Surviving The Callisto Protocol

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Survival horror is back! Resident Evil and Dead Space remakes, Silent Hill, The Callisto Protocol and Alan Wake 2 are just a few games that have come out or are releasing soon.  

So what actually is a survival horror game? Rather than give a short definition, I’ll list the key features that define the genre before looking at The Callisto Protocol and asking the all-important question, “can you survive it?”

Common features in survival horror games

Player vulnerability 

Unlike other games your character is more vulnerable, maybe a few hits will kill you and running head-on into enemies doesn’t go well. Stealth and tactics are encouraged over directly attacking enemies and generally being gung-ho. 

Tough enemies

Enemies don’t go down so easily and sometimes there’ll be more enemies than the number of bullets in your gun. Some may even be indestructible (hey Xenomorph in Alien: Isolation) so instead of wasting your ammo – run! 

Atmosphere

Less of a walk in a park and more along the lines of walking through a graveyard at night with a chilling soundtrack and plenty of jump scares. Some games will go out of their way to make you uncomfortable with horror visuals, hallucinations and did I mention a lot of jump scares? 

Limited resources 

Ammo runs out, your inventory has a max limit and you’ll need to scavenge to find loot and crafting gear. Expect tough choices around what you can carry and if it’s worth losing health for a couple extra bullets. Sometimes, melee weapons have limited uses meaning you’ll have to choose your strikes carefully.

Game camera

Commonly found in the genre is the 3rd person over-the-shoulder camera. You have a limited view of your surroundings and a close-up of everything that happens to your character. The first Resident Evil has a fixed camera taking away even more control from the player. The first-person perspective also fits the genre well – there’s no escaping the horror! 

Metroidvania levels and puzzles

Many survival horror games feature semi-open world levels where players can only progress once they’ve found a key or solved a tricky puzzle. Expect backtracking, optional shortcuts, and sometimes a map.

Action horror games

Some survival horror games are more action-focused but still share many of the above features. If there was a distinction to be made then it’d be through resource collection; “survival horror” games encourage you to explore the area for resources rather than “action horror” where you’re rewarded with resources from killing enemies. The genres crossover a lot – in Dead Space exploring the USG Ishimira will yield extra ammo, but you’ll also come across more enemies to fight (who also drop more ammo).

The Callisto Protocol
The Callisto Protocol was released 2nd December 2022 (Image credit: Krafton)

The Callisto Protocol (2022)

The Callisto Protocol is a survival horror action game by Striking Distance Studios headed up by Glen Schofield. Schofield is the co-creator of the Dead Space franchise and the first title was released in 2008. Unfortunately, EA killed off the series (along with the closing of Visceral Games) as they considered the series as a whole to have underperformed. The Callisto Protocol – seen by many as a spiritual successor to Dead Space – is a third-person survival horror game set 300 years in the future. You play as Jacob Lee – a victim thrown into Black Iron Prison, a maximum-security penitentiary located on Jupiter’s moon, Callisto. As it’s billed as a survival horror game let’s look at how hard it actually is to survive.

How tough are you? 

A few hits can kill you and your health won’t regenerate, so expect to die a lot. Following on from the immersive UI found in Dead Space, your health bar is displayed on the back of your neck. Unfortunately, the Black Iron prison is full of traps and these WILL kill you instantly if you get too close.

Most enemy attacks are melee-based and can be dodged once you get the hang of the controls. Until then, expect to die a lot and watch a gruesome death animation play out fullscreen (thanks to a recent update you can now skip this).

What’s trying to kill you?

Unsurprisingly, it’s quite a long list:

  • Mutated humans, they get tougher
  • Traps
  • One-headed enemies 
  • Crawling enemies that explode on impact
  • Enemies that fire poison
  • Little bugs that jump on your face, more annoying than deadly
  • Two-headed enemies
  • An enemy that has a long neck and attacks from far away. Surprised me every single. Damn. Time.
  • Blind enemies that you can stealth kill
  • Security Units, originally guarding the prison inmates but now gone haywire – will kill you instantly. These are the only enemies I was unable to kill, but apparently, it’s doable
  • Three-headed enemies (just kidding, or am I?)

