Late to the party again, but man what a letdown this was. I know that while I was making this video, a patch made some of my complaints somewhat outdated, but I played Callisto in it's original intended state and that's what I'm reviewing. Plus, I don't think some minor quality of life fixes really get to the root of the problem. If you'd like to see more of my content, here's the Critical Nobody playlist - bit.ly/2M3r65U
Re-review of cyberpunk? It’s gotten soo much better on PS5 and I’ve found to grow to liking the world of cyberpunk even though I agreed with you when you said that even if it was working perfectly, you wouldn’t enjoy it but with the more time I’ve spent with it, the better it got
You're doing that thing again where you review a AAA at launch and get offended because of how abysmal it was optimized/monetized/etc. at launch, and do the thing all professional reviewers do by endcapping it with "i reviewed the version at launch, we can't let devs/publishers keep getting away with patching it later". I agree with the points, but I'm here to remind you that you've outgrown these AAA games, clearly don't enjoy them, and really need to stop playing them.
Between Mighty No. 9, Back 4 Blood and Callisto Protocol, I think it's time we re-evaluate what we think we know about how beloved games turned out the way they did. Everytime we see this "from the original developers of beloved game X, comes this spiritual successor with the original artist vision that was snuffed out by the big bad corporation" thing, it might be wise to just press X to doubt how good it will actually turn out.
Because for all of those titles, "the makers of beloved game X!"...turns out to be like, 5 people out of a 100 person team that worked on the original. Games are made by committee, it takes a large team with a cohesive vision to deliver one. Having a couple guys run off to make their own studio, doesn't mean they actually have all the brain power and artistry that made the originals classics.
Depends on your definition of jumpscare. If you mean "spooky thing that happens with literally no tension-building ahead of time", yeah those are usually bad (assuming they're forced; if an enemy actually sneaks up on you when you thought you were safe, that's a lot better). If you just mean "sudden spooky thing", those are pretty damn good when used in conjunction with tension-building. Although, again, you still don't want to overuse them.
@@pitbullnamedcupcake8485 i feel like there is a slight difference between some jump scares though, i always thought the original dead space, and its sequels to an extent, used them in someplaces very well, sudden sirens from lockdown or quarantines due to necro morphs , or that last jump from(spoilers for an old game) the Nicole Hallucination at the end, these feel like they belong, even if they are somewhat cheap, because it still has something to do with filling the world with more life, I geuss the Nicole scare doesent fit in there but I always thought it was a nice scare to end the game on.
I can think of one, MAYBE two examples of games that turned out really good who did that. Out dozens and dozens of attempts. So yeah it's not a good track record for that phrase.
Dead Space 3 had an ending? Ik the Awakened DLC teased that Earth was pretty much doomed with that shot of the Brethren Moons looming overhead as Isaac and Carver shock in on their improvised ship at the end, but that was an obvious cliffhanger and we still don't know how the heck the story was supposed to end as far as I'm concerned. If the implication is that humanity is over and everyone's gonna die they should've just shown that.
@@Daryl42 its something like when you were a child, you and your mom are doing groceries or some shit and you ask "can we have X??" and mum says "no we already have X at home" and it ends up crappy and low quality than what you actually want. its a pretty scuffed explanation, im not good at english you see... someone here can probably best explain it.
When a patch comes out within a few weeks of release to allow players to skip one of the main selling points of the game (gory death anims) the priorities of the developers have clearly been on the wrong things
I remember watching Craig download one of those patches for the game on stream before the review, and even THAT somehow didn’t work. Like, it just wouldn’t download right, somehow broke the game. I think he continued without the patch because of that.
In hindsight we all should've known things weren't gonna pan out the way we expected when all the marketing revolved around the death animations and they barely showed us any actual gameplay. I LIKE the death animations in Dead Space, don't get me wrong, but they're NOT why Dead Space is cool. The dismemberment mechanic, story, and atmosphere are. (Oh, and the fact that Isaac doesn't take a calendar year to heal after a fight gone wrong goes a long way too)
@@xxrocketshark216xx4 The dismemberment mechanic is in this game too, they just didn't make it a focus of this games combat. You can still shoot legs and arms off of the biophages to limit their mobility and damage output on Jacob. There is even a Stun Baton upgrade that allows you to dismember a biophages arm should they use it to block your attack, leaving them open for a follow up attack. And the atmosphere, sound design and environment detail are all just as good as DS if not better. And the fact that healling took so long, ***eyeroll*** that made it more of a risk/reward to do during an encounter, this is a survival game after all right? That has since been patched, healing, weapon reload and weapon swapping have all been sped up to make them more practical during combat. You still can heal in the middle of a fight but if you can put some space between you and the enemies you maybe be able to complete the heal before they get close. I still feel that "healing takes too long" is a whiny complaint for a challenging survival game.
@@hardpunkkore9235 Dead Space games were challenging enough even though the healing was instant. And it's not only that the healing took too long for comfort before the patch, in most encounters it was practically impossible to do without getting hit during the animation.
Motive Station: Hold my Dead Space Remake! We'll show you how it's DONE!" Surprised Pikachu Faces of Fans who are surprised that the remake is actually pretty freaking good... and from a UNKNOWN COMPANY! Clearly Motive had people who are HUGE fans of Dead Space and wanted to give it the work and polish and the like a game like Dead Space deserves.
the worst is that they said in their docuseries that using the same jumpscare repeatedly is very bad, and what do they do? they do exactly that. Everything said in their docuserie sold dreams, the guys knew what they were talking about, but the result is totally the opposite?! What happened ?
Seeing how this game is melee focused reminded me of the Condemned series. A psychological action-horror, that is as brawler as it can get. Taking away the safety of distance to an up close and personal engagement with the enemy. Unfortunately while Condemned understood the depth of combat interaction. Like parrying, enemy behaviors, and level design and context. Callisto Protocol thought that by whacking an enemy and holding the stick is an adaptive dynamic combat system. There is no parry, no incentives to learn the combos because enemy behavior is quite predictable, and also no attention to an otherwise brilliant audio design. Now, Callisto Protocol doesn't have to be Condemned, it's freaking Last of Space for a reason. But certainly a lot could have been done to avoid being so mid with its system.
@@citizenvulpes4562 The closest game I could come up with which is a pale comparison. Because they thrown in an almost beat for beat stealth section except it doesn't have half the complexity the clickers have
@@DeathLore This might make me sound like a raging fanboy, but Condemned is proof that Monolith were masters of strong suspense, something they have picked up from since Blood. The underlying threat among corners and the building up anticipation all exploding in a brief but intense fight or even death if not handle correctly. Its horror is mainly not from the jumpscares or even sudden hallucinations, but just the sheer oppressive tension and the constant reminder that the enemies hardly ever dumb. To be fair, it's kind of an unwarranted comparison, given that the enemy in TCP are of different breed. They rush you more like ravenous and rabid animal rather than just wait around the corner. The argument is that, it is to induce fear in the realism of actually being swarmed, which I call bullshit, because The Pack from Dead Space 2 and Stalkers are very much intelligent and utilizes similar systems as the afflicted from Condemned had. Also the RE4 ganados being parasite infected humans yet were practical enough to grab a chainsaw or chuck a hatchet from few feet away. TCP had no excuse being this bland basically
@@danielgeronimo5538 Nah, you're right. I think Condemned was far scarier and tense. The enemies of TCP just suck, both visually and behavior wise given that most of the enemies you're fighting are brainless zombies... and look exactly like generic, brainless zombies which kinda sucks. I liked the cloaker dude, the 2-headed brute is cool when he's not being overused, I just wish they coulda done more for enemy variety or at least made them more interesting to fight... enemy design could certainly be better, too.
I have the opposite problem. I can’t get past certain areas (I’m looking at you TRAIN), which makes me feel like an idiot who hasn’t actually been gaming for over 45 years. 😒
If I was Sam Witwer I’d have told these guys to fuck off. He’s such a good actor and such a nice (and shy) guy in real life. I was excited to see him when he showed up and so disappointed by his role. Sigh
@@aerynstormcrow while mechanically speaking the game could practically be played by toddlers, it is extremely clunky and often fails to do what the player wants it to, so you're good lol
@@delix8869 funny how even the professional gamers on CZcams almost gave up at the train. But more to the point. It takes a lot of small dick energy to insult a disabled woman who uses video games that have accessibility options (which SHOULD work) to help distract her from the intense pain that comes from her terminal genetic disease. You sure are one cool cookie.
18:04 So I don't know if it's scripted or not, but the very first loot chest I found, that the game puts on the critical path, has a worm in it. Then, two more chests in a row, it happened again. And for the rest of the game, the second I open anything, I spam the QTE button in case it happens. 10/10 game design, baby.
@@Clonetrooperkev that mechanic just disappeared as well, then reappears halfway through the game and just spams it every chest you open just like y’all said. It’s just lazy.
Some AAA modern games focus way too much on visual / cinematic aspect, but gameplay mechanically steps backward or not properly functional compared to old games. Unfortunately, Callisto Protocol fell into one of example.
You would have thought that because games are getting easier to make look good, they would have some room for actual gameplay, character building and story. Oh well.
I usually feel like its the other way around since they realize they're not gonna be able to make a game that's great in every aspect they start to focus on visuals and presentation to make up for the fact that its not as good as its predecessors and I think it actually works for them because it makes casuals feel like it was actually a great game
I speak for myself but if a game looks amazing and has a compelling story+characters but average gameplay I'm 100% okay with that. That's how The Order 1886 was and everyone hates on it but I thought it was an amazing 8-10hrs and I'd do it all over again
My biggest issue was like you said the melee system but not that it was bad(it is) but the fact that having a melee system meant having human like enemies to brawl which meant all creativity in enemy design went out the window. Most enemy designs are variations of a human. Regular, Fat, Tall, and boss. The only time imo they were creative were the face egg tentacle things but thats it.
That's because it is meant to be realistic. Biophage aren't a species with each one having their own genetic make-up, they're people infected by a parasite, and being people, they'll look like people. The game negates realism enough already just by having the two-headed brute, the combustor, the corruptor and the bloodworm as variants. The arm team scanned human designs, and just added deformities, but making sure that they still look human. It wasn't an error or a poorly executed attempt at making enemy design. It was intentional to have deformities but show the enemies are still human.
It's not because of being a brawler but because the dev wanted the most bland, easy to marketing, easy to develop game possible. Fromsoftware's brawlers are full of humanoid enemies but never lack the amount of non standard enemies with non standard pattern: spiders, spiders made out of people, baby trees, satyr, crabs, shrimps, leeches, human centipede, dragon whose whole belly is a mouth... Humanoid enemies are easier to design and animate thanks to motion capture. Even a brawler with a soft lock system like silent hill: homecoming has much more creative enemy design.
@@bggsz4 Yeah the ganados are that way, they look human, behaved like human, and are 100% more creepy with what they can do and how they can swarm you if you're not careful
@@r3dh0ll0w8 why the fuck would I play if I didn't like it or the millions of other people who like it and I do really like the dead space remake it's just over hyped and it's not like we've seen it before.
