The Callisto Protocol - From the developers of Dead Space

Will this game be good?

  • Yes

    Votes: 3 2.9%
  • No

    Votes: 27 26.2%
  • I hope so/Maybe

    Votes: 34 33.0%
  • Can't be worse than Dead Space 3

    Votes: 39 37.9%

  • Total voters
    103
I do look forward to a follow up because core of the game is great just some poor enemy encounter designs really let it down.
I think the core of the game is pretty garbage. The dodge is a complete joke, doesn't even require timing.
The only reason why the bosses are even remotely difficult is because they have minions and the whole combat system falls apart as soon as there's more than one enemy on the screen.

Against the minibosses you can literally keep holding down left and they will never, ever hit you.

Basically you have bosses that one tap you in melee, which encourages the player to use guns. Except the guns are kind of garbage, because the game is melee focused. If you look away from them for a second (say, to reposition) you're pretty much fucked, so let's add minions into the mix! Also you cannot engage the final boss in melee at all and we gave him a ranged attack so if one of the (many) adds manages to get your attention you're gonna get your shit wrecked in a second!

The game is pretty to look at and that's about it. It's not scary, or interesting or well designed. Masterclass of horror my ass.
 
Oh man, I just realised what the combat was reminding me off - that Silent Hill with the awful lock on combat. Was it Downpour or Homecoming?
 
Eh, without any monetisation or feature creep I think the DS reboot (because come the fuck on we know it'll be the entire franchise...) will be a safe, healthy chunk of change.

I'm one of the few people who actually liked the DS3 ending. How it got there was retarded - thanks black guy, for trading a single woman's life for the entire universe - but the idea was ballsy and thematically consistent.
 
  • Optimistic
Reactions: Day of the Cope
It always seemed like this game wanted to be the Last of Us rather than a better Resident Evil 4 like Deadspace was.

I haven’t been assed to look at the storybeats yet, but the gameplay looks ass. You can’t run from combat to potentially save resources. It just isn’t a survival horror game.
 
How long until we find out that the devs sent by Sony to help Schofield's studio ended up fucking up the PC and Xbox versions of the game?
 
At this point I'm so pessimistic about the series that I wouldn't even be surprised if the remake was somehow the worst game so far. I don't know how they could fuck it up, but I bet they could.
Kendra is now a lesbian. Nicole looks like a grandma but considering her age, I actually get that one. As for the visuals and gameplay, those are better. For the most part it seems like it’ll be good but there are some eye-rolling details.
 
So Dead Space Remake will outperform its spiritual successor?
Most probably.
Something that Dead space has and Callisto protocol doesn't is variety:
Dead space remake can still recycle necromorphs and weapons fron other titles and fans may end up appreciating it nore, it something that rarely backfires, and usually not on a big level (for example: Ratchet and clank remake are hated by fans because of the lacks of weapons and soundtrack from the original title).
 
Eh, without any monetisation or feature creep I think the DS reboot (because come the fuck on we know it'll be the entire franchise...) will be a safe, healthy chunk of change.
Game is looking to be pretty fucking pozzed. Peep out the changes to the age and voice in Issacs wife. Also the VA in general is fucking atrocious.


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I think the core of the game is pretty garbage. The dodge is a complete joke, doesn't even require timing.
The only reason why the bosses are even remotely difficult is because they have minions and the whole combat system falls apart as soon as there's more than one enemy on the screen.

Against the minibosses you can literally keep holding down left and they will never, ever hit you.

Basically you have bosses that one tap you in melee, which encourages the player to use guns. Except the guns are kind of garbage, because the game is melee focused. If you look away from them for a second (say, to reposition) you're pretty much fucked, so let's add minions into the mix! Also you cannot engage the final boss in melee at all and we gave him a ranged attack so if one of the (many) adds manages to get your attention you're gonna get your shit wrecked in a second!

The game is pretty to look at and that's about it. It's not scary, or interesting or well designed. Masterclass of horror my ass.
Melee in modern horror is generally a nightmare to retain the horror in.

The fundamental problem isn't even dodge - it actually works pretty well for what it is designed to do, even if its too forgiving.

Rather, a melee focus inhibits the fear of the approach. Monsters are supposed to be scary, your supposed to want them as far away from you as possible. But what they've done is created a system by which its usually safer and more resource effective to be closer to the monsters. Even on Hard, the enemies have a habit of patiently waiting their turn to attack - if your surrounded, they'll do some stupid bar-fight spin and push to knock you out of being surrounded. While annoying in so far as focusing down threats, its not actually any more dangerous. The game even actively encourages you letting yourself get surrounded - you can dodge another attack in the middle of a combo if your not spamming the mouse, letting you start a new one on the new aggressor, while preventing the guy you were beating on from getting his end of combo attack in. Even if a new group of enemies shows up mid fight, they amble in at the same leisurely pace, there's not much difference between their idle movement and their coming to kill you movement, so you've got time. The only thing that can kill you in melee combat is a lack of patience.