What can you defend yourself with?

You start the game with fairly primitive weapons – a pistol and a simple baton for hitting enemies. Along the way, your arsenal improves with a shotgun, (what survival game doesn’t have a shotgun?) other powerful firearms and the Grip – a gravity-bending gun. This was my favourite weapon; you can throw enemies into each other, off platforms and into traps for great effect. In general, it’s tricky to run past enemies so to progress you’re encouraged to fight.

The Callisto Protocol Grip weapon and traps
Clearly, health & safety regulations don’t apply in space (Image credit: Krafton)

How big are your pockets and is there any ammo? 

Your digital rucksack is limited so you’ll need to manage your inventory or run to the nearest reforge to exchange goods. On normal mode the game is generous and I got to a point where I was selling off extra ammo for a new upgrade. If you do run out, you’ll always have your trusty baton.

Does the game reward exploration? 

The game is fairly linear which keeps it focused, albeit repetitive. There are some occasions when you can choose where to go – but mostly it’s left or right down a corridor towards a main objective. A few secret rooms hold special loot and interesting audio logs. 

Any puzzles to fry your brain?

No puzzles in this game. One time I desperately tried to find a way to free a trapped worker, but it turned out that it was just a scripted event and there was no way of freeing him (sorry matey).

Death by atmosphere?

The game is full of well-orchestrated jump scares and amazing visuals. However, I didn’t find the overall atmosphere creepy; there’s no build-up in tension and it mainly feels like you’re going from set piece to set piece (possibly due to the linear approach).

Attending Gamescom in 2022, I went to The Callisto Protocol booth thinking I’d get to play the demo. Instead, I got a jump scare experience that set the standard for the game nicely. 

Suprise! (Image credit: Krafton)

Close to reality?

The game is set on Jupiter’s Moon in the year 3000 so not exactly similar to the present. But colonizing planets, using them for resources, and then finding something disturbing is not out of the question. Being alone in a spaceship with something that’s trying to kill you is always going to make a cool setting for a horror game though.

Overall verdict

If you can hold your nerve against multiple jump scares you’ll do just fine, but until you get the hang of dodging, expect many frustrating deaths. There’s enough ammo and upgrades to feel comfortable in a fight and don’t forget to use your Grip for crowd control and overall fun. Beware of insta-kill traps and tough enemies that don’t go down easily and need a few replays to perfect. 

A lack of choices and non-linear levels meant I didn’t feel the need for a second playthrough (even with New Game Plus) – once was enough. Now bring on the Resident Evil 4 remake! 

What did you think of The Callisto Protocol? Were you able to survive it easily? Let me know below in the comments!

9 ways The Last of Us Part II and Ghost of Tsushima increase player immersion through their User Interface (UI)

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As the previous console generation came to an end, we saw the release of several games that pushed the envelope in terms of technical achievements and immersive gameplay. Two titles that really stood out for me were The Last of Us Part II (Naughty Dog) and Ghost of Tsushima (Sucker Punch Productions). Both games are incredibly immersive thanks to their powerful narratives, engaging gameplay, sound design and (most of all in my opinion) their UI. My previous post is a brief introduction to the types of immersive UI used in games, and this time around I’ll focus on 9 examples from TLOU2 and GOT.

Game overviews

TLOU2 is an action-adventure featuring survival horror elements that is set in a post-apocalyptic America. The game is played from a third-person perspective and although for the most part is a linear experience, it does have large levels and an open-world section allowing for a range of playstyles and approaches. 

The Last of Us Part II Ellie poster
The Last of Us Part II – released 19th June 2020 on PlayStation 4

TLOU2 is a phenomenal game, it’s approach to storytelling and evoking empathy from the player sets a very high bar for all emotionally driven narrative games that follow it. Naughty Dog’s dedication to realistic gameplay and world details, along with the underlying core themes of revenge and retribution, make it one of the most thought-provoking and immersive games I’ve ever played.  

