
"Try and take him out as soon as possible. "You're gonna want to probably go for the closest one, right?" Schofield says, talking about how these types of scenarios will play out in less scripted situations than this demo. So they're not going to be much of a meat shield after a while."Īfter the upgrades came a kind of miniature bossfight in a control room (full of industrial consoles and big vats of green goo - giving some Batman villain interior design staples) against a particularly horrible, four-legged mutation that could turn invisible, amongst a number of more basic, but rapidly mutating enemies, concluding with a Triangle button-mashing quick-time-event. You can also pick them up and use them as a meat shield - but watch out! Because the guy shooting is going to cut off the legs and arms. You can send them into a wood chipper, you can send them into giant fans and around them. "It's cool, because sometimes they hit the wall and they'll be dismembered, so there's just a part of one hanging there. Schofield enjoys talking about your options here. In this case the baton was upgraded with an electrical stun, as was your Grip Gun, a contraption that gives you a kind of force-pull capability, letting you pick up items and enemies and lob them about the place. The Callisto Protocol has 3D printers dotted around the place for this, so you'll gather supplies from cupboards and boxes and dead bodies to spend here on upgrades. We have one that has a pretty grotesque shower" - and then a spot of that upgrading. Some of them just fill in the blanks a little bit. Some of them are for searching for stuff.
#THE CALLISTO PROTOCOL GENRE UPGRADE#
"You've got stealth now, where you're using a shiv to get behind them and take out a couple of them - but they're gonna notice you after a while." And then there's the flexibility of how you upgrade your weapons, a system Schofield describes as a kind of "skill tree - you're never going to be able to fill the skill tree unless you play twice."Īfter the initial skirmish, for instance, it was time for a bit of rummaging around for supplies in a nearby room - Schofield says there are a lot of "beta paths that not everybody is catching on the first playthrough… some of them are a little bit longer. Schofield describes your options as "a pretty extensive arsenal" here. Watch on YouTube Here's a new trailer from Gamescom featuring a few shorter snippets of gameplay. I've always believed that survival horror doesn't mean you would just have one bullet, right? Survival horror, I means: I've got a clip, but I still can't take them all out." "Especially with a sort of survival horror game - you've got a bunch of different weapons.
#THE CALLISTO PROTOCOL GENRE SERIES#
"I think our combat is much more complex than we've made before," Schofield says, as opposed to how things were with the likes of Dead Space, this game's spiritual predecessor and the series Schofield created. Dodging becomes important - there was a lot of ducking, diving, dipping and dodging in this demo - while you club away at them with a kind of riot baton in melee, although if more than one mutated enemy starts coming at you, you'll struggle.

Shooting or otherwise battering them in the tentacles will put them down faster, the mutation acting as a kind of weak spot, but miss your fairly short window and those enemies will evolve, gruesomely, into much more resilient, aggressive opposition. After you engage them in combat some tentacles will start spurting out of their torso. The twist here is that enemies in The Callisto Protocol can mutate. Things begin with a jump - a scare as you open a door that then leads into a bit of one-on-one combat with one of The Callisto Protocol's more standard enemies. Platform: PC, Xbox One, Xbox X/S, PS4, PS5.Behind closed doors at the show, however, we saw a much longer version - albeit with the same stomach-churning finale - and had time to speak with the game's director and studio head Glen Schofield. The Callisto Protocol showed some gameplay to the public for the first time at Gamescom this year, with about three minutes of footage highlighting a bit of combat, a bit of stealth, and a slip-n-slide finish that ends with a bit of a crunch.
