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Gameplay details about Callisto Protocol - "Enemies learn, adapt, move through vents to ambush you later on and attack you accordingly"

Nickolaidas

Member
https://www.pcgamer.com/the-callist...ill-stalk-you-through-vents-like-a-xenomorph/

The Callisto Protocol's mutants will stalk you through vents like a xenomorph​

By Mollie Taylor
'One of the things we really focused on early on was the idea of intelligent opponents and adaptable opponents.'

Five seconds into being shown The Callisto Protocol(opens in new tab) and I'm already slapped with a (very successful) jump scare. A mutant human appears from nowhere, tentacles brutally ripping out of its chest as it lets out a blood-curdling scream. Protagonist Jacob hesitates, and the tentacles slosh back into its body. But that's no sign of safety. It morphs, in an unsettlingly believable way, growing larger, badder and a whole lot scarier.

Developer Striking Distance pulled inspiration from Alien: Isolation's stalkerish Xenomorph to make its enemies unpredictable and ensure you almost never feel safe.

"Things track you in our game, the grunts sometimes find a way," chief technical officer Mark James tells me. "They don't always attack you, they'll move into a grate and you'll hear them around you and they'll pop up in another grate somewhere else: there's a better attack spot for them. So they're looking for spaces in which they can actually make the jump happen, rather than just attacking straightaway."

It generates a sense of fear, one that is present throughout a good chunk of the gameplay shown to me at Gamescom. When Jacob strikes a mutant with his stun baton, it feels as though it's coming from a place of panic and desperation. Quicktime events break up the combat and, but as long as they're as infrequent as they appeared in the preview they shouldn't become too tiresome.

Jacob can also stomp on his foes in a very Dead Space fashion. The games share many key creative talents, and even if Callisto Protocol isn't trying to be Dead Space, maybe it is, a little bit. At least in that stomp. It's difficult to make an atmospheric spacey horror without looking back at the ones that came before it.

CTO Mark James tells me that one difference is there's "a lot more characterisation, a lot more story" to be found here, and it appears to be true. Jacob mutters to himself and reacts to the environment around him, verbalising some of my own anxieties as he goes.

It surprised me, then, to see him lift a mutant into the air with a superpowered wrist grip and toss him into a crusher like a limp noodle. All of the frightened tentacle bashing in the run up to this suddenly felt a little unnecessary when there was the potential for him to dispatch a mutant like he was binning a banana peel.

Striking Distance says it's tried to ensure that powers don't automatically turn the game into easy mode, though. All weapons have branching upgrades that are created and attached with 3D printers dotted around Callisto's prison. A maxed-out power grip can be a great way to quickly get out of combat situations, but it's not something that can be relied upon constantly.


The mutant humans aren't punching bags that can be easily cheesed, either: they learn. Hit a big guy with the baton enough times and they'll start to stand defensively, arms crossed in front of them to block oncoming attacks. They'll protect limbs or other parts of the body where the virus is taking hold. "We've got these intelligent moments," James says. "That was one of the things we really focused on early on was the idea of intelligent opponents and adaptable opponents."

Not only are the opponents intelligent, they're also frighteningly grounded in reality and the prison environment around them. "They're not zombies, they're not aliens, they are mutated humans," James says. "We look at how the body mutates naturally."

Even when there's an unhinged jaw, tentacles or boils blistering along the body, the game does a surprisingly good job of constantly reminding you that these people were once the prisoners and guards that walked Callisto's halls.

The Callisto Protocol shows off a nice balance of stealth, action and survival horror. As the gameplay demo wraps up, Jacob is thrust down a sequence of pipes, sliding through fans whirring at ungodly speeds. He avoids them for a little while before getting clipped, pushed against the wall and split in half by the blades. I may not be much of a survival horror fan, but I have to admit The Callisto Protocol knows exactly how to pull off a spot of the old ultraviolence.
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Like what I read so far, but I've already bought the game so in my case they're preaching to the choir.

THAT SAID ...

Necropmorphs would chase you through vents as well, occasionally.
 
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raduque

Member
tyler-lie.gif


Don't get me wrong, I'm enjoying the game, but the AI sucks.
 

STARSBarry

Gold Member
It's always fun to see stuff like this called out.

