The Callisto Protocol’s jack-of-all-trades approach leaves it master of none
I went into The Callisto Protocol last year hopeful that, at the very least, I’d get an entertaining facsimile of 2008’s Dead Space. The gameplay trailers looked promising, with set-pieces, visual elements, and the soundscape clearly drawing on the game that pushed Glen Schofield’s name into popular discourse. The website and storefront pages declared it would be a “narrative-driven, third-person survival horror” and I was psyched.
Unfortunately, The Callisto Protocol has little in common with Dead Space (2008) beyond the setting and premise. Instead, Striking Distance Studios and Krafton were following an all too common and frustrating industry trend: trying to sell a game to one audience by highlighting its connection to an iconic IP, while actually designing it to ape what’s currently popular for another audience.
0:00 - Intro
0:59 - It has a great premise and looks the part…
2:13 - …but cinematic aspirations and impressive visuals can’t carry a game
3:49 - So much idle time that could have been used better
5:44 - Entertaining combat but superficial survival-horror elements
8:28 - Checkpoints are the true horror
9:50 - Mixed messaging, bad designs, and inconsistent pacing
Written feature: https://gameblur.net/editorial/the-callisto-protocol-jack-of-all-trades-approach-leaves-it-master-of-none/
The Callisto Protocol is available on PC, PS4/PS5, Xbox Series S/X, and Xbox One.
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