The problem with the "Callisto shouldn't be compared to Dead Space, they are different games" is that this comparision started by the developers themselves, "from the creators of Dead Space", the atmosphere, the body horror, the concept of something ancient mutating humanity, people trying to use said ancient thing in their favor, the death animations, the UI, the marketing, the ending being a jump scare. They marketed the game to Dead Space fans as a horror game like Dead Space, but delivered an horror-brawler that plays closer to punch-out, and then blamed the fans for trusting them
You know it's all wrong with The Callisto Protocol when the most promoted feature, the one they sold in your face every time, those "super detailed and brutal death animations" now have a Skip button. LOL
There is nothing wrong with having a skip button for death animations. It's cool the first time, but I don't want to keep seeing it every time I die so I welcome the skip feature.
You nailed it when it comes to everything wrong with Callisto Protocol. I cancelled my preorder 4 days before the game released when I found out that the review embargo won’t be lifted until the game releases which is a major red flag and that the focus will mainly be brawling.
@@christianfleitas7467 Then why is he criticizing me out everyone who criticizing the game? I simply said "don't preorder" in regards to games in general not just CP
The thing that initially put me off was, the monster threw a left hook, and I rolled left away from the hook, and the game told me that I had dodged in the wrong direction. You learn this on like, hour 3 of boxing training. EDIT: Wait, it didn't MATTER which direction I held?!??!
@@jacquelineess1141 it's hard for me to imagine a game designer coming up with this lame-ass system, then deciding that all of the game's combat would be based around it.
I remember when I started this game and saw in the beginning they EXPLICITLY point out that there's no timing window to worry about when dodging, I could tell right there that it was unfortunately not gonna be a very engaging or very fun game to play
It is almost more of a strategy game than a shooter. If you use all your tools etc, the game has quite a high skill ceiling and is fun to master. I was frustrated at first but learned to love it... mostly.
@@johannestafelmaier616 that's fair, tbh I didn't get super far in it so I can't say much, I just remember reading how they worded it, like "don't worry about a timing window, you can just hold the stick". It just seemed so unengaging if that makes sense. And when things go wrong like when he got hit during the dodge animation in the video, it's 100% the games fault and not his own, which seems very annoying if it happens, even if barely
@@johannestafelmaier616 Or you could do what I did and just most upgrade the grip and just throw enemies off the map or into spikes and almost never have to engage with most enemies (I played on max security by the way)
@@nickt_98 yeah, makes sense. I really wanted to give the game and its combat a chance, being from the creators of my favourite game. I spent a solid 3 hours or so in the same spot trying to master melee combat... and damn that changed everything. I think now I understand what the devs were thinking with the combat system. It's just probably too different from most other games for new players to understand. To be honest, at this point it almost reminds me of last of us 2's combat. I enjoy it that much... So sad to see so many people not enjoying it at all. What you mentioned about you getting hit despite dodging was one of those things I learned to understand when I experimented for 3 hours. Turns out you have to simply hold to dodge during the entire enemy attack... If you just press, then the dodge animation plays but you may still get hit. That is probably confusing many people.
@@nickt_98 I really hope you and maybe others are giving the game's combat another chance. But then again, realistically, why would you, if you could play something else that is more fun from the start. I just think there is so much potential in the Callisto protocol that now may never be fulfilled with all these bad reviews... It was mostly due to my prior attitude of seeing complex combat systems as a challenge to master that I started enjoying it. I got that view from CZcamsrs talking about how Doom Eternal had really good combat, despite it seeming really hard and complex to many at first.
One of the things that really peeves me about this game, barring whats been mentioned already, is the enemy designs. Callisto's enemies for the most part almost all look like generic zombies in any other horror game. The crawling enemy and the head guys being the only really standouts visually but thats only because they don't look like generic zombies. I am also sure that Grabber head thing was blatantly based off a necromorph in one of the Dead Space spinoffs. The enemy designs are such a massive step-down from Dead Space though. Look at a Slasher in its dozen variants from any of the Dead Space game next to the fodder enemies in Callisto, the Slasher will always win for being visually distinct from most other horror game enemy designs in comparison to most of Callisto's enemies and that is just one enemy design. You had the Leapers that were freaky to look at, you had the Pukers from DS2 that were pretty horrifying looking. You had the Brute, the Lurkers, and so many other creepy af enemies visually in just the first game alone not counting the second or even the 3rd. Callisto's enemy designs on the other hand all for the most part look generic and they all for the most part have to be beaten the same way with no real big variation. The spitters you just have to close the distance on and beat to death. The fodder enemies you have to beat the death and maybe cut a limb or too with no real big interaction with which limb you cut off and so on. In Dead Space all necromorph types had a role and their was plenty of variation in each eccounter. Slashers would appear the most often and would back-up other enemies. Pukers could slow you down from range and make the other necromorphs close the gap on you, Spitters and Lurkers can do decent damage on you from range, Exploders and Crawlers could do massive damage if they manage to make it to you, Leapers were extremely fast damage dealers unless you shot their limbs off to hinder their movement, Stalkers would tactically charge at you in packs whilst other necromorphs like Exploders would support them. There was so much variation amongst the enemy encounters in any of the Dead Space game. You also had to make split second decisions on which limbs to cut off on certain necromorphs as cutting off some limbs could hinder the necromorph more than others. There is nothing like that in Callisto. All enemies look visually boring and are boring to play against too. They have no set roles in the encounters and will at worst swarm you which can get frustrating quickly with the janky brawler combat. It's frustrating really, how this game turned out.
well that is the problem with making melee combat our priority and you only have two dodging direction, that pretty much limiting the kind of creature design you can do.
I was so excited when game hyped up the mine monsters as having evolved for 70 years.. only for them turning out to be blind losers that are the easiest of all enemy types to kill.
Foreskin Biophage = combination of Drag Tentacle tentacle and guardian Normal Biophage = runners but evolve into slashers I am not exactly a huge fan of successors combining enemy roles into their game, which is something that happened with Back 4 Blood in its enemy variety. I know there are a lot more biophages like the worms and the crawling explosive thingies, but there's almost no visual variety to make them memorable. Once you begin varying your moveset, like juggling firearms and being good at combos with the melee, you will notice the massive dip in enemy variety and that fucking sucks if not irritating. It's like having fun in a party but then you realize they only have pizza and orange juice, and there are only 4 people around.
I recently wanted to replay Psychonauts 2, but I wanted to replay the first game in the series to see what they changed and improved on between the two. There was a lot in the sequel that I liked that they changed; from game mechanics and gameplay to the story and themes. It shows clear signs of wanting to improve from a beloved game with arguably outdated and clunky mechanics. Callisto Protocol feels like they saw how many views the death montages from games like Dead Space and Resident Evil get here on CZcams and thought that was the appeal.
Yeah like what? 😂 this is what I was waiting for there’s more brutality in dead space and mortal kombat what a joke Callisto death animations never made me flinched or grossed out they were really bland and I was so desensitized I’m sad that the marketing was so laser focused on it the game is really mid
After playing Dead Space 3 a few years ago, I never thought there would be a game that would make Dead Space 3 look like a masterpiece, but Callisto Protocol accomplishes that.
At least we have the Helix Station audio drama that came from all of this, where it was nice to hear Michael Ironside again in a role and the storytelling was actually not bad, but then that just made me wonder why Helix Station couldn't be the game's story we got for Callisto.
The combat on Callisto almost imediately reminded me of SH Homecoming. When a combat system on 2022 reminds you of a combat that wasnt good already 14 years ago, imagine it how it feels now.
I know I'm in the minority here, but I absolutely adored SH Homecoming when that came out and loved the meaty/crunchy combat. Obviously not in the same league as SH 2 (overall, not the combat) but I thought what was there - albeit janky - mostly worked.
I enjoyed the feeling of "fighting back" rather than merely surviving that Homecoming had. I play terror/survival games for this thrill, the moments where through greater violence your overcome what's supposed to be "scary" (Dead Space 2 and Evil Within 2), with improvised weapons if possible. As you said, it's was janky and sometimes kinda unresponsive, but the counters and executions were ok.
Back in PS3 era, games like Callisto Protocol would've been made by a AA studio at most, with like 30 employees in 2-3 years. It would've been slightly better received, but even back then, this wouldn't have been that interesting. But nowadays, the difference is graphics and studio sizes. 300 million people crunched on making this game that's been 5 years in the making and it costed 100 billion dollars to make. Every single character, NPC and prop is mocapped by a professional Hollywood star. The studio has experienced developers from known studios around the industry who have been part of or even directed hits of yesteryears. It doesn't matter tho... It's still the same in the end, no matter how grand the scale and risks are now. I've learned that just because someone rides on the legacy of something great (from the devs that made Dead Space), that doesn't mean anything. What made that one succesfull game such a masterpiece is magic, a combination of luck, good ideas and execution. A mere director isn't going to be a seal of quality and assurance, but it is a badge of authority.
I gotta ask: instead of spending millions on super-advanced photorealistic mo-cap with the voice-over, why not just shoot a film footage with the actors?
@@giorgialadashvili4771 There was a game that tried that on the 360 era iirc, from the max payne studio with a chris pratt looking fella and other know actors. didn't really work, people didn't care (though the implementation wasn't great). And people in the late 90's figured out fmv's didn't work. There's gaming movies games on steam but mostly with low budget, b movie scripts and bad acting. Maybe it could/will work when there's a netflix like company involved
@@OrionDawn15 That's true, but I think small details like that can really add to the realism and immersion of the game. It's a shame that it wasn't noticed and corrected before release.
@@SolidMGSnake I agree, the little details matter and it's a shame they missed something as simple as just making your character *use* the foregrip on their weapon. Or how your face gets bloodied... in an *enclosed* suit that has a visor which should *prevent* blood from getting on your face.
My favourite jumpscare was in Re2remake. A zombie in a shower room locker. Unexpected, scary sound, but zombie was already dead. Kept me on my toes every time I opened a locker after that.
It's amazing that this year we got both Skorn AND Callisto ..that did the same exact blunder. 95% hype about its visual fidelity and atmosphere 5% actual game
Scorn wasn't exactly offering the game people expected it was gonna be from the get go. They said that prior to release and delivered the experience as they have told it was gonna be. It's quite complicated, because Scorn has some excellent game mechanics at times. It's like it's trying to be a game, but keeps remembering it's a puzzle game overall along with being an H.R Giger art simulator. At least it's honest with what it has.
@@danielgeronimo5538 Yep... didn't mean we couldn't be disappointed about what Scorn was, though. At least the enemy design is more interesting than Callisto's.
@@OrionDawn15 I appreciate it coming forward before the disappointment comes. But as of the final product, well, see, it's quite inconsistent. I can't put the disappointment pin on it since I wasn't expecting anything but was it that good? Hard to really say Good art tho
Same man. It might sound corny but I was legitimately heart broken. I wasn’t even frustrated or anything, I just knew I eventually had to give up and stop playing. I wasn’t pissed, just really let down and sad. Almost even disgraced in a way. I’ve lost so much hope and interest for the gaming industry and it’s always like a kick in the balls having my favorite franchises and developers back in action and hyping them up only for them to be just as embarrassing and bad as the rest of the games they were supposed to stand above and set an example for.
Charging extra for the real conclusion? I'm getting Asura's Wrath flashbacks... Wait, didn't Dead Space 3 _also_ do that? What clown world do we live in!?