You just know they had a plan with the enemies to be closer to the stalkers from dead space 2 but changed it up when they probably focussed on more corridor focussed level design where stalkers need more open rooms to work.
 

Hugare

Member
Hmm, AI didnt seem all that. Maybe some of these features were removed
This was a lie.
tyler-lie.gif


Don't get me wrong, I'm enjoying the game, but the AI sucks.


It wasn't a lie. Sometimes enemies really run away and enter some vent to jump on you later on.

It doesnt happen very often because you usually fight them in small spaces, and their AI is very agro

Happened to me when I was overwhelmed by two enemies and ran to another room to escape them.

I saw through the window them running and entering a vent. Both of them.

So that's in the game
 

TGO

Hype Train conductor. Works harder than it steams.
Yeah happened to me a lot.
Fucker would just run off and you would hear them in the vents and then they'd come out from behind you or above.
Sounds smarter on paper, no wonder people didn't notice it.
Then again there's a lot people didn't notice because they was too busy hating on it
 
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rofif

Can’t Git Gud
Lol they really told that ?!
The game is good starting off but it gets tragically bad later on. Especially with blind enemies. You can bump into them and loudly "Stealth" kill one next to another lol
 

Hugare

Member
Yeah happened to me a lot.
Fucker would just run off and you would hear them in the vents and then they'd come out from behind you or above.
Sounds smarter on paper, no wonder people didn't notice it.
Then again there's a lot people didn't notice because they was too busy hating on it
The amount of hate the game is getting (most of the time unwarranted) is just absurd

At least play the damn game before making assumptions, people
 

Nautilus

Banned
The amount of hate the game is getting (most of the time unwarranted) is just absurd

At least play the damn game before making assumptions, people
I mean, truth be told, this feature is barely used in the game. Don't know if its because of the corridor design, or just because the enemies are too agressive, or simply because of how powerful you become ~40% into the game, so that you kind of don't let anyone get away. There is also the point that since the game is melee focused, enemies barely retreat, so there is that too.

I think this happened only once to me, so its definely in the game, although I'm doubtful that enemies are learning from my behaviours. I liked the game, but its just a fact that this feature was either badly implemented, or just didn't mesh well with the rest of the game due to the design of the game.
 

winjer

Gold Member
They only put effort into the graphics.
Gameplay, AI, optimization, were barely a consideration.
 

Hugare

Member
I mean, truth be told, this feature is barely used in the game. Don't know if its because of the corridor design, or just because the enemies are too agressive, or simply because of how powerful you become ~40% into the game, so that you kind of don't let anyone get away. There is also the point that since the game is melee focused, enemies barely retreat, so there is that too.

I think this happened only once to me, so its definely in the game, although I'm doubtful that enemies are learning from my behaviours. I liked the game, but its just a fact that this feature was either badly implemented, or just didn't mesh well with the rest of the game due to the design of the game.

I agree with every point that you mentioned. It's barely in the game due to its design decisions.

But it's in the game. And wasnt a lie.

Underutilized? Sure, but its there

And as TGO TGO mentioned, its something cool on paper, but enemies escaping through vents everytime would be annoying

I'm glad that it's used so rarely because otherwise it would be frustrating. 2-3 times during the campaign is enough to pass the ilusion that they are smarter than they really are.

It happened when I was running from them, so to me it was really effective in causing tension
 
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Northeastmonk

Gold Member
Do they make noise when moving in the vents and can we shoot them through the vents?
I couldn’t do this and I finished the campaign. All I can remember is having them pop up or appear in the same spot after I died. I don’t remember them “moving” as being a big deal. Things felt scripted in the world, not dynamic.
 

Hugare

Member
I finished it cuh. Dead Space did the same thing 15 yeras ago.
In Dead Space they didnt run back into vents (only scripted sequences), but them popping out of vents was dynamic

So not the same thing

And I was pointing that it wasnt a lie. Never mentioned DS.

Do they make noise when moving in the vents and can we shoot them through the vents?

Yes they do make noises. But you cant shoot them.
 
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Beechos

Member
The regular enemies do kinda work that way if you try to play stealthy and run away. Theyll run away or crawl into a vent and pop out and surprise you at a different vet. The combat is so easy once you get a specific early upgrade that theres no need for that.
 
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