![]() There are undoubtedly some deeper mysteries at play on Callisto, but part of that scariness is the unknown. Understandably, the team is still holding a lot of their cards close to the chest. It has to be grounded in a way that feels plausible, which makes elements of fear, tension, or gruesomeness really hit harder because you care. Relatability and believability are core elements. You have to care about the protagonist, which amps the tension. Papoutsis adds that fear comes from connecting with the story. They will storyboard out those moments and work with the full team to see if and how it will work in the wider scope of the game. There has to be a synergy between what the platform can do and the experience they want players to have.įinally, asked about how the develop a scary game when fear is subjective, Schofield said they approach it from a personal perspective and evolve it from there. He goes on to clarify that the console capabilities are the tools used to unlock the concepts they have in development. Papoutsis says he’s excited about audio advancements for tension, not specifically mentioning the PS5, though the powerful capabilities of the Tempest Engine are surely being utilized. Lighting advancements help the world and environments feel more believable and real. “We’ll look for even just one scare moment and how they used that or how they approached it as inspiration for our games.”Ĭoming in 2022, the game is being designed around the capabilities of the new generation of consoles. Schofield adds Resident Evil 4, Silent Hill, FEAR, Condemned, Alien Isolation, Outlast, and even brings up PT. As far as specific titles, the original Resident Evil is a really big one. Papoutsis says every game he plays, he tries to learn and be inspired, whether it’s finding elements he really likes or learning from things he doesn’t. ![]() lighting from one game, or a mechanic from another, etc.). In gaming, Papoutsis clarifies that the team’s has an incredible amount of inspiration from a variety of games based on their specific discipline (ie. Papoutsis stepped in and added The Thing, Event Horizon, An American Werewolf in London, and A Clockwork Orange (which he says has great horror moments from a story perspective). When asked about film inspirations, Schofield started spouting a long list of films including Alien, Prometheus, Life, A Quiet Place, Pandorum, Train to Busan, The Grudge, Saw, Descent, and Hereditary. It also creates an interplay of the shadows in ways that first-person can’t necessarily convey as well. Seeing hits, reactions, enemies grabbing you, and the progression of your character elevates the overall fear factor. Papoutsis says that the spatial awareness component is important. The game will be in third-person, and that choice is about seeing your character to connect with them better. You have nothing but the clothes on your back, creating an air of vulnerability, another core horror element. Claustrophobic spaces, lighting and audio design opportunities, and an ominous loneliness escalate the fear. Prison gives the development team a great starting point for good horror. The prison setting-particularly when paired with the vast emptiness and relative unknowns of outer space-is used as a scary terrifying place. That’s at least part of what makes it scary. There’s a specific story they want to tell, and there is no multiplayer or co-op. He also reiterated that this is a single-player, narrative-driven experience. Schofield says the setting of Callisto makes it relatable, plausible, and believable, which are all the hallmarks of good sci-fi. As you work to escape the prison, you’ll discover the dark secrets of the United Jupiter Company. You are a prisoner (probably not the dead one in the trailer above) on the dead moon of Jupiter, Callisto. ![]() Schofield reiterated that the intent of the team was to make “games that leave a mark on the industry,” and with the enormous portfolios of massive titles they have under their belt, it’s certainly not too ambitious a goal for this studio.Īsked about the premise of the game, they gave a very high level overview. ![]() Along with the new trailer, Striking Distance Studios’ Glen Schofield and Steve Papoutsis, longtime industry veterans, friends, and creators of Dead Space, took to The Callisto Protocol’s Discord channel to answer a few of the community questions about the game.
0 Comments
Leave a Reply. |