Dead Space 3 was supposed to have a sequel but the poor sales had EA backtrack the whole thing canceling the series and permitting them to do ONE and only one DLC for the whole thing, they elected to use it as a Finale to the whole series knowing they weren't coming back for another. This is even shittier because this was supposed to be the ground work for a series and ends the first game with more loose ends than the first Dead Space.
The stealth is also kinda broken , u go into stealth mode to not make noise but in the stealth kills he makes tons of noise and the enemies never hear it lol
The funny thing about optional areas in the game is that you can easily distinguish them from the main path by observing the amount of work put into them. So for instance you see a diverging path and you take one route, a small cutscene plays or characters say something minor = main path. Or nothing happens and the gameplay just goes on without any scripts = that area is optional 100%. It was very easy to loot locations using this method. Just one more issue that proves how terrible the level design is. Also agree with everything you said, this game was miserable to play and a major letdown overall.
Note to future game devs: If you're going to make a dodge and counter melee combat system please be sure it is at least as complex as Punch-Out! for the NES, which was released thirty five years ago.
Reminds that these creators were led to greatness by people who humbled them and just told them what to put in and what to axe. From John Romero with Daikatana and Keiji Inafune with Mighty No. 9, to Yuji Naka with Balan wonderworld, and now Glen Schofield joins them with The Calisto Protocol. Remember: It's not always the developer that is responsible for a games greatness, it's the team they work with, and if a developer constantly relies upon one game from their history to sell their new one, that probably means it's going to be a disaster.
Not just games, certain people are put on a pedestal because it's easier to sell that idea, whereas in reality like you say they are the product of many peoples work.
SIGNALIS came out 2 months ago and it's the game Callisto WISHES it was. It may not have the same DNA or elements to Dead Spaces but so much of the game is superior in all fronts and it was done by fewer people too.
That's because Signalis IS a survival horror. It's a different thing entirely tbh. But if Callisto Protocol would've been like that...well, I think everyone would've liked that
I would like to try out Signalis but... it's a top-down 'horror' game and I kinda can't find what's really scary about that. Looks and plays more like a slower-paced top-down twin-stick shooter. At least it isn't RE0's shitty auto-aim that's complete garbage or godlike at the whims of RNG.
Worst part is EA is probably laughing and got reassured that they don't have to worry about losing dead space at least for another few years also dead space 3 charged for the real ending too
No. No they didn't. It was another goddamn cliffhanger. But yeah, they're probably cackling about how much money they're gonna be raking in once the Dead Space Remake releases.
It doesn't help that the remake for Dead Space came out a month (give or take) after the Callisto Protocol. Now, the latter is going to be forgotten even faster. I actually forgot about Callisto for a couple weeks until I saw it at a store. It was one of those, "Oh, yeah, THAT happened" moments. I've been playing the Dead Space remake and it's quite good imo. If Callisto Protocol had been a good game -- or even a great one -- then the Dead Space remake would be a perfect complement. However...that's not the case, like, at all. It's a crying shame, too, because Callisto could have been a great modern sci-fi horror game. It really could have been.
@@sethwalker8240 Yeah, and the last game I saw with this many hazards (Platinum's brilliant MadWorld) explained why they existed. "It's a video game" is not an excuse.
It always worries me when a game puts so much effort into motion capture for its cutscenes... That's the sort of thing that you should worry about after you have perfected everything else. And its especially strange when they went through all that effort for a story that is so uninspired.
Or playtest the shit out of it and work with the community. Be transparent, keep the surprises close yet development open. It gets things done instead of letting ego and reputation carry the hype and ultimately fall off the cliff by the end of it.
@@danielgeronimo5538 Indeed. Having the "we'll make Sonic look better after listening to the fans" mentality is leaps & bounds more timeless and genuine than trying to serve a platter of 💩 while trying to pass it off as steaks.
Huh, I actually never encountered a worm in a locker through my entire playthrough. I found the chest ones, and one in a washing machine, but never in a locker, and I made sure to look everything.
I was SO hyped for this. Its a good thing I rarely if ever buy games on day one and NEVER preorder, because I wouldve been SO mad if I had with this one. I wanted Dead Space in all but name, they marketed it like it was GONNA be Dead Space in all but name, and its...well, Dead Space at home, just like you said.
@@Jeazyy87 foolish is a bit of an understatement at this point. Especially when people are dumb enough to pre-order digital copies of games. It's unbelievable
That’s a flat out lie, they never marketed this as Dead Space. You set yourself up for disappointment like all the other people who don’t know what a decent game is
@@cristhian900 Clearly you weren't paying attention. This was marketed as something very similar to Dead Space, which is why the review embargo was put in place. (Huge red flag, btw) You are right on one point though, never pre order unless you know it's a good product, and this clearly looked nice, but was rotten underneath. You'd think people would learn from No Man's Sky and Cyberpunk, but the Hype Train always fools people.
18:33 This _happened_ to someone I know for a game they play. A friend of mine absolutely _loves_ the game Dying Light - and, it is a very good game, even if it's maybe not my favorite or one I'm all that far above mediocre at. But he had an encounter once, in a location he regularly goes to to loot (due to being one of the more easily-cleared areas and absolutely stocked to the brim with items), where he opened one of these big closet/dresser things that are for hanging clothes, and rather than some item in the bottom of it, it had a zombie waiting inside - and he's admitted that he's absolutely paranoid that it'll happen again, because that was after hundreds of hours of playing and he's only seen it happen once. That loot cabinet is _everywhere_ throughout the game, alongside an identical one that has a different internal layout with shelves that regularly spawn 3-5 items rather than just the one, so he has to still open them to get his items. But now he's paranoid, because his estimate for the chance is something in the realm of 1 in a thousand, some tenth or hundredth of a percent, so you'll never know which one it might be. _That_ is how you do an effective jumpscare. Not just.. flailing worms around and leaving them everywhere, with no counters to the animation.
It's interesting seeing how divisive this game has been. There are plenty of positive reviews out there, but most of the CZcamsrs I follow have all had very similar issues with the game, including the combat, linearity, lack of varied activities (just one melee combat after the next), limited boss fights, no real story told in the very samey audio pick-ups, and more. You actually hit on other things, such as the trapped chests and lockers. For me, I was having a bad feeling leading up to the game, and once the video reviews came out they confirmed my greatest issue: uninteresting monster designs combined with spongey, uninteresting combat. It just doesn't look fun to play, it looks like even the basic mooks take too long to kill, and you'll be doing the same thing from start to finish. It really is hard not to compare to Dead Space because, even aesthetically (and judging from some of the cut-scene shown regarding destiny in the stars, even narratively), it's clearly trying to do Dead Space again with the serial numbers filed off. But Dead Space not only had a variety of puzzle solving and exploration with zero-G going on, it also had varied enemies designed around the entire limb cutting mechanic, each one requiring a different approach (a favorite example: the fat Necromorphs whose limbs would swing in front of their large bellies with each step, coaxing careless players into shooting their gut and spilling the itty bitty critters out to become a hassle). To go from such creativity to... this... has me wondering who from the Dead Space team is missing, and just how vital their role was in that series being what it was. I'm still concerned over the Dead Space remake, but for their part, the marketing has made me rather excited to return to the Ishimura rather than dreading it.
I'd personally recommend giving it a try. A dead space successor it is not but there's something really interesting about a combat loop that relies on the most messy, scrappy kind of survival. It's also got an excellent atmosphere. Flawed but worth experiencing on a sale
@@coolidgeowens320 Is it really such a problem for you that one be concerned? It seems strange to me to remake a game that has otherwise aged quite well, and I've seen way too many remakes, remasters, director's cuts, and more make unnecessary changes that outright miss the point of their original creations or inject something unnecessary for the sake of "modernization" which, ironically, dates the remake more than the original. Simultaneously, I think everyone should be cautious against hype. It's alright to have excitement, but you are being manipulated by a marketing team to drop hard earned cash down on a game without any ability to give it a test drive. Should Cyberpunk 2077 not be an example of why you should measure your hype? Admittedly, there's not much that gets me hyped or excited these days. Nonetheless, despite trepidation, I still look forward to the remake. Is that not enough?
@@jarg8 On a sale or on Game Pass, the latter of which this seems like a perfect game for. If it shows up there, I'll most definitely give it a try for myself, schedule willing. Thing is, there are so many games to play these days, it's a tall order to justify playing something that doesn't even look enjoyable compared to all the titles that do.
As the old saying about the gaming goes(and addressed in the video): You can have the best looking game, but if your game is not fun to play, you have a problem in your hands. Graphics don't make a game, gameplay does.
when you mentioned the worms i thought about all the times in all the deadspace games where you are in an elevator and get ambushed while riding one. once. only once in all three games.
I recall there being more than 1. In Dead Space 1, there's the big elevator at the start of chapter 7 where half a dozen slashers ambush you on the way down. Also 1 jumps in on the way up to the tram at the end of chapter 7. I think that's it for Dead space 1. In Dead Space 2, there's the elevator at the end of chapter 5 shortly before you meet Daina where a single slasher hops in with you. Also on the big space elevator to the solar array the very end of chapter 6/beginning of chapter 7 with the "Boss Fight" with the twenty or so tripods clinging to the elevator and attacking from all sides. And the big mine elevator at the very end of chapter 11 where where you fight off about 30 or so slashers. I don't remember any in Dead Space 3 but that's probably because I haven't played it as much as the other 2. I haven't played the awakening DLC either. That said, in the the dead space trilogy, it doesn't really feel too overused because all of the encounters are different enough from each other and there's enough space in-between them that it doesn't become predictable.
@@Saved-by-Grace No. No it isn't. There's usually things to do inbetween them, exploration, scavenging, shit like that and usually at brisk pace. *Nothing* happens in Callisto.
You’re gonna be pissed when you see what EA managed to pull off with Dead Space as opposed to this new IP directly from the mind of the original creator himself with a massive budget and free reign to construct a purpose built studio for the project. It’s gonna make you question everything you know and scream in confusion
To be fair Glen’s original vision for Dead Space was fucking terrible. No necromorphs, no unitology, no industrial temple like ships, no cool suit, no tools as weapons, no dismemberment. Just Resident Evil 4 in space. So it’s no surprise that glen Scofield on his own would’ve created something as generic as Callisto Protocol.
Note to devs: don't make ANYTHING unskippable unless it will break the game. That death or cutscene you're so proud of is really annoying by the 3rd time I have to sit through it.
Does anyone else remember the Megaman "spiritual successor" Mighty Number 9? What about the Left 4 Dead spiritual successor Back 4 Blood. Keep these in mind next time they try to fool us and save your money friends.
tbf. by itself all those game and callisto is a okay game by itself. but no where near the masterpiece they're trying to be well except if you count death stranding as mgs spiritual successor
The way the first ten minutes of this game makes loving nods to dead space and maybe Aliens... man it's a shame the game blows The way Signalis just explodes like fruit in a gum commercial with references, homages and _love_ for all the things that it's creators were inspired by... _and _ the game is great too - hell Signalis isn't even my cup of tea but the passion radiating right the way out from deep within it - penetrates my heart
Dead Space might not have been scary but goddamn did it nail creepy tension well. The creepy Twinkle Twinkle Little Star song haunting you while you creeped through the Crew Quarters? Excellent.
