Reviews from

in the past


The Callisto Protocol is simply a victim of daring -- yet, somehow deceptive -- marketing... and also, having the ending locked behind a DLC.

Such practices have diminished its reputation, and also Dead Space creator's. We've been promised with a spiritual successor to Dead Space, after all.

And it is. Kinda. The issue here is that this game relies too much in melee mechanics, there are also few weapons and the gameplay might even feel clunky at times. Besides, Castilian Spanish voice acting is not lipsync'd.

However, the game looks really good, horror ambience is there and it does remind me of Dead Space sometimes.
I'd rather say is not that bad as many people say.

I have not played a lot of dead space, just one or two hours of the mobile game and like 30 mins of the original one, so I did not have the expectations some people had when going into this.
That said, the game is overall disappointing. Uninteresting villain, lore is meh, characters aren't great either, the combat gets repetitive very quickly, etc...
Graphically the game is stunning! Every location looks gorgeous.
The gameplay is fine, the controls during combat are a bit weird since you have to move the left stick to dodge. You get used to it but it always felt a bit weird. The combat is pretty much always the same thing and when there are a few enemies around you the camera is a problem, you'll get hit from behind and may lose a significant amount of health and it's annoying. The exploration is poor, there's not a lot of "side" areas you can explore and when there are they're very uninteresting.
The story is meh, has an interesting premise, but some moments don't feel earned at all and reduce the story's impact. (This is way worse on the dlc...)
Although I'm being harsh on it, TCP isn't a bad game, it's just okay but it could've been much, much better. Gameplay is ok, graphics are amazing, story and characters meh.

This is what they were crunching for?

The Callisto Protocol is a man drowning. He’s been swept out by the tides deeper than he can swim, and now I feel compelled to go and be the one who drags him back to shore. I’m not looking forward to it as I swim out there. This always ends badly. I know he’ll kick, and flail, and panic, and drag me under with him. But something compels me. I dip beneath the waves, gliding on the current. Every kick is met only with more water, never ground; it’s been a while since either of us has been able to touch bottom. I get to the man. All of the dread that I felt swimming up to him — the growing pit in my stomach warning me that he’d kill us both — fades as I get a hold of him. He’s calm. He doesn’t fight. He wants to be rescued, and he's coherent enough to tell me as much. So much worry on my end, and for nothing. We’re both going home, and my doubts were unfounded. The two of us make our way back to the shallows, and my heart swells. Nobody’s gonna believe this. I get to be the one who brings back the guy that everyone thought couldn't be saved.

We make it from the depths to a point where the ocean reaches our shins, at which point the man panics and submerges my head in about two feet of water until we both die. I knew I should have let the fucker drown.

What we’re looking at here is a bad start that leads into a remarkably strong middle, hitting an impressive stride just in time to trip and break both legs three hours before the finish line. But that middle section is good. It’s really good. It’s so good that I was ready to come in here and lord a massively inflated score over the heads of all of the doubters who didn’t get it. Reality hits hard when it hits, though, and there’s no denying that The Callisto Protocol just runs out at the end. It runs out of ideas, it runs out of money, it runs out of employee morale — it runs dry and it runs empty until the engine shears itself in half.

This is pretty, but a game "being pretty" hasn't impressed me for fifteen years now. Everything since the early-mid 2010s has given me this shrug-your-shoulders feeling of "yeah, I guess it looks good" and spurred little in me beyond that. I know it's a tired truism to trot out — "art direction is more important that graphical fidelity!", as if we don't all know that already — but even games from that era that were trying to look as realistic as the latest titles don't read as being all that different to me today. Honestly, I think the face-scan mocap shit that's everywhere in AAA games these days looks kind of bad; they're all sitting deep in that uncanny valley where everyone's head looks like it's got a video of the actor's face wrapped around it. Even with (perhaps due to an overreliance upon) all of the tech in place, some of these animations look incredibly bad. Here's a shot of Josh Duhamel's character screaming in agony as he gets an implant stuffed in his neck that hurts so bad that he has a heart attack and dies. It's silly. This is not an expression of pain. He's making a YouTube thumbnail face. Fuck, the source of that image is a YouTube thumbnail.

So, yes, this is all very technically impressive, but in practice it's all just bloom and haze and fog and I can't fucking see any of it because someone turned all the lights off. None of this sparks joy. Everything is gray and bland and devoid of life. There's nothing that even remotely scratches at iconic Dead Space setpieces like the Church of Unitology or the cryopod rooms, because the art direction on display is kind of shit. It's a just-so approximation of enough of Dead Space's elements to provoke familiarity, but it's off in a way that betrays the fact that Visceral was a team made up of a lot more people than just Glen Schofield. He isn't Visceral, and this isn't a spiritual successor to Dead Space. It's a spiritual regression.