Ghost of Tsushima cover
Ghost of Tsushima – released 17th July 2020 on PlayStation 4

GOT, also from a Sony first-party studio, is an open-world action-adventure set during the Mongolian occupation of Tsushima island in the late 13th century. The Japanese island is fully explorable and the third-person perspective (similar to TLOU2) allows the player to truly appreciate the detailed environment. 

This game bowled me over with its well-paced story, minimalist UI and outstanding art design. It’s a game that rewards curiosity through exploration, and its unique take on open-world systems make it a truly rewarding experience.  

9 examples of immersive UI

1. Minimalist HUD – both titles

Both TLOU2 and GOT have a Heads-up display (HUD) that is discreet and shows only the most useful info (health, ammo, current weapons, sword stance etc.).

When not needed (such as outside of combat), the HUD disappears along with other onscreen icons making for a more cinematic experience.

2. Navigational Tools – Ghost of Tsushima

GOT stands out among open-world games for not having a mini-map or compass to direct players where to go. Instead, the innovative guiding wind mechanic (represented in the game’s 3D space by gusts of wind and blowing leaves) assists the player in reaching their chosen destination.

Ghost of Tsushima guiding wind

The guiding wind doesn’t feel out of place and fits the game’s setting and narrative. Interviews with the game’s developers reveal that the team took inspiration from famous Samurai films, which featured wind and movement, as well as the historical link between wind and the fate of the Mongol’s invasions of Japan.

Ghost of Tsushima guiding animals

In addition to the guiding wind, the developers wanted players to look into the game world for things to do. Throughout Tsushima you’ll find guiding animals (foxes and golden birds) that lead you to nearby points of interest.

Navigational Tools – The Last of Us Part II

During the early part of TLOU2, there is an open-world section where the player can choose in which order to complete the main objectives: find gas, start the generator and open the gate. Also without a mini-map or compass, the player uses an in-game map of the area to navigate this section.

The Last of Us Part II in-game map

This results in a more realistic and engaging approach to exploration as Ellie (your character) will update the map and add notes in real time as you visit each location.

3. In-game visual clues – both titles

Both titles include visual clues in their environment; in TLOU2, which is mainly set in post-apocalyptic Seattle, the use of signage and a contrast in colours help the player to find points of interest in the environment.

In GOT, rising columns of smoke direct players to nearby quests and locations. This also fits the game’s depiction of feudal Japan and the Mongols’ brutal occupation of the island.

4. Collectible items – both titles

In both titles, resources and collectibles are found throughout the world; these items flash repeatedly making them stand out in the detailed environments.

The act of collecting items differ in both games; TLOU2 goes down the realistic route using character animations for collection, while GOT goes for a seamless approach through instant collection.

5. Crafting in game – The Last of Us Part II

In GOT, the player can only upgrade weapons and purchase ammo at certain locations e.g., the town’s swordsmith. TLOU2 on the other hand, allows you to craft vital items such as explosives and ammo at anytime – the only catch is that the game doesn’t pause. Crafting during gameplay (a common feature in survival horror titles) adds plenty of tension, especially when you’re frantically trying to put together a Molotov in the midst of an encounter.

The Last of Us Part II crafting in game

6. Signalling low health and damage – both titles

Whether you’re fighting the well-armed Washington Liberation Front in Seattle or Mongolian warriors on Tsushima, it would be distracting (and risky) to constantly check your health at the bottom of your screen.

Both games aid the player by using meta components (filters on the 2D screen) to convey damage: red flashes show damage taken and an onscreen filter warns you that the end is near. Characters will also be visibly injured, and low health is conveyed to the player through hurt limbs, knockdowns and heavy bleeding.

Other interesting uses of the UI in combat include your character being incapacitated by an enemy arrow (until it’s pulled out) and the screen being temporarily obscured when an explosive goes off.

7. Game realism – The Last of Us Part II

TLOU2 is consistent throughout the game in its approach to realism, whether that’s weapons being upgraded in real-time or an accurate in-game representation of playing the guitar.

8. Reflecting the game’s setting through art & language – Ghost of Tsushima

In GOT, there are many nods to the distinctive Japanese art-style of the period; these include the game’s main menu, loading screens and puzzle maps found across the island.

