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
Clair Obscur: Expedition 33 bags record-breaking 12 nominations at Game Awards
These include Game of the Year and three Best Performance nods.
Gamers today will rightly point out that Clair Obscur: Expedition 33 is the game that will most likely bag the coveted Game of the Year award for 2025. Ahead of December 11, the popular turn-based RPG has not won yet. However, the nominations have just been announced, and it’s now safe to say that Expedition 33 has a real shot for the award.
The annual Game Awards has a lengthy list of awards it usually hands out. Of course, the highlight is Game of the Year. Besides Expedition 33, five other titles are vying for the crown: Death Stranding 2: On the Beach, Hades II, Hollow Knight: Silksong, Donkey Kong Bananza, and Kingdom Come: Deliverance II.
Besides the coveted award, Expedition 33 also got 11 other nominations, totalling 12, which is the most a single game has gotten in the twelve-year history of The Game Awards. This includes Best Game Direction, Best Narrative, Best Art Direction, Best Score and Music, Best Audio Design, Best Independent Game, Best Indie Game Debut, and Best RPG.
If you’ve been counting, that’s just nine nominations. The remaining three of the 12 need their own spotlight. For Best Performance, the game single-handedly got three nominees in: Ben Starr, Charlie Cox, and Jennifer English. That’s half of the list, rounded out by Ghost of Yotei’s Erika Ishii, Silent Hill f’s Konatsu Kato, and Indiana Jones’s Troy Baker. Notably, even 2023’s Baldur’s Gate 3 didn’t get multiple nominees in the category.
While Expedition 33 has a real chance with running away with a good chunk of the awards, viewers can control 10 percent of the vote via the fan voting process already up now. Plus, the awards will soon include a Players’ Voice award, which goes up on December 1.
SEE ALSO: Clair Obscur: Expedition 33 review: Beautifully haunting
Entertainment
The Legend of Zelda film gets its first official photos
Bo Bragason and Benjamin Evan Ainsworth play Zelda and Link, respectively.
The Legend of Zelda might be one of the hardest video games to adapt. After all, how do you write a script for a protagonist who never talks? But, by God, Nintendo is doing it anyway. Now, the company has released the first official images from the upcoming live action film’s production.
The upcoming Zelda film has had a long production cycle. First announced in 2023, it was only earlier this year when Nintendo put a date to the film’s premiere: March 26, 2027. Even now, we don’t know much about the film.
Over the weekend, unofficial photos showed that product started its filming in New Zealand. Unofficial photos don’t really mean much except for those who hang around the rumor mill, but they can spiral towards those excited for the film’s release. To get ahead of the rumors, Nintendo released official photos, over the Nintendo Today app, which show both Link and Princess Zelda.
Notably, Zelda, the archetypal princess in distress, isn’t wearing her usual princess’s garb. Rather, she’s wearing the blue gear from the Breath of the Wild duology, where the princess had a more active role in saving Hyrule. Bo Bragason, who plays the princess, will likely take on a more front-and-center role.
Link, played by Benjamin Evan Ainsworth, is wearing his more traditional green clothing from the past games. Though the film looks like it’s adapting the most recent duology, it might be an entirely different story, based on Link’s different clothes.
SEE ALSO: The Legend of Zelda live-action film now has a premiere date
Gaming
Anno 117: Pax Romana is available now for PC, consoles
As we discovered during a preview of the game, Anno 117 might be one of the coziest strategic simulators today. The new title does away with the intensity of pure combat to have players build up their version of Rome as an inexperienced politician thrust into the role of a Roman governor. Now, after the brief preview period, Anno 117: Pax Romana is available on PC, PlayStation 5, and Xbox Series X|S.
While other simulators might have its players build an army to overwhelm everyone by force, Anno 117 has players build up their corner of Rome from the ground up.
For both beginners and veterans of the series, the game has a lengthy campaign mode to teach players the ropes of the new title. Specifically, the campaign features two character paths: Marcus — a young man desperately trying to earn his place in the aristocracy — and Marcia — Marcus’s sister who wants to prove that women can also forge their destiny in Rome.
Otherwise, the title also has a sandbox mode that has player pick between two starting areas. Latium is a safer option that offers safety near the heart of the Roman Empire. Meanwhile, Albion is a wilder province that provides seasoned players with more challenges.
The Standard Edition of the game is already available on Steam, Ubisoft Connect, PlayStation 5, and Xbox Series X|S.
On the other hand, the Gold Edition bundles the base game with the Year 1 Pass. This Pass includes three DLCs coming down the line: Prophecies of Ash, The Hippodrome, and Dawn of the Delta.
SEE ALSO: Anno 117: Pax Romana is a relaxing city building experience
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