Deadspace was scary for me, it gave me day-mares for a while. Callisto Protocol was a lot less scary as you engage in close-up combat. I remember the final stage if DS3 where you are storming through the snow up to the boss fight, I had the (mjolnir?) Upgrade on a weapon and was just going ham on enemies to save time, Callisto Protocol is essential 100% that with a weaker weapon.
Publishers are a necessary evil most of the time, it seems. They’re greedy and ruthless but sometimes devs need a stern voice telling them “this is stupid, no one will like this” to avoid going through with stupid ideas.
Dunno if it's the higher ups fault or the devs but... yeah, sometimes there's such thing as too much freedom. And just because you can do it, *doesn't mean you should.*
Callisto Protocol is created by the same creator of Dead Space, and the guy, Glen Schofield, managed to ruin EVERYTHING HE DID 14 years ago. 19:20 what's the music in the background? Sounds familiar.
a weird timeline where u implement insultingly mediocre story telling/gameplay but just make sure the game animation/movie cgi look pristine and shiny and bam u will get buncha m^rons that will defend that media with life every oppurtunity that they get. also i want to go the timeline where " SiGNALiS" gets the recognition it deserves as the best survival horror game of 2022. what an absolute gem. but man it really got cuck3d at TGA.
The amount of coping going on with this game by people that like it astounding. They just can't admit they like a crappy game. The people saying you can't compare it to Dead Space are only saying that because they know TCP falls flat in every way compared to it.
They wanna use every excuse possible to defend the game. But they never work. My personal favorite: "i liked the game, you are just stupid". (i saw this not once but dosens of times) Thats why there is no point arguing with them
Games like these just make me wonder, why they don't just make a damn animated movie? I don't want to play this game, but I wouldn't mind watching it as a movie.
Ok so, my god, seeing shiny, super detailed, high-rez Sam Witwer? That's CRUSHING me with how much I still want Force Unleashed 3, I'm just looking at that model and am desperate to see lightning come out of those fingers, bloody hell.
Don't forget that the technical mess the game released in (that still hasn't been completely fixed). Also, any time there's a review embargo, that's almost always bad news. It means they KNOW the game sucks and they don't want word getting out. I'm not saying every 3rd person game needs to copy the Arkham combat system, but there are certainly elements of it that could've been used here. As far as the PS5 controller (I use one for some games on PC but don't own a PS5)...the speaker is legit useful for some things. The Spider-man games make good use of it for some of the web sounds. But putting all dialogue through it by default? That's just dumb.
Tell me you haven't played the game without actually saying so... Not all the dialogue comes through the controller speaker, just incoming radio transmissions. Anyone speaking on the screen uses the screen speakers. I actually thought it was pretty intuitive and made it feel realer, as if I was Jacob and the radio was hangin on my belt or something.
I think this game could have really worked great if they'd leaned into the melee focus they were going for. Instead of having a single stun baton, have a system similar to Dying Light. Let Jacob find scrap metal throughout the prison and use a futuristic fabricator to turn it into a janky junk metal inspired sword, or club, or spear, or mace. Turn a piece of metal wall that'd been ripped or blown off into a makeshift shield. Instead of this bizarre endless boxer dodge, let the player actually engage in visceral melee combat like he's really fighting for his life with anything he can find.
Must be embarassing being completely outdone by the big, bad, evil corporation that nobody had faith in. Such a shame... anyway, hopefully the success of the remake prompts them to give us a *true* Dead Space 3. And maybe Glen and the lads will get their heads out of their asses and actually put effort into the next game. Or DLC.
But to do it so often is so goddamn cheap, and it actually saps health too so you can't look in chests for healing items if you're low health since those things will just straight up kill you unfairly.
Dear every person who's disappointed that Callisto Protocol is a crappy survival horror: do yourselves a favor and play SIGNALIS. It is so much more than meets the eye. Thank you and have a good day
Played at Launch on PC, it was a miserable experience and too many content creators I saw basically shilled for the game and praised it as if it were something fantastic. PC At launch? Manual saves were broken, the game only recognized the systems Auto Saves. The story was more awful than even Critical Nobody brings up, the writing was the most awful I've ever seen, it was as if the developers became obsessed with romanticizing Hollywood Cinema in their Horror game as a priority rather than thinking what would make a fun game. They made a Mediocre Hollywood 'movie'. It'd probably have gotten better reviews if it Were a movie instead of a game - and that's a huge issue in itself.
If the Dead Space Remake doesn't do it first, of course... is Negative Atmosphere even still alive? Last I heard the game was getting shelved, or postponed at least.
Late to the party again, but man what a letdown this was. I know that while I was making this video, a patch made some of my complaints somewhat outdated, but I played Callisto in it's original intended state and that's what I'm reviewing. Plus, I don't think some minor quality of life fixes really get to the root of the problem.
If you'd like to see more of my content, here's the Critical Nobody playlist - bit.ly/2M3r65U
Re-review of cyberpunk? It’s gotten soo much better on PS5 and I’ve found to grow to liking the world of cyberpunk even though I agreed with you when you said that even if it was working perfectly, you wouldn’t enjoy it but with the more time I’ve spent with it, the better it got
This is my 4th review of this game. Still watched to the end though 😊.
You're doing that thing again where you review a AAA at launch and get offended because of how abysmal it was optimized/monetized/etc. at launch, and do the thing all professional reviewers do by endcapping it with "i reviewed the version at launch, we can't let devs/publishers keep getting away with patching it later". I agree with the points, but I'm here to remind you that you've outgrown these AAA games, clearly don't enjoy them, and really need to stop playing them.
doesn't really matter most of us want too listen to your opinion on something in general
@@mugileaguegaming1769 Just because you accept low standards, doesn't mean others need to.
Between Mighty No. 9, Back 4 Blood and Callisto Protocol, I think it's time we re-evaluate what we think we know about how beloved games turned out the way they did. Everytime we see this "from the original developers of beloved game X, comes this spiritual successor with the original artist vision that was snuffed out by the big bad corporation" thing, it might be wise to just press X to doubt how good it will actually turn out.
I have been making fun of games like that for 5 years now and everyone gives me shit every single time
They hated Christ because he spoke the truth.
The publishers of those original games turned out to be much more important than most people realized imo.
@@VenomSnakeMGS
Like Crowbcat's video about Valve and Left4Dead
Because for all of those titles, "the makers of beloved game X!"...turns out to be like, 5 people out of a 100 person team that worked on the original.
Games are made by committee, it takes a large team with a cohesive vision to deliver one. Having a couple guys run off to make their own studio, doesn't mean they actually have all the brain power and artistry that made the originals classics.
I remember hearing someone say that jumpscares in a horror videogame are like a stand up comedian tickling you because he can't make you laugh.
Jump scares are to horror what fart jokes are to comedy. Cheap and low effort
@@pitbullnamedcupcake8485 And they still work so well (exceptions, well, excepted)
Depends on your definition of jumpscare. If you mean "spooky thing that happens with literally no tension-building ahead of time", yeah those are usually bad (assuming they're forced; if an enemy actually sneaks up on you when you thought you were safe, that's a lot better).
If you just mean "sudden spooky thing", those are pretty damn good when used in conjunction with tension-building. Although, again, you still don't want to overuse them.
@@pitbullnamedcupcake8485 i feel like there is a slight difference between some jump scares though, i always thought the original dead space, and its sequels to an extent, used them in someplaces very well, sudden sirens from lockdown or quarantines due to necro morphs , or that last jump from(spoilers for an old game) the Nicole Hallucination at the end, these feel like they belong, even if they are somewhat cheap, because it still has something to do with filling the world with more life, I geuss the Nicole scare doesent fit in there but I always thought it was a nice scare to end the game on.
@@pitbullnamedcupcake8485 fnaf did jumpscares well
(Not security breach)
"From the creators of" Is such a massive red flag now
I can think of one, MAYBE two examples of games that turned out really good who did that.
Out dozens and dozens of attempts.
So yeah it's not a good track record for that phrase.
@@ZeroKitsune witch 1 or 2 games.
Tô have a ex:
Not true, shouldn't generalize.
Yeah lmao. This same exact line was used on Back 4 Blood and look how that game turned out. :P
@@princesmith8008
Balan Wonderland
Mighty No 9
Back 4 Blood
Evolve
Charging more for the real ending wouldn't be out of the ordinary if any of the dev/directors worked on Dead Space 3.
Good call
Bruh💀
Gotta love seeing all the comments like "if Glen is making the game im buying it no matter what" like this is why games keep releasing like this...
Dead Space 3 had an ending?
Ik the Awakened DLC teased that Earth was pretty much doomed with that shot of the Brethren Moons looming overhead as Isaac and Carver shock in on their improvised ship at the end, but that was an obvious cliffhanger and we still don't know how the heck the story was supposed to end as far as I'm concerned. If the implication is that humanity is over and everyone's gonna die they should've just shown that.
Schofield left Visceral after dead space 1
I literally made the "Dead Space at home" joke and got DESTROYED for it a few days before launch.
Is this a reference to arcade games ported to home consoles?
@@Daryl42 its something like when you were a child, you and your mom are doing groceries or some shit and you ask "can we have X??" and mum says "no we already have X at home" and it ends up crappy and low quality than what you actually want.
its a pretty scuffed explanation, im not good at english you see... someone here can probably best explain it.
@@kielsambajon3416 nah you explained it pretty well so you have pretty good English
@@kielsambajon3416 My mom never even bothered to say anything past “no”. Explains why I didn’t understand the reference.
@@Daryl42 what do you mean CZcams bot?
opening a chest only for a worm to pop out and sap some health leaving you empty handed felt so bad.. and it happens more than once too
Oh wow, didn't expect you here. Love your videos
Yeah that was annoying as hell
When a patch comes out within a few weeks of release to allow players to skip one of the main selling points of the game (gory death anims) the priorities of the developers have clearly been on the wrong things
Exactly
I remember watching Craig download one of those patches for the game on stream before the review, and even THAT somehow didn’t work. Like, it just wouldn’t download right, somehow broke the game. I think he continued without the patch because of that.
In hindsight we all should've known things weren't gonna pan out the way we expected when all the marketing revolved around the death animations and they barely showed us any actual gameplay.
I LIKE the death animations in Dead Space, don't get me wrong, but they're NOT why Dead Space is cool. The dismemberment mechanic, story, and atmosphere are. (Oh, and the fact that Isaac doesn't take a calendar year to heal after a fight gone wrong goes a long way too)
@@xxrocketshark216xx4 The dismemberment mechanic is in this game too, they just didn't make it a focus of this games combat. You can still shoot legs and arms off of the biophages to limit their mobility and damage output on Jacob. There is even a Stun Baton upgrade that allows you to dismember a biophages arm should they use it to block your attack, leaving them open for a follow up attack. And the atmosphere, sound design and environment detail are all just as good as DS if not better. And the fact that healling took so long, ***eyeroll*** that made it more of a risk/reward to do during an encounter, this is a survival game after all right? That has since been patched, healing, weapon reload and weapon swapping have all been sped up to make them more practical during combat. You still can heal in the middle of a fight but if you can put some space between you and the enemies you maybe be able to complete the heal before they get close. I still feel that "healing takes too long" is a whiny complaint for a challenging survival game.