The Japanese-audio option can also be selected so that characters speak in their native language. Although this dub doesn’t quite match up to the characters’ speaking animations (which were all lip synced in English), it does add another layer of immersion.

9. Honourable mention – enemy audio in both games

While not technically part of the UI, I have to give a shout out to the excellent enemy audio design in both games. In GOT, the invading enemy Mongols speak in their native language that isn’t translated via dubbing or subtitles – your character can’t understand Mongolian, so you’re not supposed to either. However, certain words -“Samurai!” meaning you’ve been detected, or “dooshoo!” shouted when an archer opens fire- are distinctive and act as helpful audio prompts.

In TLOU2, the Seraphite enemies (better known as Scars) communicate to each other in combat using a complex whistling system. Unlike earlier enemies (the infected not included), whose plans of attacks you can overhear and then counter, Scars are a formidable and unnerving enemy that can easily catch you off guard with their surprise manoeuvres.

The above list shows how a minimalist and innovative approach to UI design (with a focus on in-game visual cues) can create an immersive experience for the player. Both titles also use the UI to reflect the game’s setting and core gameplay; GOT is a free-flowing experience that interweaves cultural and historical elements with its UI, and TLOU2 puts emphasis on mirroring the real-world as much as possible through authentic animations and in-game actions.

Tips for full immersion in The Last of Us Part II and Ghost of Tsushima

Both games have a Listen Mode/Focused Hearing mechanic that allows you to reveal enemy positions through obstacles. I thought this broke the immersion, so I’d recommend trying not to use this and instead rely on audio cues to locate enemies. TLOU2 even has a Grounded difficulty that disables this sixth sense and significantly reduces UI elements making it a much more immersive (and challenging) experience!

The UI itself can also be customised and, as well as its accessibility options, GOT has an Expert HUD style that is an excellent option for those wanting an even less descriptive display. TLOU2 takes this a step further and allows you to fully customise the game’s UI, reducing and removing multiple elements as you see fit. 

Did you find The Last of Us Part II and Ghost of Tsushima immersive? For what reason? Let me know below in the comments!

Image credits: Sony Interactive Entertainment

Resident Evil 3 (2020) Review

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Full disclaimer: I never played the original Resident Evil 3: Nemesis (1999) so this is just a review of Resident Evil 3 (2020).

Resident Evil 3 at a glance

Who is it for?Resident Evil fans and those who like to play survival/action horror. Plus anyone who likes a good action B-movie! 
How is the design/graphics?Looks like RE2 with improved lighting and character models. Gore-tastic thanks to the REengine*
Who do you play as?A series’ favourite, Jill Valentine and Umbrella special forces, Carlos Oliveria who has some fantastic one-liners. 
Core gameplay features?A new dodge mechanic (much-needed), inventory management, crafting and the unsettling over-the-shoulder perspective.
What’s the UI like?There’s only the ammo count displayed on the HUD allowing for full immersion. The map and inventory are located on a separate screen.
Is it difficult?Not with the right weapons and upgrades. Boss fights require some understanding of attack patterns and use of the environment.
How’s the narrative?Takes us through Raccoon City as our characters uncover secrets about the evil Umbrella corporation. Pacing is perfect and the script will have you chuckling away.
Is it fun?Very much so! It leans more on the action-packed side so those who want a sole horror experience might be disappointed.
Anything else to note?Nemesis is a great… well, nemesis. Not as scary as Mr. X but one tough cookie who rocks that Matrix-style trench coat.
Accessibility options?Subtitles, button-mapping & colour options 
*Capcom’s own game engine – built for Resident Evil 7: Biohazard and subsequent titles

Resident Evil 3 full review

As someone who got into the survival horror genre in the last few years (my first RE games were the action-heavy RE5 & RE6), I enjoyed Capcom’s most recent titles and eagerly anticipated the Resident Evil 3 remake.

