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Staff review
Staff write-up
The Callisto Protocol, could have been more. Infact, if you deep dive into the production woes, it's clear the director agrees. While it is a good marriage of story and game mechanics that makes it both fun and genuinely unsettling, a worthy addition to the survival horror genre from the man who helped define it, it falls short of overcoming "good".
Director Glen Schofield co-created Dead Space and essentially attempted to top himself with a bigger budget but studio interference derailed his vision. You play as Jacob Lee, Josh Duhamel, who gets thrown into a maximum security prison on Callisto, one of Jupiter's moons, for no apparent reason other than being in the wrong place at the wrong time. He wakes to find the facility overrun by some kind of zombie-alien infection. A scary but rehashed premise.
The close-quarters combat is tight and genuinely fun without tipping into frustrating (except for one battle towards the end). You'll lean on hand-to-hand skills heavily until you acquire the GRP, a gravity glove that lets you pick up enemies and hurl them into spinning industrial blades and traps with mixed but satisfying results.
You move fairly linearly through tight, dark corridors with occasional detours to find rewards tucked into back crevices and hidden rooms. The atmosphere is exceptional throughout. This game looks incredible and sounds even better, with the audio doing real work to put you inside the horror.
Which makes the lack of a map even more baffling. It's easy to get turned around, to question whether you've been somewhere before, and as pathways branch out in the later sections it becomes a genuine problem. It's a prison, fine, but would it have been so hard to give Jacob a hacked security panel or a basic facility schematic? The oversight costs the game real momentum. It's not very open, so it's not a deal breaker, but it could have been a nice polish.
The combat mechanics also hiccup when multiple enemies cluster around you simultaneously, and traps compound the chaos in ways that feel unfair rather than challenging, like the hallway spinning blade sectuon. The game is at its best when it's one on one in a tight corridor. When it isn't, the cracks show.
The direction is exceptional. This is a beautifully atmospheric game that wears its influences openly, drawing from Alien Isolation's dread, Manhunt's brutality, and the Batman Arkham series for its melee combat foundation, though never quite reaching Arkham's fluidity or depth. It feels like a love letter to the genre from someone who genuinely loves the genre.
The action is broken up a little too much for comfort though. Get from point A to point B, watch a cutscene, repeat. The story is good enough to earn some of that, but when you're getting two minutes of gameplay followed by two minutes of cinematics the rhythm gets uneven. That said the story genuinely keeps you guessing. Right up until the end you're questioning what's happening, who can be trusted, and what's about to lunge at you from the next dark corner.
Here's where it gets interesting. Every mechanical frustration in this game has a documented explanation. Schofield wanted three and a half more months of development time, was told by publisher Krafton he'd get it, and then had the deadline yanked back anyway. Four bosses and two enemy types were cut entirely before release. The underbaked upgrade system, the GRP feeling like an afterthought, the dangling plot threads, the ending that arrives before the story feels finished, none of that is an accident. It's what a game looks like when it ships three months before it's ready.
The forced walking animations make you impatient. The upgrade system never feels fully realized. The GRP, which should be the game's most exciting toy, is treated almost as an afterthought when it clearly had the bones to be something special. You can feel the unrealized version of this game underneath the one you're playing, and that's both a testament to the ambition involved and a genuine source of frustration. More combat variety, deeper skill progression, something approaching the God Hand energy of really letting loose would have elevated this considerably.
What you're left with is an enjoyable, medium-length horror adventure with exceptional atmosphere, a strong first half, a rushed second half, and minimal replay value. A game that is genuinely good while being a constant reminder of how much better it could have been.
Same desk