We mix atmosphere, tension, and brutality with feelings of helplessness and humanity to keep players on their toes. That basically means that great scares need to be designed by hand. Our game design is built around an idea we call horror engineering. As soon as something is predictable, it stops being scary. The only rule about creating a great horror game is that there are no rules. What lessons have you taken from other modern horror games about what to do or not to do when building tension and atmosphere? We blend shooting, melee, and a gravity weapon on top of a deep gore system, dismemberment and our new Mutations feature that allows monsters to transform in real-time. We're really proud of the combat system in The Callisto Protocol which pushes far beyond anything seen in a horror game. We're able to do things in The Callisto Protocol that we only dreamed about back on Dead Space. It's been almost 15 years since Dead Space came out and I've changed a lot as a director, and the technology has changed even more. That said, The Callisto Protocol is an all-new game, set in a new universe, with new characters, a new story, and new gameplay mechanics. Schofield: While the two games share some creative DNA, at the end of the day, they're both just my style. GameSpot: People have compared and will continue to compare it to Dead Space for obvious reasons, so what does the dev team see as different about Callisto Protocol, and what do they feel distinguishes it as an experience that stands on its own two feet? In addition to the aforementioned topics, Schofield also talks about how accessibility options have been added, how the game approaches a "power curve" to keep things challenging, and how it makes unique use of the DualSense controller on PS5 to create an even more unsettling experience. #THE CALLISTO PROTOCOL NEWS FULL#Read on below for the full interview, which has been slightly edited for clarity. Still, we seriously suggest approaching that film with caution if it sounds interesting to you. Given the Dead Space games' (and The Callisto Protocol's) famously gory death animations, this isn't a huge surprise. Schofield specifically calls out The Martyrs, an extremely disturbing 2008 French horror film that all but the least-sensitive people will have difficulty watching. Instead, he's looked to foreign horror films, including movies made in South Korea and France. Inspiration can come from anywhere for a video game, but for Schofield, other horror games haven't been his main source lately. Occasionally, the biggest fear-driver can even be a complete bait-and-switch, with rising tension leading to something that's not scary at all in order to make it even harder to get a read on the game's plans. Lean too far in one direction or the other, and the player will begin to anticipate when the next scare is coming, lessening its impact significantly. Instead, there must be a disruption to that rhythm, whether it be following a period of silence with a whole bunch of loud monsters or intentionally waiting hours in between encounters in order to continue building that tension to the point where it's boiling over. We've seen lots of other games fall into this trap, even in established franchises that have gotten it right in the past. "As soon as something is predictable, it stops being scary," Schofield told us. Now Playing: The Callisto Protocol Gameplay Reveal | Gamescom ONL 2022 By clicking 'enter', you agree to GameSpot's
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