Views : 1,002,354
Genre: Gaming
Date of upload: Oct 14, 2022 ^^
Rating : 4.885 (1,067/36,188 LTDR)
RYD date created : 2024-04-27T21:15:35.620728Z
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Top Comments of this video!! :3
The game showed me one thing:
When mystery is beautiful and light-hearted, I tend to accept it without asking too many questions.
But when mystery is horrifying and gross, I feel the need to fill it with meaning, have to urge to explain and rationalize.
And it seems like I am not the only one that feels this way.
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I think the key lies on the game's old title: Dasein.
Now, this is also quite the theory, but I do find it consistent with what the game features.
First of all, the game moves in a metaphorical layer, not necessarily an analogy layer, and certainly, not on a literal layer. While the game's technical prowess and artistic inspiration makes it beautiful to look at in a literal sense, the events in it and the way they are resolved is what pushes it into the metaphorical side of things.
So, moving on. Dasein (pronounced DAH-zane) is a reaaaally complex philosophical postulate formulated by Martin Heidegger in the 20s. In short, Dasein is an absolute, incontrovertible state of existence that affects the world around it simply by virtue of existing. The absoluteness of Dasein means that, once you exist, that existence is absolute and undeniable, and permanent in the universe. You cannot be "deleted" from existence: even dying affects the world around you, and there's no way to subtract yourself from whatever actions you made in life, nor removing yourself from others' perceptions. Certainly, Dasein ramifies into a lot of other things, and that's why it's such a debated upon philosophical theory, but this will suffice for what I think Scorn is trying to say.
Keep that there on the table. The other important concept to understand, is Kant's understanding of trascendence. We have to note that Heidegger was massively influenced by Kant, so it's no wonder we have to deal with him. In a VERY condensed way, Kant's notion of transcendence involves knowledge beyond experience (again, this is a very simplistic and reductionist way to look at it, but this is a youtube comment on a game, I'm not going to bore you all to death with this). This knowledge could be attained through mastery of Metaphysics, a field of knowledge proposed by Kant in which our conscience could expand beyond the trappings of our flesh and very limited senses.
Heidegger had some issues with this at first, but he eventually would conciliate his views of Kant with his own work. Anyhoo, the idea Heidegger had about metaphysics, is that Dasein prevents us from attaining true transcendence, since the very act of existing will preclude of us from seeing ourselves as anything other than the consciences that spawned us. His way to conciliate this early vision was through the realm of imagination as a pseudo-transcendence, a way for mankind to know things before experiencing them. But that's a bit of a tangent.
Okay. So. Back to the game. The way I see it, is... Well, evidently, SPOILERS AHEAD -- SPOILERS AHEAD.
Now. As I was saying. The way I see it is that, effectively, your first character dies, and then you are born as the second one. Everything the video says is true in that regard. However, the creature that is supposedly your previous character, can be seen as the influence of the previous existence in your current one. Sure, you played a bit as that character, it "died", but your second character can't get rid of the fact that he existed, and that becomes literal when he latches to your back. You are carrying someone else's existence on your back, literally, and it's killing you, literally, because he refuses to die.
The game goes on, under the halls of ruin and life taking over. While the meat growths have the appearance of being hostile and repulsive, very often we find the creatures will leave us alone by just running away a bit, and they often just walk around looking for the hole with which they can leave... and the do. Lots of them are just stuck to the meat tendrils, oblivious to your presence, and the huge being that just stares at you would imply that the growth isn't explicitly hostile. It's just life, surviving, doing what it can with what it has, and helpless to stop a more dedicated existence. It is also Dasein: it exists, and by existing, it's shaping the world around it. Even if you kill it, you cannot undo the damage it has wrought.
You move on to the temple, dying. The temple is a way to transcend: you abandon your flesh, and your mind is elevated to another plane. You no longer reside on your previous body, you can now swap several. But still, the process in incomplete. You not only need help in doing it (which is also proven by how voluntarily the character enters the armature that will "kill" him), but you also need to preserve the shell where the last tether to your conscience still resides.
But that's when the previous existence forces itself upon you. It won't let you transcend, and just as you, who did everything you had to to survive, it will do so as well. So, the first character finishes assimilating you, guaranteeing his survival, but in doing so, denying you, the second character, the so desired transcendence. You are incapable to abandon your world through the existence of someone else, and you are trapped in a flesh prison, just inches away from transcendence, a state you will never know since your body is earthbound, literally.
Dasein, therefore, as a philosophical concept, is key to the metaphor Scorn presents. You can even say the Scorn title refers to both the emotion that the first character feels for the second one, seeing as he still has a chance a transcendence, a chance he lost, or the emotion you can feel for that first character, refusing to die despite his life being worthless, just a parasite in a doomed world.
It is a quite chilling, impactful depiction of a philosophical concept, and everything I just wrote rides on just knowing the game originally was called Dasein. It can read as a lot of bullshit, and that's okay, but for me, that knowledge made everything click.
