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The Callisto Protocol - Spiritual Dead Space successor


Vemsie
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15 hours ago, Colonel Panic said:

What IS it with shimmy through gap gameplay elements? Are they supposed to be fun? They seem to be in a LOT of Unreal Engine games!

 

Anyway. it's okay so far. Looks great. Melee combat is a bit shit.

 

With Unreal Engine 5s World Partitioning shimmy elements will be a thing of the past. 

 

SSDs plus this streaming method will alleviate the need to dog leg level design so aggressively. Maybe a subtle S bend here an there! 

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32 minutes ago, Popo said:

I’m struggling to recall such a comprehensive pile-on. The reviews aren’t even bad. The whole forum has been gripped by some kind of mania. And yet:
 


The views of someone who has actually played it. 🤷‍♂️


I don’t really get the reviews to be honest. The combat is certainly very punishing but also extremely satisfying. The atmosphere/production values are sky high.

 

I guess you could complain that it is a very linear experience (there’s only one route to take but there’s quite a few side rooms to loot etc) but I was expecting this, I wasn’t thinking it was going to be a dynamic, choose your own path sort of thing.
 

If you don’t have a problem with a linear game and you like the look of it, I don’t think you’ll be unhappy. I’m playing on normal mode which is quite hard, haven’t tried easy.

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1 hour ago, dvdx2 said:

I don’t know what’s wrong with gamers these days; it’s like they want the games to be bad. Bloody YouTubers looking for likes…


We just want paid products to work. 4000+ negative steam reviews suggest this is another game built in crunch and embargoed until launch which fundamentally doesn’t work as advertised because of shoddy workmanship. 

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8 minutes ago, Moz said:


We just want paid products to work. 4000+ negative steam reviews suggest this is another game built in crunch and embargoed until launch which fundamentally doesn’t work as advertised because of shoddy workmanship. 


I’ve read the PC version is pretty bad and Xbox series has issues too.


The PS5 version has been pretty much flawless so far.

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9 hours ago, Popo said:

I’m struggling to recall such a comprehensive pile-on. The reviews aren’t even bad. The whole forum has been gripped by some kind of mania. And yet:
 


The views of someone who has actually played it. 🤷‍♂️

 

I think most of the real negativity is with the PC version stuttering, that is were the main "pile-on" seems to be.

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On 02/12/2022 at 07:31, BubbleFish said:

I’m in no way technical and know nothing about the challenges of software development however, it does feel like the more power we get the worse a lot of the games run. 
 

Is it a case of ambition always outrunning ability and capability? 
 

I’m having more fun with old games on my Steam Deck than I am playing the latest on my PS5 just now. Part of that is definitively the old games running buttery smooth and having most of the bugs and issues already addressed.


I’ve always been a day 1 person, for no reason other than I’m a bit excitable kid. I’m getting closer to flipping completely in the opposite direction.


I’ve not been a day 1 person for years. I get that people want to play it when it’s fresh and discuss the game at launch but for me I’d rather play when it’s fixed and cheap and enjoy it. 

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1 hour ago, Down by Law said:

 

How's the Dualsense stuff? the DF video said it's the best implementation since Astro Bot


It’s decent but I wouldn’t go that far. I mean, it feels like dual sense haptics (rather than your regular rumble) and there’s some meaty thuds but I didn’t notice anything at Returnal level.

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The combat is great one on one. With multiple enemies it becomes less effective a bit so spacing is important and you need to remember to use the gravity glove and environment.
 

I had one area where I died a lot because of multiple enemies and not being able to crowd control so I’ll keep an open mind that it might end up pissing me off somewhere down the line.

 

I’ve had more than one occasion where, on death, there’s been less enemies the next time (though I still managed to die again and on the next attempt it was back to the former higher number of them).

 

Resource management is tight but seems well balanced so far. Granted there was a preorder code in the box that gave me a thousand credits or so! I think drops from enemies are dynamic.

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So is it really a survival horror or is it more of a third person action game?

 

There's nothing wrong with the latter, of course, but the focus on dodging and weaving in combat makes me wonder if the reviews could be a case of wildly misplaced (yet justifiable) expectations

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Both, I think? Probably more survival horror with the emphasis on lack of resources and the setting. The difference is you have melee combat with doesn’t need ammo.