However you slice it, you get more powerful and capable of defending yourself the closer the enemy gets. Ranged enemies are paradoxically more dangerous despite their low damage just because your guns suck and they might be far off, and you have to expend resources in the form of ammo, and/or health if they get a shot in.

Contrast this to Dead Space - allowing an enemy to get close is a terrible idea, they'll start dealing a lot of fucking damage, stun you, or pull you into a QTE with some guaranteed minimum of damage. Your melee is only of limited effect, they'll start blocking if you abuse it. You're forced to start improvising, using kinesis to throw the first thing you grabbed to stun them a moment longer or pop stasis if you got a charge, and buy time to fall back. There is never a situation where you want to get very close. And they will do everything they can to get very close, very fast, from their dead sprint rushes, to leaping, to venting closer to you. Being low on ammo becomes scary because you know if you're out, they will get close, and it will not go well.
 
Game is looking to be pretty fucking pozzed. Peep out the changes to the age and voice in Issacs wife. Also the VA in general is fucking atrocious.


View attachment 4014738
HOLY FUCK THEY TURNED NICOLE INTO A 60+ YEAR OLD VERSION OF THE 13TH DOCTOR.
Thirteenth_Doctor_(Doctor_Who).jpg

Why did they have to do poor Nicole so dirty?
 
Melee in modern horror is generally a nightmare to retain the horror in.

The fundamental problem isn't even dodge - it actually works pretty well for what it is designed to do, even if its too forgiving.

Rather, a melee focus inhibits the fear of the approach. Monsters are supposed to be scary, your supposed to want them as far away from you as possible. But what they've done is created a system by which its usually safer and more resource effective to be closer to the monsters. Even on Hard, the enemies have a habit of patiently waiting their turn to attack - if your surrounded, they'll do some stupid bar-fight spin and push to knock you out of being surrounded. While annoying in so far as focusing down threats, its not actually any more dangerous. The game even actively encourages you letting yourself get surrounded - you can dodge another attack in the middle of a combo if your not spamming the mouse, letting you start a new one on the new aggressor, while preventing the guy you were beating on from getting his end of combo attack in. Even if a new group of enemies shows up mid fight, they amble in at the same leisurely pace, there's not much difference between their idle movement and their coming to kill you movement, so you've got time. The only thing that can kill you in melee combat is a lack of patience.

However you slice it, you get more powerful and capable of defending yourself the closer the enemy gets. Ranged enemies are paradoxically more dangerous despite their low damage just because your guns suck and they might be far off, and you have to expend resources in the form of ammo, and/or health if they get a shot in.

Contrast this to Dead Space - allowing an enemy to get close is a terrible idea, they'll start dealing a lot of fucking damage, stun you, or pull you into a QTE with some guaranteed minimum of damage. Your melee is only of limited effect, they'll start blocking if you abuse it. You're forced to start improvising, using kinesis to throw the first thing you grabbed to stun them a moment longer or pop stasis if you got a charge, and buy time to fall back. There is never a situation where you want to get very close. And they will do everything they can to get very close, very fast, from their dead sprint rushes, to leaping, to venting closer to you. Being low on ammo becomes scary because you know if you're out, they will get close, and it will not go well.
I don't even think melee in itself is the problem, it's just that the game doesn't know how to create tension.

Take Condemned for example: that game can be summed up by saying you just go around beating hobos with a stick, but it's fucking scary as hell because Monolith actually knew how to build tension and how to make effective use of the enviroment to make the player shit themselves.

Then take Callisto: there's one (count them: 1) tension builder that I can remember, near the beginning of the game. It's when you call an elevator and you hear all sorts of noises coming from the air ducts while you wait. And then the elevator arrives and nothing happens! That one bit actually kinda got me, but after that it's like the game completely forgets that it's a horror game.
 
Condemned's melee worked in the same sort of way it did for Dying Light; by design the scraps felt dirty, grimey and desperate - you'd break a wrench over someone's head then desperately scrounge so you can replace the now splintered stick of wood you're shoving into eye sockets. Guns were present and made you King Shit, but they were uncommon and ammunition was scarce. You couldn't just hang back and fire away forever, but at the same time wading into melee was violent and further strained resources.

I'm not saying all games do weapon degradation well, and it wouldn't have solved the issues with Callisto, but when it's done like this it treads the line between empowerment and desperation. Clubbing the shit out of a tentacled version of Jason Vorhees is satisfying, but not something you should aim to do.
 
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