Game Review: The Callisto Protocol
I just want to preface this review by saying I wanted to enjoy
this video game. I don’t go into any of these new experiences with a set
intention to dismiss a game from the offset. In fact, I was really excited to
pick up The Callisto Protocol. I’ve been
no stranger to video games from the mind of Glenn Schofield as the man has a
pretty packed history of games in his portfolio. One of the biggest examples of
his work I thoroughly enjoyed is probably Dead Space. When looking back at Dead
Space, I remember how consistent an experience it was in being able to scare
the crap out of me. Every single sequence in this game was designed to put you
through a selection of different challenges all the while giving you a number
of unpredictable scares along the way. It was an expertly crafted horror game
which set a benchmark for modern horror games at the time. The reason I bring
up Dead Space to start of this review is because you can clearly see the
similarities between that and Callisto Protocol. Glenn obviously wanted to recapture the same
concept he had all those years ago using new technology and a less restrictive work
space. The end result however is not one I can positively endorse as I feel The
Callisto Protocol is a generally disappointing experience.
Developed by Striking Distance Studios and published by
Krafton, The Callisto Protocol originally started out as a game set in the
Player Unknowns Battle Ground universe until later developing into its own
original IP. It was released on the 2nd of December 2022 across all
mainline consoles apart from the Nintendo Switch. It plays as a linear third
person, over the shoulder horror experience set in the far future, in which you
are tasked with escaping a prison on one of the moons orbiting Jupiter. I had
no prior knowledge relating to Striking Distance and it was only through my prior
experience with Glenn Schofield’s work that I came to know of this game
existence. It’s interesting to consider this game’s early origins as a spin-off
set in the PUBG universe with it being a popular battle royale game. I imagine
that served more as a restriction in the end which is probably why they allowed
the title to develop outside that requirement.
The narrative of The Callisto Protocol follows Jacob Lee, a
contractor pilot who does jobs shipping cargo for the United Jupiter Company.
On a routine mission ferrying cargo from Europa to Callisto he ends up crashing
his freighter on the planet just outside the Black Iron Prison. After being
saved from the wreckage Jacob is mysteriously detained by the prison’s warden
and assigned as an inmate. Before too long Jacob finds himself released from
his cell in the midst of a chaotic outbreak in which the inmates of the prison
are infected by a parasitic virus which is transforming them into hideous
monsters. After allying himself with a local resident of the prison it’s up to
Jacob to find a way to escape the prison before the horrors that are infesting
it kill him. There’s more to this plot than just a simple escape story but the
finer details are probably too close to spoiler territory to divulge much on.
All I will say is your escape from Black Iron Prison will be far from straight
forward and you will learn some dark secrets as you progress through the
facility’s many layers.
As far as the storyline goes, I did enjoy my time with the
story of this game but it does suffer from some notable issues. It’s a simple
premise in a lot of ways and I can get behind it for that sole reason. There’s
no major lore dump to start off with and the premise works by being
self-contained within the confines of it’s setting. Black Iron prison is the
central canvas for which this story is outlined all throughout and you get a
nice sense of how the story works into this place as you progress. While the
environmental storytelling is commendable, it’s a shame that the cinematic side
of it is not on the same level of quality. I appreciate the game is trying to
add a lot of weight to it’s characters by utilising some big-name actors like Josh
Duhamel, Karen Fukuhara and Sam Witwer to play them. I just don’t feel like the
written narrative utilises these actors in a satisfying way though. As the
story needs to constantly find ways to split you apart from these character for
gameplay reasons, any sense of interaction fizzles out before too long. I’m not
saying these characters aren’t compelling but the game’s short pace gives them
little time to define themselves outside of set character traits. When the game
doesn’t care enough about its narrative to define and pace it in a good enough
fashion, how can it expect me as the player to relate or empathise with its
core themes? That’s my honest issue with the game’s narrative in the sense that
it feels like the game doesn’t actually care about telling it.
On a visual scale though I have nothing but good things to
say about this game. For a game made to work across both pre-gen and
current-gen consoles; this game looks absolutely fantastic. I played this game
on the PlayStation 5 on performance mode and even then, I got a clear sense of
the game’s horrific beauty. All of the environments within this game are rendered
with a pristine sense of detail and the designers really knew how to bring out
the very best in these places on a graphical level. The use of lighting is a
major aspect I commend in too, as it is used to such a grand effect to help add
the eerie atmosphere that this game relies on so heavily. The horror element of
the game is not just found within its environments but also within its enemy
design and death animations. While I don’t think there’s nearly enough
variation in enemy design as I would have liked I cannot take away from the
pure brilliance of the games catalogue of monsters. Every single enemy in this
game is designed with horror in mind. There crafted in a way which reflects a
cruel and twisted distortion of what we can become, it reminds me a lot of the
monster design from John Carpenter’s The Thing. No detail is spared either, as
there’s just so much gross depth layered onto the texture and sound behind them
to get you even more creeped out. The way these creatures can kill you as well
is some of the goriest deaths I’ve even seen in a video game. The absolute
brutality of the way you can be dismembered and pulverised by these enemies is
one of the best reflections of he games visual horror and I did like how much
variety there way in the way Jacob could die, it reflects a clear quality in
the designer’s creativity.
Despite a fair story and a gorgeous visual design however,
what really sinks this game for me is its gameplay. I honestly feel the
gameplay of this game is terrible and it feels so dated in conceptual design
that it feels like it belongs in a game from like 2008. The way Jacob moves and
fights is so slow and clunky that you feel like you’re dragging around a lot of
excess weight as you explore the game’s many rooms and corridors. The
navigation and exploration of the game feels incredibly reliant on vent
crawling and narrow passages too that it becomes impossible not to notice how
often they break up the sections between levels. When a good proportion of the time in the
game is spent going through pre-rendered intersections then you know you have
hindered the pacing of the game considerably. It’s not just navigation that’s
an issue either, the user interface for this game doesn’t feel all that
competent. When you find an audio collectable in this game you cannot listen to
it as you explore. You must stop and listen to it within the menu which feels
like such a redundant requirement when most modern games have done away with
that by this day and age. Weapon swapping is also unreliable in the best of
cases. Often not triggering during the moments when they matter most and being
so tedious to navigate through when you need a specific weapon. The very worst
example of the gameplay’s poor implantation is within it’s combat for me. I
feel the way this game anchors you to a target is so annoying and the dodge
mechanic becomes so repetitious and unreliable.
The combat only works if you are facing off against an individual enemy,
if you take on more than one or two you see how this games combat can give you
a really rough time. One of my biggest
gripes with the combat can be laid to a single enemy type; the Two-Headed
Brute. This enemy is a single hit kill on you, giving you no room for error in
a combat encounter which is anything but fair. It’s such a frustrating and
disappointing element of the game which is so hard to ignore when it’s baked
into the core of it.
I really wanted this game to succeed. I enjoyed Dead Space
and after hearing all the effort Glenn Schofield went to make this game his
personal project, I was happy to support him on that endeavour. Despite the
good intentions however I cannot sit here and pretend I enjoyed this game by
the time I finished it. It’s a heavily flawed game which struggles to be
anything more than average at best. The visuals may be next-generation but the
design and conceptual basis of everything else behind this game feels so dated
and flawed. It feels like a game that should have come before Dead Space with
how inferior it feels in comparison. Even if we weren’t comparing the two games
though I honestly feel this game just fails to be of a good quality all on its
own. If this series does get a 2nd instalment, I do hope they learn
from all the mistakes because there is a good game here, it’s just a shame it’s
buried underneath so many weird design choices.
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