However, I disagree about Scorn. The game sucked ass, has no plot, and has absolutely nothing to say. I later learned the dev scrapped 90% of the finished levels (including the plot that would’ve made sense of the derivative imagery) to rush it to release. I backed the kickstarter, so I’m really bitter about that.
I'm sorry you feel that way, and although we could agree to disagree about the game I want to convince you to feel at least slightly less bitter about it, because you shouldn't. What people online told you is a lie and misconstruing normal game development. They had to scrap old content, meaning textures, models and animations, this is true, and it does happen, but they rebuilt just about all of it into the more impressive final version you got to play. The very few levels they did cut they had good reason to and gave those reasons in the artbook. There were also things mentioned in there that were ever only ideas in the concept stage and having read it I think they made the right decision for the ending of the game.
But let's not kid ourselves here, if you think the game was bad then would adding more of the same to it really do much for you? I don't think it really is about more levels, more guns, or more enemies or more gameplay mechanics. The reason why you were so disappointed is right there in your post, you thought it was a game about
plot or perhaps
worldbuilding, when it leans much more towards art and truth. Perhaps it sounds pretentious but it isn't, and if you approached the game from this direction you might start to appreciate it for what it is rather than being bitter about what it isn't and was never intended to be. The following quote is from the art book and it is something of a mission statement.
Scorn's genesis isn't one of meticulously mapped out plans, the, but of themes that Peklar wanted to express and experiment with. "There wasn't a well-defined story," says Acovic. "It was a thing of pure inspiration: he presented ideas to me, and then we started talking. I made a few early pieces to get a feel of what the world would be like and how it would look."
Those themes number in the dozens. Many are only apparent in certain locations or items or creatures, but three of the core themes that act as umbrellas over the whole project are ones of existence, entropy, and the relationship between human beings and technology.
"You are just born into this conundrum, like we all are," says Peklar of that initial theme of existence. "And everything is related to our own existence," This tether to our own existence is crucial. In the years since Scorn was first unveiled, many people have suggested its world is alien. "It's not," confirms Peklar. "It's an extrapolation of our world, we just push it to the limits."
I didn't look at any promotional material or read the artbook before playing the game and it was one of very few highlights for me in video games in a long time. Maybe you are too used to be beaten over the head with a political club and think that is what it means to say something. There you are, bound up in flesh and blood, fated to decay and wither, and merging with the technology you are using to read this. Perhaps you feel alienated from this existence, perhaps you don't, in either case maybe you ought to take a step back or two to examine that reality to get reacquainted with what is before you. That is what Scorn is, that is what Francis Bacon painted with violence, and the same might be said of Beksiński and his decay and desolation. In that regard Scorn is a triumph and I hope that you might at some point be able to meet it on those terms. It's a game that is felt, experienced, and understood. It's something real, not a hackneyed science fiction loredump nor a cheap thing thrown together according to the plotter's trade formulas and structures to deliver your usual conventional and commercial story.
You wrote about media literacy being in decline, but what about the literacy of the soul and of the heart?