@@hardpunkkore9235 Dead Space games were challenging enough even though the healing was instant. And it's not only that the healing took too long for comfort before the patch, in most encounters it was practically impossible to do without getting hit during the animation.
Ironically, EA (or Motive Studio) was the one who showed Callisto Protocol how it’s done.
How insane is that?
Motive Station: Hold my Dead Space Remake! We'll show you how it's DONE!"
Surprised Pikachu Faces of Fans who are surprised that the remake is actually pretty freaking good... and from a UNKNOWN COMPANY! Clearly Motive had people who are HUGE fans of Dead Space and wanted to give it the work and polish and the like a game like Dead Space deserves.
@@georgemeyers7172 If I remember correctly, the only other game Motive officially made was Star Wars Squadrons. And maybe Battlefront 2.
@@thebigpig2364 Hmm. I haven't checked so maybe. If so... Big Step Up from those 2.
@@thebigpig2364 they helped make the campaign for BF 2
the worst is that they said in their docuseries that using the same jumpscare repeatedly is very bad, and what do they do? they do exactly that.
Everything said in their docuserie sold dreams, the guys knew what they were talking about, but the result is totally the opposite?! What happened ?
"Welcome back to Wha Happened to the Callisto Protocol"
@@BJWeNeedUDefendingUsWithZeMG42 any day now, shouldn't take Matt long
I know I’m late but they really crunched so heavily
Seeing how this game is melee focused reminded me of the Condemned series. A psychological action-horror, that is as brawler as it can get. Taking away the safety of distance to an up close and personal engagement with the enemy.
Unfortunately while Condemned understood the depth of combat interaction. Like parrying, enemy behaviors, and level design and context. Callisto Protocol thought that by whacking an enemy and holding the stick is an adaptive dynamic combat system.
There is no parry, no incentives to learn the combos because enemy behavior is quite predictable, and also no attention to an otherwise brilliant audio design.
Now, Callisto Protocol doesn't have to be Condemned, it's freaking Last of Space for a reason. But certainly a lot could have been done to avoid being so mid with its system.
"last of space" LMFAO exactly.
@@citizenvulpes4562 The closest game I could come up with which is a pale comparison. Because they thrown in an almost beat for beat stealth section except it doesn't have half the complexity the clickers have
And the fact that Condemned IS ACTUALLY SCARY
@@DeathLore This might make me sound like a raging fanboy, but Condemned is proof that Monolith were masters of strong suspense, something they have picked up from since Blood. The underlying threat among corners and the building up anticipation all exploding in a brief but intense fight or even death if not handle correctly. Its horror is mainly not from the jumpscares or even sudden hallucinations, but just the sheer oppressive tension and the constant reminder that the enemies hardly ever dumb.
To be fair, it's kind of an unwarranted comparison, given that the enemy in TCP are of different breed. They rush you more like ravenous and rabid animal rather than just wait around the corner. The argument is that, it is to induce fear in the realism of actually being swarmed, which I call bullshit, because The Pack from Dead Space 2 and Stalkers are very much intelligent and utilizes similar systems as the afflicted from Condemned had. Also the RE4 ganados being parasite infected humans yet were practical enough to grab a chainsaw or chuck a hatchet from few feet away.
TCP had no excuse being this bland basically
@@danielgeronimo5538 Nah, you're right. I think Condemned was far scarier and tense. The enemies of TCP just suck, both visually and behavior wise given that most of the enemies you're fighting are brainless zombies... and look exactly like generic, brainless zombies which kinda sucks. I liked the cloaker dude, the 2-headed brute is cool when he's not being overused, I just wish they coulda done more for enemy variety or at least made them more interesting to fight... enemy design could certainly be better, too.
EXP on twitch literally closed his eyes and did a melee combo to show that you can play this game with your eyes closed
I have the opposite problem. I can’t get past certain areas (I’m looking at you TRAIN), which makes me feel like an idiot who hasn’t actually been gaming for over 45 years. 😒
If I was Sam Witwer I’d have told these guys to fuck off. He’s such a good actor and such a nice (and shy) guy in real life. I was excited to see him when he showed up and so disappointed by his role. Sigh
@@aerynstormcrowI mean, if you can’t get past that then you most likely are an idiot that’s bad at games. That’s like Journalist levels of bad.
@@aerynstormcrow while mechanically speaking the game could practically be played by toddlers, it is extremely clunky and often fails to do what the player wants it to, so you're good lol
@@delix8869 funny how even the professional gamers on CZcams almost gave up at the train. But more to the point. It takes a lot of small dick energy to insult a disabled woman who uses video games that have accessibility options (which SHOULD work) to help distract her from the intense pain that comes from her terminal genetic disease. You sure are one cool cookie.
18:04 So I don't know if it's scripted or not, but the very first loot chest I found, that the game puts on the critical path, has a worm in it. Then, two more chests in a row, it happened again. And for the rest of the game, the second I open anything, I spam the QTE button in case it happens. 10/10 game design, baby.
Right? It’s like the developers were angry they had to include survival in their survival horror game so they made the survival punishing.
@@Clonetrooperkev that mechanic just disappeared as well, then reappears halfway through the game and just spams it every chest you open just like y’all said. It’s just lazy.
@@Culture_Crash And it eats health, good luck opening up chests at low health now, fuck-boy.
@@OrionDawn15 it’s funny b/c after I sent my reply I died from the third chest I opened. THREE TIMES IN A ROW!
@@Culture_Crash lol yeah that's just god-awful. The least they could've done is add an indicator for the baby grabbers being in a chest. Lazy design.
The comparison with The Order 1886 fits perfectly. A graphic demo made by people sniffing their own farts.
And yet the order was more worth the money than this thing for 70 dollars with no ending
Who was even criminally defended as Callisto.
The order was great and so is Callisto.
😂
@@matteobovo2126 This comment and the one above are perfect examples of the duality of man.
Some AAA modern games focus way too much on visual / cinematic aspect, but gameplay mechanically steps backward or not properly functional compared to old games. Unfortunately, Callisto Protocol fell into one of example.
You would have thought that because games are getting easier to make look good, they would have some room for actual gameplay, character building and story. Oh well.
And idiots praise it like a second coming of God's Earthly vessel (Jesus).
I usually feel like its the other way around
since they realize they're not gonna be able to make a game that's great in every aspect
they start to focus on visuals and presentation to make up for the fact that its not as good as its predecessors
and I think it actually works for them because it makes casuals feel like it was actually a great game
Some? Most of the games from like the last 10 years are just games really wishing to be movies
I speak for myself but if a game looks amazing and has a compelling story+characters but average gameplay I'm 100% okay with that. That's how The Order 1886 was and everyone hates on it but I thought it was an amazing 8-10hrs and I'd do it all over again
My biggest issue was like you said the melee system but not that it was bad(it is) but the fact that having a melee system meant having human like enemies to brawl which meant all creativity in enemy design went out the window. Most enemy designs are variations of a human. Regular, Fat, Tall, and boss. The only time imo they were creative were the face egg tentacle things but thats it.
That's because it is meant to be realistic. Biophage aren't a species with each one having their own genetic make-up, they're people infected by a parasite, and being people, they'll look like people. The game negates realism enough already just by having the two-headed brute, the combustor, the corruptor and the bloodworm as variants.
The arm team scanned human designs, and just added deformities, but making sure that they still look human. It wasn't an error or a poorly executed attempt at making enemy design. It was intentional to have deformities but show the enemies are still human.
It's not because of being a brawler but because the dev wanted the most bland, easy to marketing, easy to develop game possible. Fromsoftware's brawlers are full of humanoid enemies but never lack the amount of non standard enemies with non standard pattern: spiders, spiders made out of people, baby trees, satyr, crabs, shrimps, leeches, human centipede, dragon whose whole belly is a mouth... Humanoid enemies are easier to design and animate thanks to motion capture. Even a brawler with a soft lock system like silent hill: homecoming has much more creative enemy design.
@@bggsz4 Yeah the ganados are that way, they look human, behaved like human, and are 100% more creepy with what they can do and how they can swarm you if you're not careful
"Dead Space at home"
Perfect description of the game lol
I actually really liked the game tbh I the think the ds remake is overrated
@@ohyeee7003 okay just gonna ask you this, do YOU have FUN ?
@@ohyeee7003 Like genuinely have fun, no pretending, no "lying to yourself", just genuinely have fun.
@@r3dh0ll0w8 why the fuck would I play if I didn't like it or the millions of other people who like it and I do really like the dead space remake it's just over hyped and it's not like we've seen it before.
The problem with the "Callisto shouldn't be compared to Dead Space, they are different games" is that this comparision started by the developers themselves, "from the creators of Dead Space", the atmosphere, the body horror, the concept of something ancient mutating humanity, people trying to use said ancient thing in their favor, the death animations, the UI, the marketing, the ending being a jump scare.
They marketed the game to Dead Space fans as a horror game like Dead Space, but delivered an horror-brawler that plays closer to punch-out, and then blamed the fans for trusting them
You know it's all wrong with The Callisto Protocol when the most promoted feature, the one they sold in your face every time, those "super detailed and brutal death animations" now have a Skip button. LOL
There is nothing wrong with having a skip button for death animations. It's cool the first time, but I don't want to keep seeing it every time I die so I welcome the skip feature.
@@christianfleitas7467 Cool, it again shows how misdirected the game was, to throw money on boring animations, rather than meaningful gameplay
You nailed it when it comes to everything wrong with Callisto Protocol. I cancelled my preorder 4 days before the game released when I found out that the review embargo won’t be lifted until the game releases which is a major red flag and that the focus will mainly be brawling.
You shouldn't be preordering to begin with. I stopped way back in 2014
@@brazwen dude hasn't made a game since 14 years ago give the guy a break
@@theclipman9283 Who?
@@brazwen Glen Schofield who do you think?
@@christianfleitas7467 Then why is he criticizing me out everyone who criticizing the game? I simply said "don't preorder" in regards to games in general not just CP
The thing that initially put me off was, the monster threw a left hook, and I rolled left away from the hook, and the game told me that I had dodged in the wrong direction. You learn this on like, hour 3 of boxing training.
EDIT: Wait, it didn't MATTER which direction I held?!??!
Nope...it's even lamer than you thought.
@@jacquelineess1141 it's hard for me to imagine a game designer coming up with this lame-ass system, then deciding that all of the game's combat would be based around it.
I remember when I started this game and saw in the beginning they EXPLICITLY point out that there's no timing window to worry about when dodging, I could tell right there that it was unfortunately not gonna be a very engaging or very fun game to play
It is almost more of a strategy game than a shooter.
If you use all your tools etc, the game has quite a high skill ceiling and is fun to master.
I was frustrated at first but learned to love it... mostly.
@@johannestafelmaier616 that's fair, tbh I didn't get super far in it so I can't say much, I just remember reading how they worded it, like "don't worry about a timing window, you can just hold the stick". It just seemed so unengaging if that makes sense.
