What makes for a good horror title? More than a smattering of jump scares, critically acclaimed titles are often smooth assemblages of grotesque imagery, chill-inducing sound design, and foreboding background storytelling. By themselves, these elements can create an amazing film or series. However, a horror game needs so much more to be effectively scary.
Today, a lot of games rely on a bag of tricks — sparse resources, brutishly overpowered enemies, emphasis on sneaking — to keep players on their toes throughout the entire playthrough. Branching from a long tradition of similar games, The Callisto Protocol is the latest title to take on the genre. Can it leverage horrifying storytelling with tense gameplay?
Back to sci-fi basics
The sci-fi horror genre needs no introduction. Over the years, it has spawned several notable titles like Alien: Isolation, Prey, and Dead Space. Besides waving the flag of the genre, The Callisto Protocol also comes from Glen Schofield, the co-creator of the Dead Space series. With that distinction, the title should be primed for success. Or so one thinks.
As the name implies, the title takes players to the frozen climes of Jupiter’s moon, Callisto. Jacob Lee, played by Josh Duhamel, finds himself trapped inside Callisto’s Black Iron Prison. Coincidentally, both inmates and guards alike are getting infected by an unknown virus, turning them into mutating zombies. Like other survival horror games, the title features dark hallways and a limited array of resources to fight monsters.
A feast of viscera
Given its creator, The Callisto Protocol successfully recreates the dark and ominous atmosphere of its spiritual predecessor. The game is as creepy as its gory. Claustrophobic, unlit hallways open into veritable museums of the human anatomy in various states of disfigurement. Entrails splayed out, entire torsos chopped off, naked bodies dangling on alien cobwebs. Even if you’re already used to the gore of the horror genre, there’s something in Callisto that can still inspire awe and disgust.
The same goes for the game’s limited-but-adequately-spaced out enemy design. Though most of the monsters you’ll face in Callisto are humanoid, there are a few enemies that escape comprehension including a human body contorted into a spidery crawler and another squeezed into a snake-like form. The game can always use more enemy types; however, it adequately spaces out special monster types, ensuring that the limited number we see keep their scare factor.
Clunk
The Callisto Protocol deserves praise for its excellent environmental storytelling. However, a game needs more than just an environment. It also needs a complementarily scary gameplay system. Unfortunately, the title does little to deliver.
Though the game takes scarcity of resources to heart, The Callisto Protocol’s combat system is clunky. Instead of two dedicated buttons to dodge and block, the game asks players to use the left thumbstick, the same one you use for movement. Players have to accurately predict which side an enemy is attacking from and counter with the opposite direction on the thumbstick. Otherwise, players can block attacks by holding down on the stick. It’s certainly a chore to get used to, especially when most games these days use either the X or the O button to dodge.
Once you do get dodging down to a rhythm, the game doesn’t offer much variation for attacking. There are light and strong attacks, but it’s ultimately a spam of the right trigger then an occasional burst of gunfire. There are a variety of guns available, but a lot of the latter enemies are bullet sponges so it doesn’t matter much.
It also doesn’t help that the targeting system freaks out in scenarios with more than one monster. Most of the time, a strike just fails to land or mistakenly lands on an entirely different target, often leading to the player getting hit instead.
The game’s horror finds itself tied so much into the foreignness of its gameplay and the controls. As such, the fear factor quickly dissipates after mastering the system. A couple of hours into the game, the monsters stopped being scary. Whenever the game told me to sneak past enemies, I still got into fights intentionally just to quicken the pace. Fighting just became an inconvenience, rather than a death sentence.
A problem of pacing
In between fighting, players traipse through dark hallways and cramped vents. The game also offers divergent paths, adding a bit of choice as to where players explore first. In moderation, these elements can help build tension and reward players for exploring beyond the main path. The Callisto Protocol’s take, however, is problematic.
Though framed as a way to increase tension, the game also uses empty hallways and vents as cleverly disguised loading screens. Jacob crawls through at a snail’s pace so the game can load the next area. While other games use this moment to build lore or continue the dialogue, a lot of Callisto’s loading screens offer nothing but silence or the same, reused set pieces of monsters running offscreen to parts unknown. One segment even had a vent, an empty room, and another vent follow each other — basically, three loading zones in quick succession. It’s just a tax on time.
The divergent paths aren’t as effective either. There are several times when exploring a hidden room ends up with nothing, a battle, a middling reward, or just an audio recording. It’s hardly rewarding enough to explore unbeaten paths.
Is The Callisto Protocol your GameMatch?
For what it’s worth, The Callisto Protocol is still a masterclass in depicting virtual gore. Schofield knows how to make space terrifying. If you’re looking for a quick fix to tide over a hunger for horror, this title might be for you.
Unfortunately, the title’s lackluster gameplay keeps The Callisto Protocol from hanging with other masterpieces in the genre. However, if it’s any consolation, the title still has a post-launch roadmap to follow including story-focused DLC. The game might be more worth its price tag once the DLC comes out.
