Entra nel mondo da incubo del disprezzo oggi con Game Pass
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We talk with Director of Operations at Ebb Software Miroslav Mi?evi? to learn more about what to expect when we take our first steps in Disprezzo.
Starting today, Game Pass members on Xbox Series X|S and Windows can enter the surreal and nightmarish world of Disprezzo. From its unnerving surroundings, mondo misterioso, and frightening creations, Disprezzo has been one of our most anticipated games to experience as well as one of the most mysterious: What does it play like? Is it a shooter? Will I need a security blanket?
Before diving into its intriguing world — and to answer some of our most burning questions — we had a chance to talk with Director of Operations at Ebb Software Miroslav Mi?evi? to learn more about what to expect when we first set foot in the game, some of the inspirations behind its incredible art design, and what was it like to create a soundtrack for something that’s so… slimy.
Thank you for taking the time to sit down with us to talk about your recently released game, Disprezzo. To kick things off, can you tell us more about the inspiration behind the creation of the game’s world?
Thank you very much for the opportunity to discuss Disprezzo with you. Disprezzo is inspired by art, filosofia, letteratura, e film. We could say that the roots lie in existentialist philosophy, the artwork of H. R. Giger and Zdzis?aw Beksi?ski, movies of Cronenberg, linciare, e simili. All of these might be considered influential to the creative process of Disprezzo’s Game Director Ljubomir Peklar.
Disprezzo has been described as an “atmospheric first-person horror adventure.” Would you say that puts in the same vein as others in the genre like I preordini sono attivi per questo dolce Shin Megami Tensei III e Andato a casa? Were those games, or others, inspirations behind the creation of Disprezzo?
Maybe a better description would be a “surreal nightmare adventure.” It’s hard to find direct references among video games, but it is like you are in a gallery observing a dark surrealist painting. Ora, imagine yourself jumping straight into that painting making a live surrounding out of it. That’s basically what Disprezzo è.
Clearly the works of H.R. Giger (“Alien”) were inspired by the look of the game — and it looks incredible from everything we’ve seen. Did you collaborate with other artists related to his artform to bring the world of Disprezzo to life? What was the most challenging part of replicating that artform into the environment design?
Grazie mille. The biggest challenge was to create each asset in the game since every one of them is uniquely handcrafted. Most of the time you don’t use that method when creating video games. Ma Disprezzo, as you said, is a kind of replication of artform. The whole team of sculptors was engaged in a precise reconstruction of a truly horrible nightmare. Not a pleasant task at all.
When working with such muted colors, what is the trick to making key points of interest pop to the player?
Illuminazione. Suono. Musica. Players should open their senses up and the game will mesmerize them and lead them to where they need to be. The lighting team really did a great job in enhancing the experience and giving guidance to poor souls stuck in the world of Scorn.
Aside from the H.R. Giger influence, are there other masters of body horror that the team is inspired by? Are there any fears from the development team that you brought to life in Disprezzo?
Mostly it is a fear of being a human. Let’s say Cronenberg’s “The Fly,” Lynch’s “Eraserhead,” or even Kafka’s “Metamorphosis.”
Beyond the visuals, which are incredibly striking, can you talk about the game’s audio design? What was it like to create sound for something that’s so… slimy? What were some objects you used as a reference point?
Our sound designers are a crazy bunch. The team did a lot of epic recording sessions which involved the destruction of all sorts of things. Vegetables, legna, bark, cardboard, chairs, tubi, carne, stones. You name it, they probably obliterated and recorded it.
Related to that, can you talk to us about the choice of music for the game? What went into the decision-making process to help find a soundtrack that hits on the mood of this world.
We were very lucky with that since Lustmord, a brilliant composer of dark ambient music, found out about the game and reached out to us. He knew Disprezzo was the perfect fit for his creation. And it just happened. Anche, Aethek, another great composer, had similar feelings. Disprezzo lures people to itself, you can’t resist the inner urge.
What excites you the most about releasing your game on day one with Game Pass?
That fact itself is amazing! So many players with Game Pass on Xbox Series X|S and Windows will have the opportunity to play the game on day one. We couldn’t have imagined a better start than that. The whole team is super excited about that.
Thank you again, Miroslav, for taking the time to talk to us about this amazing game. Disprezzo è ora disponibile per Xbox Series X|S, Finestre, as well as with Xbox Game Pass and PC Game Pass.
Disprezzo
Keplero interattivo
$39.99
Gioco Passo PC
Xbox Game Pass
Scorn è un suggestivo gioco di avventura horror in prima persona ambientato in un universo da incubo di forme strane e arazzi cupi.
È progettato intorno all'idea di “essere gettato nel mondo”. Isolati e persi all'interno di questo mondo onirico, esplorerai diverse regioni interconnesse in modo non lineare. L'ambiente inquietante è un personaggio stesso.
Ogni luogo contiene il proprio tema (storia), puzzle e personaggi che sono parte integrante della creazione di un mondo coeso. Durante il gioco si apriranno nuove aree, acquisire competenze diverse, armi, vari oggetti e cerca di comprendere i luoghi che ti vengono presentati.
CARATTERISTICHE DI GIOCO
Mondo coeso “vissuto”.
Il disprezzo si svolge in un mondo aperto con diverse regioni interconnesse. Ogni regione è una struttura labirintica con varie stanze e percorsi da scoprire. Tutta la narrazione avviene nel gioco, senza filmati che ti distraggano dalla macabra realtà dei vivi, mondo che respira in cui ti trovi. Ma tieni gli occhi aperti: il gioco non ti mostrerà alcuna simpatia se ti perdi qualcosa di importante nei tuoi viaggi difficili.
Consapevolezza del corpo completo
I giocatori sperimenteranno una migliore immersione essendo consapevoli del corpo e dei movimenti del personaggio. L'interazione con il mondo è realistica: gli oggetti vengono raccolti con le mani (invece di fluttuare a mezz'aria), macchine e strumenti sono azionati afferrando i comandi, etc.
Gestione scorte e munizioni
Il tuo carico è definito e limitato. Questo gioca un ruolo importante nel mantenere il giocatore in uno stato di consapevolezza ancora maggiore durante l'intero gioco. I giocatori dovranno pensare a quando combattere e quando mettersi al riparo e come le loro azioni influiscono sul mondo che li circonda. Saranno necessari diversi stili di gioco per avanzare.
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