And when things go wrong like when he got hit during the dodge animation in the video, it's 100% the games fault and not his own, which seems very annoying if it happens, even if barely
@@johannestafelmaier616 Or you could do what I did and just most upgrade the grip and just throw enemies off the map or into spikes and almost never have to engage with most enemies (I played on max security by the way)
@@nickt_98 yeah, makes sense. I really wanted to give the game and its combat a chance, being from the creators of my favourite game. I spent a solid 3 hours or so in the same spot trying to master melee combat... and damn that changed everything. I think now I understand what the devs were thinking with the combat system. It's just probably too different from most other games for new players to understand. To be honest, at this point it almost reminds me of last of us 2's combat. I enjoy it that much... So sad to see so many people not enjoying it at all.
What you mentioned about you getting hit despite dodging was one of those things I learned to understand when I experimented for 3 hours. Turns out you have to simply hold to dodge during the entire enemy attack... If you just press, then the dodge animation plays but you may still get hit. That is probably confusing many people.
@@nickt_98 I really hope you and maybe others are giving the game's combat another chance. But then again, realistically, why would you, if you could play something else that is more fun from the start.
I just think there is so much potential in the Callisto protocol that now may never be fulfilled with all these bad reviews...
It was mostly due to my prior attitude of seeing complex combat systems as a challenge to master that I started enjoying it. I got that view from CZcamsrs talking about how Doom Eternal had really good combat, despite it seeming really hard and complex to many at first.
My favorite part of the game is where the main character says, "My name, is Callisto, and I will have. MY. PROTOCOL!"
The Warden says that but close enough, lol
its protocolling time!
Ha.
This is definitely one of the games of all time.
“Finally I have become Callisto The Protocol of Protocols one of the games of all time.”
One of the things that really peeves me about this game, barring whats been mentioned already, is the enemy designs.
Callisto's enemies for the most part almost all look like generic zombies in any other horror game. The crawling enemy and the head guys being the only really standouts visually but thats only because they don't look like generic zombies. I am also sure that Grabber head thing was blatantly based off a necromorph in one of the Dead Space spinoffs. The enemy designs are such a massive step-down from Dead Space though. Look at a Slasher in its dozen variants from any of the Dead Space game next to the fodder enemies in Callisto, the Slasher will always win for being visually distinct from most other horror game enemy designs in comparison to most of Callisto's enemies and that is just one enemy design. You had the Leapers that were freaky to look at, you had the Pukers from DS2 that were pretty horrifying looking. You had the Brute, the Lurkers, and so many other creepy af enemies visually in just the first game alone not counting the second or even the 3rd.
Callisto's enemy designs on the other hand all for the most part look generic and they all for the most part have to be beaten the same way with no real big variation. The spitters you just have to close the distance on and beat to death. The fodder enemies you have to beat the death and maybe cut a limb or too with no real big interaction with which limb you cut off and so on.
In Dead Space all necromorph types had a role and their was plenty of variation in each eccounter. Slashers would appear the most often and would back-up other enemies. Pukers could slow you down from range and make the other necromorphs close the gap on you, Spitters and Lurkers can do decent damage on you from range, Exploders and Crawlers could do massive damage if they manage to make it to you, Leapers were extremely fast damage dealers unless you shot their limbs off to hinder their movement, Stalkers would tactically charge at you in packs whilst other necromorphs like Exploders would support them. There was so much variation amongst the enemy encounters in any of the Dead Space game. You also had to make split second decisions on which limbs to cut off on certain necromorphs as cutting off some limbs could hinder the necromorph more than others.
There is nothing like that in Callisto. All enemies look visually boring and are boring to play against too. They have no set roles in the encounters and will at worst swarm you which can get frustrating quickly with the janky brawler combat.
It's frustrating really, how this game turned out.
📖
@@brandonthomas6602 Imagine being so illiterate u have to use emojis to say tldr😂
well that is the problem with making melee combat our priority and you only have two dodging direction, that pretty much limiting the kind of creature design you can do.
I was so excited when game hyped up the mine monsters as having evolved for 70 years.. only for them turning out to be blind losers that are the easiest of all enemy types to kill.
Foreskin Biophage = combination of Drag Tentacle tentacle and guardian
Normal Biophage = runners but evolve into slashers
I am not exactly a huge fan of successors combining enemy roles into their game, which is something that happened with Back 4 Blood in its enemy variety. I know there are a lot more biophages like the worms and the crawling explosive thingies, but there's almost no visual variety to make them memorable. Once you begin varying your moveset, like juggling firearms and being good at combos with the melee, you will notice the massive dip in enemy variety and that fucking sucks if not irritating.
It's like having fun in a party but then you realize they only have pizza and orange juice, and there are only 4 people around.
I recently wanted to replay Psychonauts 2, but I wanted to replay the first game in the series to see what they changed and improved on between the two. There was a lot in the sequel that I liked that they changed; from game mechanics and gameplay to the story and themes. It shows clear signs of wanting to improve from a beloved game with arguably outdated and clunky mechanics. Callisto Protocol feels like they saw how many views the death montages from games like Dead Space and Resident Evil get here on CZcams and thought that was the appeal.
that or the ad campaign of Dead Space being shown to the unknowing moms and going solely off of their reactions lol
The tag line should read: "From a few creators of Dead Space who've focused on making copy-paste FPS games for the last 14 years"
I thought it was funny how after the first few flashy deaths you realize that they just use the same "half of head ripped off" model for everything.
Yeah like what? 😂 this is what I was waiting for there’s more brutality in dead space and mortal kombat what a joke Callisto death animations never made me flinched or grossed out they were really bland and I was so desensitized I’m sad that the marketing was so laser focused on it the game is really mid
After playing Dead Space 3 a few years ago, I never thought there would be a game that would make Dead Space 3 look like a masterpiece, but Callisto Protocol accomplishes that.
Dead space 3 is not a bad game. In fact that one and re6 are incredibly fun. Its okay to have fun witb b movie quality like games.
@BetterCallRaul dead space 3 is bad for multiple reasons.
@@Whatacomedian_ yeah, it’s pretty fun on co-op. The weapon customization was a cool idea, but I think the original system works better.
@@johndodo2062 Dead Space 3 is the "fuck you, I still enjoyed it anyway" game for me lol
WTF... You and I mustve played a different game then
At least we have the Helix Station audio drama that came from all of this, where it was nice to hear Michael Ironside again in a role and the storytelling was actually not bad, but then that just made me wonder why Helix Station couldn't be the game's story we got for Callisto.
I miss Splinter Cell 😢
Did it even get finished?
@@Andriej69 The 6th and final episode was released right before launch.
@@JankyHB I've checked their channel on launch, and it wasn't there
@@Andriej69 it's on spotify. That's where I listened to it, kind of surprised they didn't update the CZcams channel.
The combat on Callisto almost imediately reminded me of SH Homecoming. When a combat system on 2022 reminds you of a combat that wasnt good already 14 years ago, imagine it how it feels now.
I know I'm in the minority here, but I absolutely adored SH Homecoming when that came out and loved the meaty/crunchy combat. Obviously not in the same league as SH 2 (overall, not the combat) but I thought what was there - albeit janky - mostly worked.
I enjoyed the feeling of "fighting back" rather than merely surviving that Homecoming had. I play terror/survival games for this thrill, the moments where through greater violence your overcome what's supposed to be "scary" (Dead Space 2 and Evil Within 2), with improvised weapons if possible. As you said, it's was janky and sometimes kinda unresponsive, but the counters and executions were ok.
Back in PS3 era, games like Callisto Protocol would've been made by a AA studio at most, with like 30 employees in 2-3 years. It would've been slightly better received, but even back then, this wouldn't have been that interesting.
But nowadays, the difference is graphics and studio sizes. 300 million people crunched on making this game that's been 5 years in the making and it costed 100 billion dollars to make. Every single character, NPC and prop is mocapped by a professional Hollywood star. The studio has experienced developers from known studios around the industry who have been part of or even directed hits of yesteryears.
It doesn't matter tho... It's still the same in the end, no matter how grand the scale and risks are now. I've learned that just because someone rides on the legacy of something great (from the devs that made Dead Space), that doesn't mean anything. What made that one succesfull game such a masterpiece is magic, a combination of luck, good ideas and execution. A mere director isn't going to be a seal of quality and assurance, but it is a badge of authority.
I gotta ask: instead of spending millions on super-advanced photorealistic mo-cap with the voice-over, why not just shoot a film footage with the actors?
@@giorgialadashvili4771 There was a game that tried that on the 360 era iirc, from the max payne studio with a chris pratt looking fella and other know actors. didn't really work, people didn't care (though the implementation wasn't great). And people in the late 90's figured out fmv's didn't work. There's gaming movies games on steam but mostly with low budget, b movie scripts and bad acting. Maybe it could/will work when there's a netflix like company involved
@@escalator9734 you thinking of Quantum Break?
@@jerrodshack7610 yes, thank you I couldn't remember the name
@@giorgialadashvili4771 just like PS2 Black?
Crazy how its a new IP and new studio and they wanted 70$
And for a trash-heap like this...
Anyone notice Jacob never grips the foregrip attachment for his gun after you purchase it? How does that get overlooked?
It's not really something anybody looks at or pays much attention to...
@@OrionDawn15 Thats a bad excuse.
@@SolidMGSnake It's not really an excuse, not for the devs anyway. But nobody looks at the little details very often, especially in gameplay.
@@OrionDawn15 That's true, but I think small details like that can really add to the realism and immersion of the game. It's a shame that it wasn't noticed and corrected before release.
@@SolidMGSnake I agree, the little details matter and it's a shame they missed something as simple as just making your character *use* the foregrip on their weapon. Or how your face gets bloodied... in an *enclosed* suit that has a visor which should *prevent* blood from getting on your face.
My favourite jumpscare was in Re2remake. A zombie in a shower room locker. Unexpected, scary sound, but zombie was already dead. Kept me on my toes every time I opened a locker after that.
It's amazing that this year we got both Skorn AND Callisto ..that did the same exact blunder.
95% hype about its visual fidelity and atmosphere
5% actual game
Scorn wasn't exactly offering the game people expected it was gonna be from the get go. They said that prior to release and delivered the experience as they have told it was gonna be.
It's quite complicated, because Scorn has some excellent game mechanics at times. It's like it's trying to be a game, but keeps remembering it's a puzzle game overall along with being an H.R Giger art simulator.
At least it's honest with what it has.
@@danielgeronimo5538 Yep... didn't mean we couldn't be disappointed about what Scorn was, though.
At least the enemy design is more interesting than Callisto's.
@@OrionDawn15 I appreciate it coming forward before the disappointment comes. But as of the final product, well, see, it's quite inconsistent.
I can't put the disappointment pin on it since I wasn't expecting anything but was it that good? Hard to really say
Good art tho
Only 2 so far, you normally get about 5-10 of such AA+ games every year.
I felt so cheated that I bought this game. It’s nobody’s fault but my own. But man did it hurt when I got to the dodge tutorial.
