![]() It’s slow, like the developers have hitched a meat hook to your chest and are pulling you through sewers, hospital wards, and prison cells. To see this content please enable targeting cookies.įor the first few hours, the game revels in opening up slowly a blooming corpse flower rich with stench and menace. What was meant to be bleeding-edge AI feels like the superfluous enemies thrown at you in a Destiny raid. Using your pseudo-telekinetic GRP device means they stay away from spikes on the walls. Favouring your pistol will mean they lurch at you. In practice, this means that favouring melee attacks will make enemies counter you more. The developers at the fledgling Striking Distance Studios went off about the game’s ‘fear engineering’ during development – a lofty, PR-driven spiel about how the game can read your actions and emotions as you play and respond with brutal accuracy to terrify you. It lacks the lean focus of its cinematic or video game inspirations, and often comes off like one of the shambling, shaking corpses it loves to spring on you when you think you’re enjoying a moment of safety, instead. It’s trying to be a thriller, it’s trying to be a psychological horror, it’s trying to be a sci-fi space opera about conspiracy and religious zealotry. But The Callisto Protocol is trying to be too many things. The characters are more fleshed out, and there’s Hollywood talent in the space suits, too. It does everything Dead Space did, sure – but once the ground is already broken, does it need breaking again? The game looks good, at least. ![]() Insistent on pushing you over the edge and making you sweat, Striking Distance Studios’ first game is overbearing a carnival horror house trying to be a top-of-the-line escape room, Michael Bay trying to be John Carpenter. What scares you? Body horror? Claustrophobia? The idea of things being pushed through your eyes? Jump scares? Mediocre level design? The Callisto Protocol has it all, for better and for worse. ![]()
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