 

You can block but will still take damage, dodging is basically your counter. On normal difficulty at least you can’t just wade in and start windmilling.

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For balance my friend has it too and is not a fan. Like I said, it’s very linear and he described it as one long tunnel (though that’s not quite accurate as there are plenty of side rooms/corridors to explore if you want).

 

I think the one long tunnel is sort of fair but the world design and environments are good at disguising this. You could probably say uncharted/last of us games are like this but they are just better at making you think you’re finding your own way when really you’re just being funnelled.

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12 hours ago, Strafe said:


I don’t really get the reviews to be honest. The combat is certainly very punishing but also extremely satisfying.

 

 

12 hours ago, dvdx2 said:

I don’t know what’s wrong with gamers these days; it’s like they want the games to be bad. Bloody YouTubers looking for likes…

 

Well, according to that one video review it is straight out broken by design (auto aim while facing multiple enemies) Not sure ho you can defend that and claim theres something wrong with gamers "these days". 

 

 

edit:

 

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1 hour ago, Strafe said:

For balance my friend has it too and is not a fan. Like I said, it’s very linear and he described it as one long tunnel (though that’s not quite accurate as there are plenty of side rooms/corridors to explore if you want).

 

I think the one long tunnel is sort of fair but the world design and environments are good at disguising this. You could probably say uncharted/last of us games are like this but they are just better at making you think you’re finding your own way when really you’re just being funnelled.

Last Of Us, especially Part II, definitely aren’t linear corridor games. They are linear in terms of progression but the actual arenas for combat are pretty massive. 

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24 minutes ago, Stanley said:

Last Of Us, especially Part II, definitely aren’t linear corridor games. They are linear in terms of progression but the actual arenas for combat are pretty massive. 

 

I’m talking about progression through the game and I don’t mean corridors in the very literal sense.

 

I think what Naughty Dog games do - and I think Uncharted is the best example - is that they give you the sense of being in control of where you’re going whilst actually funnelling you to the goal. The jeep desert section was incredible on this, it felt like you could get lost but really you couldn’t.

 

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1 hour ago, Strafe said:

 

I’m talking about progression through the game and I don’t mean corridors in the very literal sense.

 

I think what Naughty Dog games do - and I think Uncharted is the best example - is that they give you the sense of being in control of where you’re going whilst actually funnelling you to the goal. The jeep desert section was incredible on this, it felt like you could get lost but really you couldn’t.

 

 

This is true, but I noted that both TLOU2 and UC4:Lost Legacy have huge chapters that are basically open world which is a nice evolution of the formula.

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50 minutes ago, SozzlyJoe said:

 

This is true, but I noted that both TLOU2 and UC4:Lost Legacy have huge chapters that are basically open world which is a nice evolution of the formula.


Yeah, TLOU2 has that open world bit at the beginning of Seattle. Semi open world I guess, I thought of it more as a hub.

 

I didn’t think there was any open world stuff in UC4, just the very good illusion of one. I mean that as a compliment.

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20 minutes ago, Strafe said:


Yeah, TLOU2 has that open world bit at the beginning of Seattle. Semi open world I guess, I thought of it more as a hub.

 

I didn’t think there was any open world stuff in UC4, just the very good illusion of one. I mean that as a compliment.

Open world hubs aside the later Naughty Dog games are described to be ‘wide linear’ which in practice means the combat bowls/arenas give lots of space and scope for tactics and experimentation. Is this game like that, or more like Dead Space’s closed corridors, or a bit of both? 

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35 minutes ago, Stanley said:

Open world hubs aside the later Naughty Dog games are described to be ‘wide linear’ which in practice means the combat bowls/arenas give lots of space and scope for tactics and experimentation. Is this game like that, or more like Dead Space’s closed corridors, or a bit of both? 


More dead space I guess There are some wide areas with multiple routes and so on but nothing as big as uncharted or TLOU2 so far. 
 

It’s a different type of game though, it doesn’t want you to get much space from you and the enemies and it’s claustrophobic by design.

 

The production is more or less AAA. The lighting is some of the best I’ve ever seen, possibly the best.

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12 minutes ago, Benny said:

 

Given the reviews of the finished game, and especially how broken the PC version sounds, you have to wonder if all that life destroying crunch was worth it.


All that crunch that nobody was forcing them to do probably coincidentally stopped when this story came out.

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