Same man. It might sound corny but I was legitimately heart broken. I wasn’t even frustrated or anything, I just knew I eventually had to give up and stop playing. I wasn’t pissed, just really let down and sad. Almost even disgraced in a way. I’ve lost so much hope and interest for the gaming industry and it’s always like a kick in the balls having my favorite franchises and developers back in action and hyping them up only for them to be just as embarrassing and bad as the rest of the games they were supposed to stand above and set an example for.
Charging extra for the real conclusion? I'm getting Asura's Wrath flashbacks...
Wait, didn't Dead Space 3 _also_ do that? What clown world do we live in!?
Dead Space 3 was supposed to have a sequel but the poor sales had EA backtrack the whole thing canceling the series and permitting them to do ONE and only one DLC for the whole thing, they elected to use it as a Finale to the whole series knowing they weren't coming back for another. This is even shittier because this was supposed to be the ground work for a series and ends the first game with more loose ends than the first Dead Space.
@@JankyHB Yup and that small DLC is better than the whole DS3 campaign, minus the final boss fight. Fuck EA.
The stealth is also kinda broken , u go into stealth mode to not make noise but in the stealth kills he makes tons of noise and the enemies never hear it lol
Exactly, i stealth killed an enemy while a whole bunch of other enemies were around me and i expected to be swarmed by enemies but nothing happened 😂
@Joshuasworldtour yea once I noticed it was a huge let down I don't get how they didn't fix that smh
8:20 There’s a theme I haven’t heard in years. Yup, still goes with everything to this day.
The funny thing about optional areas in the game is that you can easily distinguish them from the main path by observing the amount of work put into them. So for instance you see a diverging path and you take one route, a small cutscene plays or characters say something minor = main path. Or nothing happens and the gameplay just goes on without any scripts = that area is optional 100%.
It was very easy to loot locations using this method. Just one more issue that proves how terrible the level design is.
Also agree with everything you said, this game was miserable to play and a major letdown overall.
Can’t wait to hear your dead space remake video
Note to future game devs: If you're going to make a dodge and counter melee combat system please be sure it is at least as complex as Punch-Out! for the NES, which was released thirty five years ago.
Punch Out didn't have a boxer behind you and to the sides punching you at the same time so this game is far more complex :)
@@Tatertot01 Bullshit encounters and janky combat functions don't make for complexity. Sometimes... less is more.
@@OrionDawn15 I was being sarcastic 😛
@@Tatertot01 Yes, because that's *very* clear through text.
@@OrionDawn15 I know I know but it's all good
Reminds that these creators were led to greatness by people who humbled them and just told them what to put in and what to axe.
From John Romero with Daikatana and Keiji Inafune with Mighty No. 9, to Yuji Naka with Balan wonderworld, and now Glen Schofield joins them with The Calisto Protocol.
Remember: It's not always the developer that is responsible for a games greatness, it's the team they work with, and if a developer constantly relies upon one game from their history to sell their new one, that probably means it's going to be a disaster.
Not just games, certain people are put on a pedestal because it's easier to sell that idea, whereas in reality like you say they are the product of many peoples work.
SIGNALIS came out 2 months ago and it's the game Callisto WISHES it was. It may not have the same DNA or elements to Dead Spaces but so much of the game is superior in all fronts and it was done by fewer people too.
That's because Signalis IS a survival horror. It's a different thing entirely tbh. But if Callisto Protocol would've been like that...well, I think everyone would've liked that
Signalis looks like a cool interactive animated movie! I might pick it up on Blu-ray tbh
I haven't finished it but it's basically classic resident evil if it were top down which is great
I would like to try out Signalis but... it's a top-down 'horror' game and I kinda can't find what's really scary about that. Looks and plays more like a slower-paced top-down twin-stick shooter. At least it isn't RE0's shitty auto-aim that's complete garbage or godlike at the whims of RNG.
ok but that thumbnail is absolutely hilarious
Worst part is EA is probably laughing and got reassured that they don't have to worry about losing dead space at least for another few years also dead space 3 charged for the real ending too
No. No they didn't. It was another goddamn cliffhanger.
But yeah, they're probably cackling about how much money they're gonna be raking in once the Dead Space Remake releases.
The Order 1667 at least had a world that was interesting that made me want to learn more.
The more I played Calisto the less I want to know.
Couldn't believe that Callisto Protocol is set in the same universe as PUBG. Probably because of the same publisher.
The Order is my guilty pleasure, its way too short but I loved that game
@@rainywombatcherryblossom6240 It has a great story and I’m mad we will never know what happens to the “cargo” heading to the US
Clicked for the title, stayed for the content
Listen, if a games selling point includes a "made by the creators known and love for X game" then it must be compared. Thems the breaks.
It doesn't help that the remake for Dead Space came out a month (give or take) after the Callisto Protocol. Now, the latter is going to be forgotten even faster. I actually forgot about Callisto for a couple weeks until I saw it at a store. It was one of those, "Oh, yeah, THAT happened" moments.
I've been playing the Dead Space remake and it's quite good imo. If Callisto Protocol had been a good game -- or even a great one -- then the Dead Space remake would be a perfect complement. However...that's not the case, like, at all. It's a crying shame, too, because Callisto could have been a great modern sci-fi horror game. It really could have been.
how did the devs think "every enemy has the same left-right swing attack" is GOOD??
At least we now know who the better lead was in dead space.
Someone can explain me why a prison has so many Spike walls and random "meat grinders" around the station?
It's called a Video game son
@@sethwalker8240 Yeah, and the last game I saw with this many hazards (Platinum's brilliant MadWorld) explained why they existed. "It's a video game" is not an excuse.
@@GigasGMX Well even if we don't get information about why it is there, it is fun to theorize. Not everything needs to be explained.
@@GigasGMX It's a maximum security prison and has countermeasures in place in the event of an escape? I mean come on dude, you can't be that dense.
@@Saved-by-Grace bro no prison meat grinds inmates💀
It always worries me when a game puts so much effort into motion capture for its cutscenes... That's the sort of thing that you should worry about after you have perfected everything else. And its especially strange when they went through all that effort for a story that is so uninspired.
To any game developers:
Make a game that's fun to play, first & foremost.
From there, write an interesting story & the rest will follow.
Or playtest the shit out of it and work with the community. Be transparent, keep the surprises close yet development open.
It gets things done instead of letting ego and reputation carry the hype and ultimately fall off the cliff by the end of it.
@@danielgeronimo5538 Indeed. Having the "we'll make Sonic look better after listening to the fans" mentality is leaps & bounds more timeless and genuine than trying to serve a platter of 💩 while trying to pass it off as steaks.
Huh, I actually never encountered a worm in a locker through my entire playthrough. I found the chest ones, and one in a washing machine, but never in a locker, and I made sure to look everything.
Dead space still holds up
It's like my wise old grandma always used to say: Calisto Protocol, Shmalisto Shmotocol!
I was SO hyped for this. Its a good thing I rarely if ever buy games on day one and NEVER preorder, because I wouldve been SO mad if I had with this one.
I wanted Dead Space in all but name, they marketed it like it was GONNA be Dead Space in all but name, and its...well, Dead Space at home, just like you said.
Don't feel bad. People are so pre-ordering starfield right now. There will always be idiots with extra money
@@Jeazyy87 foolish is a bit of an understatement at this point. Especially when people are dumb enough to pre-order digital copies of games. It's unbelievable
That’s a flat out lie, they never marketed this as Dead Space. You set yourself up for disappointment like all the other people who don’t know what a decent game is
@@cristhian900 Clearly you weren't paying attention. This was marketed as something very similar to Dead Space, which is why the review embargo was put in place. (Huge red flag, btw)
You are right on one point though, never pre order unless you know it's a good product, and this clearly looked nice, but was rotten underneath.
You'd think people would learn from No Man's Sky and Cyberpunk, but the Hype Train always fools people.
@@mywifesboyfriend5558 actually no, they said, not to expect DS. But trailers and some talks made it still rly look like it
"Sam Witwer, who some of you may recognize from Days Gone..."
Sam will always be Starkiller to me, first and foremost.
18:33 This _happened_ to someone I know for a game they play. A friend of mine absolutely _loves_ the game Dying Light - and, it is a very good game, even if it's maybe not my favorite or one I'm all that far above mediocre at. But he had an encounter once, in a location he regularly goes to to loot (due to being one of the more easily-cleared areas and absolutely stocked to the brim with items), where he opened one of these big closet/dresser things that are for hanging clothes, and rather than some item in the bottom of it, it had a zombie waiting inside - and he's admitted that he's absolutely paranoid that it'll happen again, because that was after hundreds of hours of playing and he's only seen it happen once. That loot cabinet is _everywhere_ throughout the game, alongside an identical one that has a different internal layout with shelves that regularly spawn 3-5 items rather than just the one, so he has to still open them to get his items. But now he's paranoid, because his estimate for the chance is something in the realm of 1 in a thousand, some tenth or hundredth of a percent, so you'll never know which one it might be. _That_ is how you do an effective jumpscare. Not just.. flailing worms around and leaving them everywhere, with no counters to the animation.
It's interesting seeing how divisive this game has been. There are plenty of positive reviews out there, but most of the CZcamsrs I follow have all had very similar issues with the game, including the combat, linearity, lack of varied activities (just one melee combat after the next), limited boss fights, no real story told in the very samey audio pick-ups, and more. You actually hit on other things, such as the trapped chests and lockers.
For me, I was having a bad feeling leading up to the game, and once the video reviews came out they confirmed my greatest issue: uninteresting monster designs combined with spongey, uninteresting combat. It just doesn't look fun to play, it looks like even the basic mooks take too long to kill, and you'll be doing the same thing from start to finish. It really is hard not to compare to Dead Space because, even aesthetically (and judging from some of the cut-scene shown regarding destiny in the stars, even narratively), it's clearly trying to do Dead Space again with the serial numbers filed off. But Dead Space not only had a variety of puzzle solving and exploration with zero-G going on, it also had varied enemies designed around the entire limb cutting mechanic, each one requiring a different approach (a favorite example: the fat Necromorphs whose limbs would swing in front of their large bellies with each step, coaxing careless players into shooting their gut and spilling the itty bitty critters out to become a hassle). To go from such creativity to... this... has me wondering who from the Dead Space team is missing, and just how vital their role was in that series being what it was.
I'm still concerned over the Dead Space remake, but for their part, the marketing has made me rather excited to return to the Ishimura rather than dreading it.
Why are you concerned over the Dead Space remake? Why can't you just be excited for it?
I'd personally recommend giving it a try. A dead space successor it is not but there's something really interesting about a combat loop that relies on the most messy, scrappy kind of survival. It's also got an excellent atmosphere. Flawed but worth experiencing on a sale
@@coolidgeowens320 Is it really such a problem for you that one be concerned? It seems strange to me to remake a game that has otherwise aged quite well, and I've seen way too many remakes, remasters, director's cuts, and more make unnecessary changes that outright miss the point of their original creations or inject something unnecessary for the sake of "modernization" which, ironically, dates the remake more than the original. Simultaneously, I think everyone should be cautious against hype. It's alright to have excitement, but you are being manipulated by a marketing team to drop hard earned cash down on a game without any ability to give it a test drive. Should Cyberpunk 2077 not be an example of why you should measure your hype?
Admittedly, there's not much that gets me hyped or excited these days. Nonetheless, despite trepidation, I still look forward to the remake. Is that not enough?
