Unleash Your Dark Side with the Heart-Pounding Thriller Scorn.
Official lavish in-depth coffee table art book for the first-person horror adventure game Scorn, inspired by H.R. Giger and Zdzislaw Beksinski, to be released on Xbox series X/S, Microsoft Windows, Steam, and Windows Store.
In this coffee table hardback, uncover the concept and vision behind Scorn, alongside insight from the artists and software designers at Ebb.
The game is set in a nightmarish universe of odd forms and sombre tapestry inspired by the work of H.R. Giger, and designed around the idea of 'being thrown into the world'. Isolated and lost inside this dream-like world, you will explore different interconnected regions in a non-linear fashion. The unsettling environment is a character itself.
This lavish book explores the characters, creatures, weapons, and locations, with maps, user interfaces, concept art, and original designs.
The unsettling biomechanical environment is a character in itself, and every location reveals its own theme, puzzles, and characters that are integral in creating a cohesive lived-in world. Throughout the game you will open up new areas, acquire different skill sets, weapons, various items and try to comprehend the sights presented to you.
Matthew Pellett is a former editor of both Official PlayStation Magazine and GamesMaster, and has numerous freelance credits across publications such as EDGE, PC Gamer, Official Xbox Magazine, Nintendo Gamer, SFX, Science Uncovered and FHM.
In this coffee table hardback, uncover the concept and vision behind Scorn , alongside insight from the artists and software designers at Ebb. The game is set in a nightmarish universe of odd forms and sombre tapestry inspired by the work of H.R. Giger, and designed around the idea of 'being thrown into the world'. Isolated and lost inside this dream-like world, you will explore different interconnected regions in a non-linear fashion. The unsettling environment is a character itself. This lavish book explores the characters, creatures, weapons, and locations, with maps, user interfaces, concept art, and original designs. The unsettling biomechanical environment is a character in itself, and every location reveals its own theme, puzzles, and characters that are integral in creating a cohesive lived-in world. Throughout the game you will open up new areas, acquire different skill sets, weapons, various items and try to comprehend the sights presented to you.
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