The Callisto Protocol developers want players to be afraid of single enemies

The developers of The Callisto Protocol, the spiritual successor to Dead Space, from Striking Distance Studios, revealed in a new issue of Game Informer magazine (issue #346) that they want to make players afraid of single opponents in the upcoming survival horror.

Design Director Ben Walker:

That’s where we started: on the more difficult side, to make sure it’s scary. We want you to be afraid of single enemies. All these tools we’ve created for Jacob are designed to deal with difficulties, not approach them from the other end: “Hey, you can do all these cool things, let’s make enemies.” We did the opposite for this very reason. You feel fear and you must make the right decisions at the right time.

Many of The Callisto Protocol’s developers worked on the original Dead Space, and they’re pretty good at what’s called “horror engineering.”

CEO and Game Director Glen Scofield:

We will try to catch you at the beginning of the game; like when you open the door and there is something there. Then hopefully you will worry about every door. And then after about five levels, when there is no such trick with the door, you will lose your guard, and then we will catch you again.

Business Development Director Steve Papoucis:

We have a concept that we call “horror engineering”. Having made a lot of horror games over the years, it’s really important for us to make sure that we create these things meticulously so that they have the maximum impact on the players, so that they can be memorable and scary and reveal all the most interesting things: tension, horror, fear, anxiety , the fears that these moments can deliver.

It was recently confirmed that Callisto Protocol will be released before the end of the year. It will be available for PC, PlayStation 4, PlayStation 5, Xbox One and Xbox Series S|X.

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