But as desperately as this wants to stay latched to the teat of Dead Space, it isn't open to those who want the game to be Dead Space. This is a melee-focused system based around dodging, combos, and environment kills; Dead Space is a shooter based around positioning, dismemberment, and, uh, also environment kills. You've gotta meet The Callisto Protocol on its own terms; playing it like Dead Space is a losing position. You should be doing this for everything you consume, by the way. Don't try and cram a work you don't like into a box that doesn't fit it. Play the game that they designed, not the one you wish they'd designed. It took a little readjusting over the course of the entire opening hour of The Callisto Protocol, but I eventually came to understand what it was going for, how it wanted to be played. And I liked it.

Actually, I really liked it.

Combat is simple, but raw enough to be really satisfying once you get the loops figured out. Each fight will take place either as a gauntlet of enemies that pour out one after the other, or as group battles where you'll be caught between three or four monsters at a time. It's a game of dodging, waiting out the combos, finding an opportunity to strike, and then going all-out until you're forced to stop. Weave around a three-hit combo, dole out one of your own that takes the arm off of a monster, get whipped around by another, block his strike, take his legs out, get shoved, pop one with the new space you've been given; it's a wonderful little system that isn't hard to come to grips with, but is punishing enough to mean that eating a bad hit or two will send you back to your last checkpoint. The added complexity comes in the form of your GRP (pronounced as "grip") and your guns, though you'll be rocking with the starting magnum for the vast majority of the game. The GRP can pick up enemies and hazards to toss them around, and your guns are your combo enders. You can also open with gunfire if you've got some distance on the monsters; they've gotta come to you, so you can filter a group down a chokepoint and take one of them out before you're forced to rely on the melee to take you the rest of the way. Combo-ender gunshots can sever limbs, decapitate enemies, force staggers to open up rushdown opportunities, and generally just act as a major force-multiplier to make sure a crowd of monsters is never unmanageable. If you're thinking that this sounds like it's not really a system primed for a horror game, you'd be right. The Callisto Protocol sucks dick at being a horror game. As an action game, though — much like big brother Dead Space — I thought it was great.

Eventually, you'll progress to a point in the narrative where hitting the monsters for long enough will make worms rupture from their body. These worms need to be shot within a fairly tight window of time, or else they'll cause the monster in question to undergo a transformation that makes them bigger, stronger, and faster. You really do not want to let the worms make the monsters evolve. In theory, this is an interesting escalation — you can't afford to drag fights out the way that you could earlier — but as we've seen throughout this write-up, theory is distinct from practice.

In practice, the worms will always erupt from the same place; the generic guys who smack you around will have them erupt from their guts, and the spitters will have them erupt from their heads. These are the primary enemy types that you'll be fighting against for the overwhelming majority of your playthrough, so combat encounters go from frenetic punch-ups where you're desperately trying to make the right call to something that's solved by a flowchart: three or four hits always followed by a gut shot or a head shot, rinse and repeat. There's basically no reason to ever open up by firing your gun now that enemies can heal by evolving, which leaves you the options to fling the enemies with your gravity glove and hurt them a little bit, or to swing at them with the baton. The baton expends no resources, is fast, is always guaranteed to connect, is a safe option, and will open up enemies for the instakill gut/head shot in no time at all. So many tools, and no reason to use any of them besides the fucking stick. Everything was useful only two hours prior, so being boxed in to what's obviously an optimal strategy to repeat on every single monster serves only to squander a system that was working just fine before.

Where things really fall apart, however, is in the third act. Jacob, our protagonist, falls down a gutter or some shit into an underground area where all of the enemies are blind. They've got super-hearing, but they can't see. Firing a shot or swinging at one with your baton may as well spare you the ceremony of kicking off a fight and just reload your checkpoint the second you press the button; you'll get swarmed by too many monsters to deal with, and they'll chew through every resource you have before they kill you. What you have to do instead is pull a page from Joel Thelastofus's book and crouch-walk around while shivving these clicker expys to death. Unlike in The Last of Us, however, the shiv that you get has infinite uses, meaning that you can very easily just crouch-walk around and kill everything without alerting a single enemy. This is optimal. They don't hear you shivving them, even as Jacob grunts and growls and the monsters gurgle and shriek, and there's no reason to sneak past them; they still drop ammo and money and health packs just the same as everything else. If you could just blast your way through this section, it'd be over in thirty minutes; instead, you have to play the most boring stealth section ever devised by human hands and it takes upwards of two and a half hours.

