The trick is to find explosive things to pick up or traps to throw monsters into for one-hit kills.Īs cool as some of the abilities are, the sense of dread and fun seemed more potent early in the game when ammo was scarce and players had to scratch and claw their way through melee-based encounters with monsters. On the other, if players are smart with battery economy and skill usage, the tool can feel a little overpowered and trivialize what should otherwise be tough encounters. On one hand, throwing enemies around like a Jedi from Star Wars is a blast. The GRP is cool but presents problems, too. A successful dodge opens up monsters for a shot from a gun, which players don't really have to aim.Īnd then there are the telekinesis abilities powered by batteries. Interestingly, players quickly get rather strong. After a battle, players can stomp on corpses to find helpful items. Especially early, melee combat gets a little too simple once players learn what types of enemies will perform each attack. Swing it back right and he'll automatically dodge the next. Simply hold left and Jacob will dodge left. It's fun, if not a little strange that dodges aren't based on timing. Much of this game is about melee combat, which is visceral and impactful. There's a memorable, although predictable section where the power continues to flicker on and off.while the player navigates alone in a space riddled with monstrosities. Make no mistake, the game toys with these immersion-setting features to make the player uncomfortable, too. Ditto for dialogue transmitted through the speaker of the PlayStation 5 controller, which again expertly uses haptic feedback to drive immersion. Think of the nastiest squelched, screeches, burps, bubbles and monstrous audio sounds possible-it's all here and often the protagonist has the same reaction and facial expressions as the player. The immersion and uncomfortable feeling only gets enhanced by the excellent sound design. It's a little thing, but one of those painstakingly crafted things that makes the experience more immersive than most games. ![]() Some areas showcase a doctor's last stand, or how a group of prisoners took advantage of the chaos to strike back at some guards.Īt one point, players walk by six or so glass panels as tall as the character and each one lights up as he goes, displaying his picture, rap sheet and prisoner info. It's always exciting to discover new areas because the environments are just so packed to the brim with little details. There's an almost artful display of it in the way it smatters on the environment, to the point of being uncomfortably impressed and sometimes grossed out. Odd as it might sound, gore has never looked so good in a video game. ![]() That means seeing every bit of gore splatter, his sweat sheening in hot areas and disgusting little bits of whatever that he must drudge through to survive.Īlso a stylistic choice? The minimalist HUD that very much takes a page out of the Dead Space book, to the point a character's health gets displayed on a life support panel grafted to the back of his neck and ammo counters are a holographic projection. The game made a smooth stylistic choice for a third-person game and keeps the camera close to the protagonist at all times. It's all here and glorious, in a gross way. ![]() That protagonist suffers many, varied gruesome fates. Which means the monsters are done well too, of course.įour-legged enemies skitter across walls and ceilings, exploding enemies pulsate and scamper to get in range of the player, downed enemies disgustingly reanimate if the player doesn't permanently end them after putting them down. ![]() It's the same thing while playing too, as the main character emotes and reacts to the happenings. The mannerisms and expressions are wickedly brilliant. Within, the game boasts arguably the best facial animation we've seen to date in a game. Or, perhaps more notably, to the point it overrides some of the game's other issues. This is by far one of the best-looking games ever made, to the point trailers don't really do it justice. If there is one thing The Callisto Protocol perfects, it's visuals.
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