I hope you enjoyed the wall of text, and I hope it makes you enjoy Scorn even more :D
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My current theory is that the hive-mind people have created this huge biotech facility that is literally a living machine. But the facility itself has gotten infected with what could only be described as a cancer. The giant flesh creature is a literal tumor that has grown around parts of the facility. Hive-mind people created a system where the facility creates and controls what could only be considered a sort of cancer-fighting system where the facility itself grows, births and controls âT-cellsâ (which kill cancer). You are playing as one of these anti-cancer organisms created by the facility to try and curb the spread of death while the hive-mind people all play escapism and believe the facility will save itself while theyâre plugged in. But the facility has become increasingly messed up and in desperation has begun trying to speed up the process for producing these anti-cancer fighters. Thatâs why there are so many failed births and why the premature ones are so messed up.
I mean think about it. The entire facility is literally like being inside a body. The mechanics are designed in such a way that only specific organisms can interact with them, like many cellular processes in the body. Youâre constantly getting transfusions of fresh blood and can only achieve certain things through interacting through other 3rd party âcellularâ processes like healing or getting ammo through your inventory flesh thing. It literally feels like youâre in blood vessels at points, getting ferried through this giant body in all sorts of ways. With these constant reminders of what you are littered everywhere. Thousands of former dead âT-cellsâ all around you constantly.
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Three things that I thought were interesting about this game, but they may just be developer oversights:
1. The characters always know how to use a lever or other object, but doesn't know what they do
2. The entire place is built for human sized creatures, which may be a coincidence
3. The last thing is that, the characters for some reason have a will to live, no matter how much pain they feel
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Throughout the game I kept thinking of "I have no mouth and I must scream". Not just because your character literally has no mouth and is constantly in situations that most of us would agree would warrant a scream. But the message of that story/game being the eternal suffering of humans at the hands of a cold unempathetic machine. Also, the big fleshy thing is a dead ringer for the last lines of "I have no mouth...". Not saying there's necessarily some huge philosophical connection there. Just interesting.
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As someone that doesn't plan on playing the game this was a great story video, most other videos on Scorn have nothing to say about the story because there is so little to chew on. All of your thoughts were fantastic and you even got to the point that I thought you would eventually that none of this matters. That the game is a metaphor for the meaninglessness of life. We are born, we suffer for our species or ourselves or our masters, then we die without having actually gotten anywhere. Well made video, thank you for sharing.
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I always felt the entity that corrupted the first character, then attached itself to the second helped, and allowed you to get to the end part without all the flesh âinfectionâ only to kill him and allow the infection to spread there. I also agree there are many parts I couldnât fully understand or explain. There could be metaphors I donât fully grasp, but, like you said, it could just be an artistic piece that we may not have a meaning for. It WAS gore-geous, as I like to call it
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The interesting thing that I've not seen anyone mention yet is that in the very final area, the bodies in the racks don't just have a strand of nerves in their skull connecting them to the hive mind on the ceiling, but also a tube connected to their groin. Which I assume connect to the two pregnant bodies.
This goes against the theory that the people in the palace tried to leave physical existence behind. Their bodies are held in the racks both to contribute to the hive mind above, but also to contribute to the reproduction of more of them below.
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On their Twitter â it sort of just says that weâre brought into a barren hell scape that was once an incredibly industrialized civilization, now reduced to nothing. Though the art book is coming out, so there may be noted to aid. And of course the soundtrack has labels which may help with inferring details with terms.
To boot â for the art work that is revealed, it says that the primary character is making a âpilgrimageâ to a âholy lightâ in a place called Polis, a white, chalky church-like area. And that the flesh of the world is described as âmalignancy.â
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That thing you become at the end could be a new beginning for the flesh covered place you came from before, like bringing in something like a disease or even a new way of thinking into a place that was trying to keep it out. Without a choice, like most things in the game for the others you interact with, you're left in a position you can't escape from all for the "potential benefit" of another.
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The atmosphere screams loneliness, alienation, despair and abandonment. I believe that the events that transformed that planet didnât just happen 10, 20 or even a 100 years ago, but actual hundreds of thousands years prior. Therefore, it gives this extinction feeling, that whatever life which existed and greatly thrived in the past has, inevitably, disappeared from existence ages ago.
This reminds me of the original concept for the so called âspace jockeyâ, from the original alien movie. Greatly advanced species reduced to mere carcasses, forgotten in some dead and inhabitable corner of the ever-expanding universe.
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Haven't seen anyone else point this out yet, but personally I was struck with how similair the giant creature looked to the blob creature in the bad ending of "I have no mouth and I must scream". I'm not particularly familiar with said piece of media, but I am wondering if it could be a homage or the game designers were trying to communicate something by drawing paralells.
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@JunoZXV
1 year ago
"I can guarantee you won't go hungry, 'cause at the end of the day, as long as theres two people on the planet, someone is gonna want someone dead" -Meet the Sniper, Valve 2009
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