I tested across a variety of scenes and couldn't find evidence of lower pixel counts, though dynamic resolution is a possibility. Resolution metrics are actually pretty simple on the surface: Series S renders at 1080p internally, while Series X hits 1440p. Don't expect anything in the way of boundary-pushing rendering features like ray tracing, for example, and while environments do look very dense at reasonable distances, at point-blank range you can see the limitations of traditional geometry meshes, especially those that were designed around the constraints of older hardware platforms. For starters, even though Scorn is a current-gen exclusive - released on Series S, Series X, and PC - the overall visual impression is definitely of a last-gen game, albeit an excellent-looking one. Maps are ornate and detail-rich in a way that few other games can match.īut that's not to say that everything is perfect. The level of consistency is really something here, particularly for a smaller-budget game. There's a ton of geometry carved into every surface, for instance. Scorn benefits a lot from its restricted scope and reliance on static opaque models to really ramp up the overall level of fidelity. All that artwork would be for naught if the technology wasn't there to back it up, of course. So much care and attention to detail has been packed into every space. Decaying ceilings with light flooding in, elaborate contraptions surrounded in mist, a temple criss-crossed by webs of flesh - it's all eye-catching and visually compelling. Watch on YouTube A look at Scorn on Xbox Series X and Series S consoles.Įxpect to see unique and breathtaking artwork for every location in the game. The game's style is strange, uncomfortable, and wholly unique in gaming. Your character is no different - shortly into the game, you're attacked by a parasite, which slowly envelops you. Humanoid creatures can be found, fused into bizarre arrangements or discarded like trash. As you progress, the organic elements take over, with guts and veins splayed out all around. But some mechanisms still seem to work, and hint at some larger, unknown purpose. Everything is dilapidated, worn and glistening with moisture. The environments are highly ambiguous - vaguely mechanical, but ribbed with bone-like arches and inlaid with vascular tubing. Scorn's visual design is pitch-perfect from the moment you look at the title screen. This is a slow-paced, brooding title that requires puzzle-solving and careful exploration - but with a small team at the helm and a nearly 10-year development cycle, is this Unreal Engine 4-based game properly polished? And on Xbox Series X, just how good is AMD's FSR 2 image reconstruction? On the surface, Scorn looks like a first-person shooter, but it has more in common with Myst or The Witness than Doom. It's sci-fi, but not hi-tech, with analogue mechanics, skeletal metalwork, and the occasional glimpse of something truly alive. Clearly inspired by the work of HR Giger, the game's environments marry mechanical intricacy with biology to create a highly unnerving experience. Scorn is one of the most visually distinctive games released in recent times.
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