You get back to the regular action combat in time for the game to end, but the damage is more than done at that point. You fight the exact same boss four times in the span of an hour, and his pattern is literally just doing right-hand swings. You hold left on the control stick and auto-dodge everything while shooting him once per dodge. It's so boring. I knew while I was going through the ridiculously long stealth segment that they were padding for time, but repeating the same boss fight four fucking times really gives it away to anyone who wasn't paying attention that they were running on empty. I went from itching for more in the middle act to wishing it would just hurry up and end by the start of the finale.

Jacob gets to the escape pods, meets a zombie warden who's managed to keep his personality (generic asshole), and then the zombie warden does the Resident Evil boss thing where he talks about having superior genetics and then turns into a big meat monster with glowing orange eyeball weakpoints. I'll take the opportunity now to point out that this game was written by two people. The lead writer has never worked on anything else in his entire life. There were five times as many employees dedicated to the face scanning as there were on the writing team. Remember that the facescanning looks like shit, so adjust your expectations for the quality of the writing accordingly. Whatever. Nobody was ever playing this for the story. It's still a weird choice for a game like this, though; with everything being told to you through audio logs and exposition from characters who have a clue what's going on, you'd think you'd want more hands on deck. Then again, the only thing anyone ever seems to say is "Jacob, go to [the place], I'll explain later", so you probably don't need to put too much effort into putting that together.

But my mind keeps wandering back to the thought that the people at Striking Distance were working twelve hour days, seven days a week — and for what? What about The Callisto Protocol demanded such brutal hours for such a long stretch of development? I can't find anything in the time leading up to the game's release that would indicate what was sucking up so many resources; all I've come up with are some vague gestures towards "new lighting techniques" and "haptic feedback", all incidentals that barely add much of anything to a work that's remarkably standard. This cost $160 million to Dead Space 2's 60 million and it looks and plays worse.

There’s an excellent game within The Callisto Protocol, and one that I imagine would have been able to flourish if made under the banner of someone who actually had a clue. Literally all it takes to turn this from mediocre to great is a better manager. Talented people were overworked and underpaid to make something that broadly isn’t good, but shines in parts; had they been treated properly and overseen by a real leader instead of an MBA meathead who stepped down the second shit got hot, they would have made something that could actually eat Dead Space’s lunch. Instead, we got this, and it’s begging for Dead Space’s scraps.

Glen Schofield can go fuck himself.

Quando comecei a jogar The Callisto Protocol, foi principalmente pela sua semelhança com o jogo Dead Space, que é um dos games mais maravilhosos no que se diz respeito a survival horror e game de terror psicológico. Lembro de começar a jogar Dead Space 1 anos atrás e a cada esquina que virava era um jump scare bem colocado... Apesar de hoje estar meio clichê tudo isso de jump scare e tudo mais, na época foi algo mega revolucionário, sem falar também no clima que era incrível. Quando vi um trailer, gameplay e etc. sobre The Callisto Protocol, não foi muito diferente.

Tudo que eu vi lá no primeiro Dead Space era bem transmitido aqui, pelo menos inicialmente sim. Callisto parecia ser como mais uma parte de DS ou uma "imitação" dele, algo como uma espécie de sequência espiritual dele, afinal o principal criador de ambos os jogos é a mesma pessoa, então ele tem meio que o "direito" de criar algo similar aos games anteriores de forma não oficial. A primeira coisa que já notei de negativo é em relação aos seus gráficos, que apesar de serem muito lindos, eu notei uma queda constante de FPS, nunca mantendo um número, digamos, aceitável nos 60 FPS. Apesar disso, como dito antes, o game é lindo demais e certamente ofusca um pouco esses pequenos probleminhas apresentados com o desempenho.

As localizações são muito bem feitas, o sombrio clima de ficção científica é mantido 100%. A solução não convencional para combate corpo a corpo é espetacular, inovadora e ao mesmo tempo intuitiva e satisfatória. Mais tarde, você pode desistir do combate corpo a corpo em favor de armas de longo alcance, e graças à sua modificação, podemos nos sentir cada vez mais poderosos.

A história é ok, sinceramente não notei nada demais e, de certo ponto, me agradou; me surpreendeu bastante. Não esperava muito, mas recebi 20 horas de gameplay. Acho que muitas das críticas feitas a este jogo são infundadas, talvez a história seja um pouco simples, ou pelo menos mais do que eu gostaria, mas não é uma história ruim, em todas as outras áreas eles fizeram um trabalho excepcional. Joguei o remake de Dead Space antes de Callisto Protocol e não vejo muito de diferente, sendo bem sincero... Então, não vejo muito fundamento em algumas críticas nesse sentido. Apesar de tudo, é um game mais que recomendado.