@@jarg8 On a sale or on Game Pass, the latter of which this seems like a perfect game for. If it shows up there, I'll most definitely give it a try for myself, schedule willing. Thing is, there are so many games to play these days, it's a tall order to justify playing something that doesn't even look enjoyable compared to all the titles that do.
@@coolidgeowens320
Because it’s EA. Bugger off.
As the old saying about the gaming goes(and addressed in the video): You can have the best looking game, but if your game is not fun to play, you have a problem in your hands. Graphics don't make a game, gameplay does.
when you mentioned the worms i thought about all the times in all the deadspace games where you are in an elevator and get ambushed while riding one. once. only once in all three games.
You sure about that? There’s the puker in the elevator in DS 2 in the church I think and I know there’s a slashers that drop on you in DS1
I recall there being more than 1.
In Dead Space 1, there's the big elevator at the start of chapter 7 where half a dozen slashers ambush you on the way down. Also 1 jumps in on the way up to the tram at the end of chapter 7. I think that's it for Dead space 1.
In Dead Space 2, there's the elevator at the end of chapter 5 shortly before you meet Daina where a single slasher hops in with you. Also on the big space elevator to the solar array the very end of chapter 6/beginning of chapter 7 with the "Boss Fight" with the twenty or so tripods clinging to the elevator and attacking from all sides. And the big mine elevator at the very end of chapter 11 where where you fight off about 30 or so slashers.
I don't remember any in Dead Space 3 but that's probably because I haven't played it as much as the other 2. I haven't played the awakening DLC either.
That said, in the the dead space trilogy, it doesn't really feel too overused because all of the encounters are different enough from each other and there's enough space in-between them that it doesn't become predictable.
I couldn’t believe how much time I spent slowly walking from point a to b with nothing happening
That's....literally most survival horror games bud....
@@Saved-by-Grace no it isnt "bud"
@@Saved-by-Grace No. No it isn't. There's usually things to do inbetween them, exploration, scavenging, shit like that and usually at brisk pace. *Nothing* happens in Callisto.
I really loved Dead Space as a kid 1 and 2 but I cant handle so much game violence anymore I become depressed and irritated.
Interesting...
@@OrionDawn15 I also loved the Bioshock games these games were a big deal for that era I think
This looks like a halfway decent $20 game. Can’t wait.
@Forbidden Love 13.50 and a high five
You’re gonna be pissed when you see what EA managed to pull off with Dead Space as opposed to this new IP directly from the mind of the original creator himself with a massive budget and free reign to construct a purpose built studio for the project. It’s gonna make you question everything you know and scream in confusion
EA actually kept their money grubbing hands to themselves and didn't screw anything up with development. Oughta give 'em a gold medal just for that.
To be fair Glen’s original vision for Dead Space was fucking terrible. No necromorphs, no unitology, no industrial temple like ships, no cool suit, no tools as weapons, no dismemberment. Just Resident Evil 4 in space.
So it’s no surprise that glen Scofield on his own would’ve created something as generic as Callisto Protocol.
Note to devs: don't make ANYTHING unskippable unless it will break the game. That death or cutscene you're so proud of is really annoying by the 3rd time I have to sit through it.
Does anyone else remember the Megaman "spiritual successor" Mighty Number 9? What about the Left 4 Dead spiritual successor Back 4 Blood. Keep these in mind next time they try to fool us and save your money friends.
tbf. by itself all those game and callisto is a okay game by itself. but no where near the masterpiece they're trying to be
well except if you count death stranding as mgs spiritual successor
🤦♂️
I will say though that bloodstained is a pretty good successor to castlevainia so it’s not all bad
Basically just play Signalis
The way the first ten minutes of this game makes loving nods to dead space and maybe Aliens... man it's a shame the game blows
The way Signalis just explodes like fruit in a gum commercial with references, homages and _love_ for all the things that it's creators were inspired by... _and _ the game is great too - hell Signalis isn't even my cup of tea but the passion radiating right the way out from deep within it - penetrates my heart
Love how Dead Space remake is now being seen as the gold standard of remakes.
Poor Callisto
Dead Space might not have been scary but goddamn did it nail creepy tension well. The creepy Twinkle Twinkle Little Star song haunting you while you creeped through the Crew Quarters? Excellent.
Right my favorite trailer is the first dead space nothing has yet to capture that vibe.
Not scary ? Were you laughing when the ubermorph was chasing you.
Deadspace was scary for me, it gave me day-mares for a while.
Callisto Protocol was a lot less scary as you engage in close-up combat.
I remember the final stage if DS3 where you are storming through the snow up to the boss fight, I had the (mjolnir?) Upgrade on a weapon and was just going ham on enemies to save time, Callisto Protocol is essential 100% that with a weaker weapon.
Publishers are a necessary evil most of the time, it seems. They’re greedy and ruthless but sometimes devs need a stern voice telling them “this is stupid, no one will like this” to avoid going through with stupid ideas.
Dunno if it's the higher ups fault or the devs but... yeah, sometimes there's such thing as too much freedom. And just because you can do it, *doesn't mean you should.*
i really didnt expected this from former visceral... really thought it will be DS successor
Callisto Protocol is created by the same creator of Dead Space, and the guy, Glen Schofield, managed to ruin EVERYTHING HE DID 14 years ago.
19:20 what's the music in the background? Sounds familiar.
We live in a strange world we’re Callisto protacall is mediocre and the new avatar movie is decent to a bland first movie
honestly we live in the weirdest timeline
avatar 2 was way more than just decent
@@Doctor-Infinite in this timeline someone combined mike Tysons punch out and dead space so it can't be that bad 🤷♂️
So like the first avatar
a weird timeline where u implement insultingly mediocre story telling/gameplay but just make sure the game animation/movie cgi look pristine and shiny and bam u will get buncha m^rons that will defend that media with life every oppurtunity that they get.
also i want to go the timeline where
" SiGNALiS"
gets the recognition it deserves as the best survival horror game of 2022. what an absolute gem. but man it really got cuck3d at TGA.
5:58
bro slipped on a banana peel🤣
The amount of coping going on with this game by people that like it astounding. They just can't admit they like a crappy game.
The people saying you can't compare it to Dead Space are only saying that because they know TCP falls flat in every way compared to it.
They wanna use every excuse possible to defend the game. But they never work. My personal favorite: "i liked the game, you are just stupid". (i saw this not once but dosens of times)
Thats why there is no point arguing with them
Depriving me of Sam Witwer was one of the most blueball gaming moments I've ever had
Games like these just make me wonder, why they don't just make a damn animated movie? I don't want to play this game, but I wouldn't mind watching it as a movie.
I love where you get the whole video in the first 15 seconds.
Wow took me this long to realise that the name is Callisto not Castillo, I thought it was named after the far cry 6 antagonist lol
Ok so, my god, seeing shiny, super detailed, high-rez Sam Witwer? That's CRUSHING me with how much I still want Force Unleashed 3, I'm just looking at that model and am desperate to see lightning come out of those fingers, bloody hell.
Don't forget that the technical mess the game released in (that still hasn't been completely fixed). Also, any time there's a review embargo, that's almost always bad news. It means they KNOW the game sucks and they don't want word getting out. I'm not saying every 3rd person game needs to copy the Arkham combat system, but there are certainly elements of it that could've been used here.
As far as the PS5 controller (I use one for some games on PC but don't own a PS5)...the speaker is legit useful for some things. The Spider-man games make good use of it for some of the web sounds. But putting all dialogue through it by default? That's just dumb.
Tell me you haven't played the game without actually saying so... Not all the dialogue comes through the controller speaker, just incoming radio transmissions. Anyone speaking on the screen uses the screen speakers. I actually thought it was pretty intuitive and made it feel realer, as if I was Jacob and the radio was hangin on my belt or something.
@@hardpunkkore9235 ...which still fucking sucks, it makes no sense to do and is completely pointless.
this is SPOT ON how i felt after finishing the callisto protocol
Just watching the footage of melee combat in this game gives me motion sickness
I think this game could have really worked great if they'd leaned into the melee focus they were going for. Instead of having a single stun baton, have a system similar to Dying Light. Let Jacob find scrap metal throughout the prison and use a futuristic fabricator to turn it into a janky junk metal inspired sword, or club, or spear, or mace. Turn a piece of metal wall that'd been ripped or blown off into a makeshift shield. Instead of this bizarre endless boxer dodge, let the player actually engage in visceral melee combat like he's really fighting for his life with anything he can find.
We have Deadspace at home is a brilliant tag line for The Callisto Protocol.
Always a blast when a video comes out. Much appreciated, keep on!
Brawler + Great horror background graphics + Linear/corridor design = Splatterhouse (Arcade or Genesis/Mega Drive).
Oh I miss splatterhouse Jim Cummings was great in the reboot
And then the fact the DS remake was actually AMAZING makes this even funnier like....dam EA and Motive actually did good work
Must be embarassing being completely outdone by the big, bad, evil corporation that nobody had faith in. Such a shame... anyway, hopefully the success of the remake prompts them to give us a *true* Dead Space 3. And maybe Glen and the lads will get their heads out of their asses and actually put effort into the next game. Or DLC.
Alien jumping out of stuff is what would happen on a real infested spaceship😁
But to do it so often is so goddamn cheap, and it actually saps health too so you can't look in chests for healing items if you're low health since those things will just straight up kill you unfairly.
@@OrionDawn15
If a game cheats i cheat back 😆
FINALLY someone pointing out the bad fire effects in this game
Edit: damn why is my comment the only one with a single digit likes
Fire is hard to do. That doesn't mean a game focusing on visuals shouldn't at least try, rather than making a 10 fps loop animation.
@@ultmateragnarok8376 Ong, it annoyed tf out of me that nobody else was pointing that out and yet those same people kept beating off to the graphics
Dear every person who's disappointed that Callisto Protocol is a crappy survival horror: do yourselves a favor and play SIGNALIS. It is so much more than meets the eye. Thank you and have a good day
Ah yes, Signalis, the lesbian anime love drama with bits of cosmic horror, as someone on the web said
Hmmm looks outdated af. Pass
@@cristhian900 Graphics don't make the game, son. The gameplay makes the game.
@@iamtakingapiss7916 I wouldn't have it any other way...
@@OrionDawn15 Not for everyone though. Plus I prefer modern survival horror than classic outdated survival horror.
Paying 80 for a deluxe version of a 10 hour campaign should be the biggest red flag
Played at Launch on PC, it was a miserable experience and too many content creators I saw basically shilled for the game and praised it as if it were something fantastic. PC At launch? Manual saves were broken, the game only recognized the systems Auto Saves. The story was more awful than even Critical Nobody brings up, the writing was the most awful I've ever seen, it was as if the developers became obsessed with romanticizing Hollywood Cinema in their Horror game as a priority rather than thinking what would make a fun game. They made a Mediocre Hollywood 'movie'.
It'd probably have gotten better reviews if it Were a movie instead of a game - and that's a huge issue in itself.
Now negative atmosphere needs to save us all.
If the Dead Space Remake doesn't do it first, of course... is Negative Atmosphere even still alive? Last I heard the game was getting shelved, or postponed at least.