of interest competently, and will not throw the player in the middle of the maze and watch how the laboratory mouse for 1000 rubles will run on it in search of an illuminated interactive object. Maybe. But not this time. So I see how Peklar and Akovich cry. Incomprehensible. And this is the next part of the marketing campaign.

For me, it will forever remain a question – this is a commercial calculation? Or a cultural impulse of enthusiastic guys? One person, namely, Peklar, with his only project, unexpectedly easily and successfully fits into the very heart of the industry.

Positive assessments of Western critics, laudatory reviews of the army of streamers, as one rushed to play Scorn at positive. I am inclined to a variant of commercial magic – too familiar magic. Straight garage fairies Bill Gates, Jobs and Mask flew in. And a naive good guy from Serbia on his knee with a friend does what brings worldwide fame and millions.

Lyubomir Peklar is beneficial not to particularly advertise the connection with Kowloon Nights and the joint publishing house Kepler Interactive. EBB Software in 8 years out of 12 people has turned into this list in the credits. More than 70 people. A financial director, producer and other corporate positions appeared. Kowloon Nights and Kepler Interactive are visible here … Wait for, and this is what kind of guys? Art Bully and Cassagi?

And these are outsourced companies doing turnkey projects. And they also participated in the development of Scorn. Both professionals in their business and work exclusively on AAA projects. A rhetorical question arises-and EBB Software what has done since 2018? Well, after I signed a contract with the Kowloon Nights Foundation? Can such a studio be considered "independent" and author? Of course not.

Now the community of players is yearning for good games.

And ayah an indie project is an important part of the game. And the image of the indie studio and the chamber project causes more trust and interest. Against the backdrop of a trash with large AAA publishers, the image of a good guy breaking through the project since 2014, and even a project with deep cultural baggage, and even at the beginning, rejected by the old littering publishers-this is the image of the hero of the industry. And the heroes are known to win. But these are only my assumptions.

The winners are not judged. A chic business case. I take off my hat. This thing has all the trump cards in the sleeve. But what kind of victory is this? But this is a completely different story ..

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