Pontos Positivos:
- História interessante
- Visualmente lindíssimo

Pontos Negativos:
- Quedas de performance

Versão utilizada para análise: XBOX

é um bom jogo, porém com diversos problemas de performance e a história é bem descartável


Esse jogo me deixou com um sabor meio amargo, é difícil não tentar assimilar Dead Space com The Callisto Protocol sabendo da presença de Glen Schofield na produção do jogo, mesmo assim, tentei imergir na prisão de Ferro Negro de TCP com a mente aberta mesmo sabendo de suas críticas.

O combate do jogo é interessante, o sistema de esquiva traz uma boa sensação quando bem aplicado pelo jogador, mas logo nas primeiras horas de jogo você percebe que a arma corpo-a-corpo vai ser a ferramenta que você vai usar pelo menos 80% do jogo inteiro, tornando a armas de fogo desse jogo um complemento de dano, e não o foco primário, o que não seria um problema, se o combate não fosse extremamente repetitivo.

Os cenários de Callisto Procotol são lindíssimos, toda direção de arte é fantástica, é inegável o trabalho envolvido nessa parte, mas não posso dizer o mesmo de seu design de mapas, que pouco recompensa o jogador por explorar, praticamente todo seguimento é linear, sem nada que o jogador possa pegar no meio pelos cantos do mapa, e em raras ocasiões vai haver algum tipo de backtracking, e não tenho o que dizer do sistema de save desse jogo, simplesmente uma das piores ideias já feitas.

A história demora muito para engajar, personagens custosos de criar algum vínculo e quando de fato o enredo quer provar o contrário toma uma decisão minimante duvidosa que pode ter sido o último prego no caixão para muitos jogadores.

Ну это просто пиздец. Сюжет говно, геймплей говно. Я говно

É um jogo graficamente muito lindo, a história é muito boa, mas o que me deixou mais puto foi a como foram construindo, você praticamente só anda e bate nos bicho kkkkkk os upgrade de arma são caros e os pontos vc não acha tão fácil, teve uns bug e as vezes senti o boneco mega pesado e dificultava no combate, acho que 8.5/10 tá bom

It's rare to come away from a game and have no idea what the intention behind it was, and yet that's how I came away from The Callisto Protocol.

The desperation with which everything about the game and the information surrounding it wants to remind you of Dead Space indicates that the idea was to create a spiritual successor to that series. Yet the game never gets far enough to do anything to succeed that series or even carve out it's own identity, it's best efforts consist of reminding you of moments that Dead Space did, and at every turn Dead Space did it better.

To make the struggles to find it's own identity even worse, the elements that are more unique to this game, such as the melee system are just poorly implemented. Your first 30 minutes playing this game, is largely how the rest of the 8 hour journey is going to play out. The melee combat is simplistic and incredibly trivial and for some reason the game decided to add guns into the mix that you're constantly drowning in ammo for. At a certain point that game starts to feel unsure in if it even wants to be a melee focused game, or even what type of horror game it is. The pacing and size of most encounters feels more like it wants to be a slightly slower and more methodical horror game, as if smaller scale encounters would lead to more tension and more effective scares. Yet the game also drowns you in so much ammo and throws some absurd set pieces at you that it ends up feeling more like it's pulling from the action side of the Horror genre. Yet it's so confused that it executes neither well and just fails to be satisfying as a horror game or as an action game, it's scares are too predictable to be effective and it's action too simplistic to be engaging.

I will give praise to the sound design and the graphical fidelity, which I can't knock and was frequently impressed by. When the game was using it's audio effectively was the few moments it was actually tense or scary,. Plus, anytime I was just watching the game I was often impressed with the quality of the visuals and the animations.

I can't say I disliked the game. I was certainly baffled by the choices it made and how derivative it felt but it was perfectly acceptable, if extremely forgettable. However, if the best thing a game can offer is consistent reminders of much better games, you just end up wondering why you're not spending your time elsewhere.

The Callisto Protocol had promise. A game similar to Dead Space, a franchise I happen to really enjoy? Why not? Unfortunately, it falls at the literal first hurdle by just not being a fun game to play. The dodge mechanic controls are so obtuse & unintutive that I couldn't stomach more than a few hours before just resorting to watching gameplay on YouTube instead. Maybe I needed to "git gud"? Not sure, but if I can't have any fun engaging with the core mechanics of the gameplay, it's hard to bounce back from that.

I'm gonna try hard to finish this one but leaving this here in the very likely scenario that I don't. I went into this one with an open mind despite what I heard and... yeah. This ain't no Dead Space. It has some great qualities that make it worth checking out like its visuals, the weighty feel of the combat, the death animations, and the performances on display from the cast. However, on the whole it's not that fun or scary and leaves me kinda apathetic whenever I play it. It's way too linear and the enemies aren't very interesting.

Maybe it'll improve and win me over but so far it's just kind of okay. And also it performs kinda weird, framerate drops a lot.