‘Callisto Protocol’ Released on December 2 PS5, Xbox Series and PC. But that’s not the only major piece of news about ‘Dead Space’ co-creator Glen Schofield’s latest project, as the announcement is accompanied by early footage from the video game. So far, only some images and a trailer have been shown that offer something similar to the series. electronic artspartnern dark and oppressive environment, a space station, realism, monsters and lots of blood.
Horror and science fiction video game developed by Striking Distance Studios is part of Jupiter’s “dead moon” in the year 2320.and follow Jacob LeeA prisoner in Black Iron Prison who must fight for his life when a mysterious epidemic wreaks havoc on the moon. Prison guards and inmates transform into creatures called Biophage, and the player will explore as well as fight for survival. some dark secrets.
“It is very difficult to create horror moments in games. To develop the ‘Callisto Protocol’ world, the team uses what they call horror engineering, a method that helps create unforgettable scary moments. It consists of creating an environment filled with suspense, brutality, desperation and humanity that scares players and causes them to die of fright,” says the executive director of the study.
However, Schofield argues that it is difficult to create moments of terror, and for this “the team developed a strategic combat system. forces players to approach creatures. “We mixed melee with gunfire thanks to a unique gravity weapon called the GRP,” he adds.
Lighting is very important in one of these features, and the development team seems to have paid particular attention to it. “We spent a lot of time designing the lighting to create a sense of awe. and make sure players don’t know what’s beyond the shadows. We’ve also leveraged PS5’s 3D audio technology, acoustic ray tracing and diffraction to fully immerse players in the gaming world. From the monstrous sounds of Biophages echoing in long, dark corridors to the roar of broken prison machinery, sound plays a critical role in making players feel trapped, isolated and alone,” says Glen.
The team also worked on Extends where tension is created and released. “You can’t intimidate two times three. Sometimes we wait a while between scares for players to heal, and sometimes we surprise them with two or three scares in a row.” Don’t forget to check out the trailer.