Gaming
Horizon Hunters Gathering is an upcoming co-op roguelite spinoff
If you liked Nightreign, you might like this.
Like Valve, the PlayStation’s tentpole franchises are allergic to the number 3. The Last of Us, the ongoing God of War arc, Spider-Man, and Horizon all don’t have a third game yet. These franchises, however, have all gotten rumors of spinoffs. Now, Horizon is getting more than just a rumor; an official co-op spinoff is happening. Say hello to Horizon Hunters Gathering!
Today, Guerilla unveiled Horizon Hunters Gathering, an official co-op roguelite set in the Horizon universe. The game will feature multiple players working to take down difficult enemies, bosses, and dungeons.
The title shares similarities with Elden Ring Nightreign. For one, players can choose between six characters with different roles. The main mode, called Machine Incursion, takes players to a wide map with powerups and roaming monsters. The map then has a shrinking ring that… well, you know what a shrinking ring does.
Horizon Hunters Gathering also has a different game mode called Cauldron Descent. Compared to the Nightreign type of gameplay, Cauldron Descent is a more traditional roguelite mode. Players enter a dangerous dungeon and choose alternate paths that vary in challenges.
Both game modes will be available through an upcoming closed playtest through the PlayStation Beta Program.
Because this is from Guerilla themselves, this is an official game. But it’s far from the only spinoff for the universe. Previously, NCSoft, a South Korean gaming studio, announced Horizon Steel Frontiers, an MMO set in the Horizon universe. Like Horizon Hunters Gathering, Steel Frontiers has an unknown launch date.
SEE ALSO: Horizon Steel Frontiers is an MMO set in the Horizon universe
Gaming
Valve is delaying the launch of the Steam Machine
But it’s still scheduled for the first half of 2026.
Overshadowed only by the Nintendo Switch 2, the upcoming Steam Machine was one of the most exciting gaming devices announced last year. Unfortunately, especially if you were waiting intently for the console’s launch, Valve is delaying the device by an undisclosed amount of time.
Initially, Valve anticipated a launch for the Steam Machine sometime in the first half of 2026. However, as the calendar rolls on into the second month of the year, the company has yet to announce either a price or a launch date for the console. Valve says that both should be out by now.
In a recent update, the company confirms that ongoing chip shortages have forced a reevaluation of the Steam Machine’s price and shipping date. This also goes for the Steam Controller and the Steam Frame. Valve is going back to the drawing board to figure out what is feasible for the console market.
On the bright side, Valve is still aiming to launch all three devices in the first half of the year. It’s just a matter of determining when that is.
The Steam Machine is just the latest in a growing line of devices affected by the chip shortage. Today, chipmakers are funneling their supplies to the supposed demand for AI servers. Naturally, more infrastructure means less chips reserved for regular consumers.
Also recently, NVIDIA was rumored to skip this year for a new GPU launch because of the AI “boom”. It’s the first time that this has happened in thirty years.
SEE ALSO: Valve announces its own console called the Steam Machine
Yesterday, AMD made the bold claim that the next-generation Xbox is coming next year. In a world drowning in manufactured hype for AI, hearing about GPUs going back to gaming is refreshing. NVIDIA, however, still has its pipelines clogged with artificial intelligence. According to reports, the company will not release new graphics cards this year.
This is unprecedented. A new graphics card is often a highlight for gamers every year. Even in recent times when prices beggar belief, a newly launched chip still generates hype.
Now, for the first time in thirty years, NVIDIA will not launch a new card in a calendar year (via The Information). Like a lot of things happening this year, AI is the culprit.
Buoyed by the dreams of billionaires, GPU companies are busy dedicating their stock of chips for AI servers. Because these servers artificially blew up the demand for GPUs, everything else that needs such a chip is projected to see a price hike this year. This includes smartphones, gaming consoles, and cars. Regular consumers have been left to deal with the aftermath of the imaginary AI boom.
According to The Information, NVIDIA’s current lineup is only partially composed of chips meant for gaming. Only around 8 percent of its revenue came from that segment in the first nine months of last year. In its defense, AI chips are much more profitable right now, but it’s still a big blow against consumers who just want to play games.
-
News2 weeks agonubia joins durability competition with launch of V80 Max
-
Gaming2 weeks agoNew DRAGON BALL game project “AGE 1000” for 2027 announced
-
Apps7 days agoBreaking up with Adobe Photoshop after 20 years
-
Gaming2 weeks agoBlizzard will host four major game showcases starting this week
-
Gaming4 days agoPlayStation, LE SSERAFIM Chaewon team for the ‘Love of Play’ campaign
-
Automotive1 week agoVinFast updates battery subscription policy for large upfront savings
-
Gaming1 week agoXiaomi SU7 Ultra makes Gran Turismo 7 debut
-
Accessories4 days agoSony WF-1000XM6 was accidentally leaked online





