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.
Tides of Annihilation will make its public playable debut at Gamescom 2026.
Developer Eclipse Glow Games announced that attendees can try an extended demo of the upcoming action-adventure game during the event in Cologne, Germany. Players can find the demo at Hall 6, Booth B-050 inside Koelnmesse.
The studio will also reveal a new trailer during Gamescom Opening Night Live on August 25, before the show floor opens.
Demo offers more exploration and combat
The Gamescom demo gives players a longer look at Tides of Annihilation. It features branching paths that lead to different exploration routes and combat encounters. Players can also explore key locations and experience several of the game’s biggest set pieces.
“Gamescom will be an incredibly important moment for our team since this will be our first global playtest and we’re excited to see how first-time players experience our game,” said Ary Chen, Game Director and Co-CEO of Eclipse Glow Games.
“The team has poured heart, soul, and maybe even a few tears into developing the game over the last few years, and it’s finally our opportunity to share it with players. We’re looking forward to seeing their reaction.”
Members of the press and content creators can also schedule private hands-on sessions with the development team during the event.
Arthurian-inspired adventure
Tides of Annihilation blends fast-paced action with a Neo-Medieval vision of modern London. The story follows Gwendolyn after an Outworld invasion leaves the city in ruins.
Driven by a mission to save her sister, she travels between a shattered London and the mythical realm of Avalon. Along the way, she uncovers the mystery behind her newfound powers. She must also decide the fate of reality itself.
Eclipse Glow Games is developing Tides of Annihilation for PC via Steam and the Epic Games Store, Xbox Series X|S, and PlayStation 5.
Gaming
Street Fighter 6 adds first Filipino fighter Yasmine to its roster
Eskrima fighter joins battle
Street Fighter 6 has officially welcomed Yasmine, making history as the first Filipino martial artist to join the franchise’s playable roster. The new character is now available across PlayStation 5, PlayStation 4, Xbox Series X|S, PC, and Nintendo Switch 2 as part of the game’s Year 4 content.
Yasmine practices Eskrima, having learned the Filipino martial art alongside her older brother under their grandfather’s guidance. She wields Karambit knives in battle and embarks on a journey to find her missing brother.
Players can access Yasmine by purchasing the Year 4 Character Pass or Year 4 Ultimate Pass. Her default outfit features traditional Eskrima-inspired combat attire, while a school uniform serves as her second costume. In combat, she specializes in fast, aggressive attacks that build toward an enhanced Bayani Mode.
Yasmine is the first of four Year 4 fighters, followed by Arjun, Tifa from the Final Fantasy VII Remake series, and Bosch. Her release also arrives alongside battle balance adjustments affecting the entire roster.
Onimusha crossover arrives this week
Capcom also announced a limited-time collaboration between Street Fighter 6 and Onimusha. Running from August 7 to August 31, 2026, the event introduces Oni EX character colors, themed Battle Hub decorations, avatar items, and additional rewards for players who log in during the event.
The update also adds new Avatar Arcade courses, additional ending scenes, a Frame Meter option for Avatar Random Match, and refreshed Master ACT rewards.
Philippine launch event set for August 9
Capcom will celebrate Yasmine’s debut with an official Philippine community launch event on Sunday, August 9, at Salud! by Primera Bar & Restaurant in Palanan, Makati. The event runs from 2:00 PM to 9:00 PM and features a double-elimination tournament, gameplay showcases, giveaways, and community activities.
Attendees can also receive limited-edition Yasmine merchandise, including event T-shirts, lanyards, and collectible keychains while supplies last. Special guests and cosplayers are also scheduled to appear. Admission will be on a first-come, first-served basis and is subject to venue capacity.
Gaming
Gangstar Mirage City launches on August 20 with SEA localization
Join a faction now for a chance to win rewards
Gangstar Mirage City is set for a full regional launch on August 20, with localization for the Southeast Asia region.
Published by Level Infinite, the free-to-play multiplayer, urban, open-world action game is available for download on iOS and Android.
The full regional release features an expanded open world, a new PvP Arena mode, and local languages.
In Gangstar Mirage City, players can team up for up to 4-man co-op heists, drive powerful vehicles, customize their arsenal, build an empire, and fight for control of Rooklyn City.
Players can register on gangstarmiragecity.com for in-game rewards.
In Southeast Asia, players can also register as a member of their respective local faction and get an exclusive in-game Avatar to represent their loyalty:
- Philippines: Manila Brigade
- Indonesia: War Kanda
- Malaysia: Taiko Tedung
- Thailand: SIAM APEX
Factions will be ranked based on how many players join and support them. The winning faction will enable all members to get 300 Diamonds, sent directly to their accounts.
Meanwhile, all players, including those who already began their journey in Rooklyn City with the soft launch last July, are invited to join the Global Vault Heist.
Reaching the final Registration Milestone will unlock the Full Tilt Vehicle Pack. These are the rewards up for grabs per milestone:
- 5 million players: 100 Diamonds
- 10 million players: 200 Diamonds
- 20 million players: Vehicle Upgrade Vouchers x5
- 30 million players: Full Tilt Vehicle Pack
All Global Vault Heist and Faction rewards can be claimed via the in-game mail system on August 20.
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