First up, it’s a similar-looking beast (pun intended) to Resident Evil 2 – the remake that was more like a whole new game and stood out as one of 2019’s best releases. The lighting and character models were improved and although it didn’t make the graphical-leap that Resident Evil 7: Biohazard did when Capcom rolled out the new RE Engine in 2017 it looks absolutely fantastic. There are many similarities to RE2 and it looks like various assets were reused in RE3 – tall and lanky zombie in the blue overalls I’m looking at you!

Raccoon City’s nightlife: doughnuts and zombies (Image credit: Capcom)

The story is set during the T-virus outbreak in Raccoon City, around the same time that the events in RE2 took place. Jill Valentine, a former STARS member, is one of the two main characters as well as Carlos Oliveria who is an Umbrella special forces mercenary. Inevitably these two meet and there’s nice chemistry between them as well as some priceless lines from Carlos – my favourite being “I wouldn’t want to leave you in a cruel, Carlos-less world”. I’ve always loved these on-the-nose lines in Resident EvilRE3 felt a bit like a B-movie, cheesy and very fun. I had a great time playing it on a Friday evening with a couple of beers, enjoying where each new level took me and fully immersing into the world Capcom has created. 

RE3 is not as scary as RE2 although everything I love about last year’s game is still there: the over-the-shoulder perspective that creates an unsettling feeling, the limited inventory and low-grade weaponry you start with and the chilling sound design of the zombies. Yet, the open setting of Raccoon City’s streets isn’t as unnerving as the enclosed police station and some of the other RE2 settings. Yes, there are still the orchestrated jump-scares, but I can’t think of a time when I felt genuine dread about having to go down a corridor or into a room (for the record, I played Biohazard from behind a sofa so it all depends on your scaredness-threshold). The thing is, although Nemesis is a great villain who pops up without warning, he’s not that scary and you can actually fight him. Unlike the invincible Mr. X from the previous title who would come charging out of nowhere looking all menacing and accompanied by his chilling musical score. That had me running for my life, in-game and to the back of the aforementioned sofa.

The levels in this game are designed to perfection, Raccoon City’s streets and adjacent shops are full of detail and there’s a setting later on that greatly evokes Naughty Dog’s, Last of Us. Like most Resident Evil games the final third takes place in one of Umbrella’s secret research facilities where tougher enemies and boss battles await. The game offers a range of enemies that all require a different approach, but the combat that I found most engaging (and challenging) was with Nemesis himself. Instead of just shooting the “large eye” I had to figure out Nemesis’ attack patterns and adapt. Nemesis has a lot of firepower up those trench-coat sleeves so these fights never felt lacklustre and looked incredible in HDR.

Shame that trench coat isn’t fireproof (Image credit: Capcom)

What I found somewhat frustrating in RE2 was having to get past crowds of zombies without a way to evade their attacks – basically you just had to take a few hits. Now with the newly introduced dodge mechanic I could dodge past their outstretched arms and follow up with a headshot or just continue running – thank you, game designers!

A niggly problem I had during my first playthrough was the transition from gameplay into cutscenes – Jill, I didn’t have any ammo left so how did you manage to fire those grenades? Also, it could just be me but those zombie dogs appeared very uncanine-like, occasionally jumping on the spot and doing random 360-degrees turns. These minor problems are the kind of thing you notice when the general gameplay is seamless so I’m happy to report there’s nothing major dragging the game down. 

As for the campaign length my first playthrough clocked in at 5 hours and 45 minutes and this is me in full completionist mode – I love it when that map is all blue! This is around half the time it took for me to complete Leon’s A campaign in RE2 so I was kind of disappointed to see no alternative playthroughs, especially as the lovable Carlos. This isn’t so bad though, as it means I can focus on giving the more difficult hardcore and nightmare settings a go, the latter promising an interesting change-up of enemy encounters and items. 

Overall, Resident Evil 3 is a more action-based game than its predecessor and in my opinion the more enjoyable of the two. While Resident Evil 2’s story kind of dragged out after the first half, Resident Evil 3 plays out in rip-roaring fashion. The short campaign encourages replayability and I look forward to spending more time with the two protagonists, the top-notch survival mechanics and a lead villain who is fun (and challenging) to fight.