![]() In fact, I consider audio to be a feature, like combat or anything else. I can’t overstate how important audio is to a horror game. It’s very satisfying to see the light at the end of the tunnel.Ĭan you go into more detail as to your approach to the game’s score? Is it primarily diegetic, backed with cues from The Apprehension Engine? This last phase of development is a lot of work, but it’s when the game really starts to shine. And of course, we’re optimizing performance and squashing bugs every day. Changing the timing on a sound here, brightening up a light there, tuning the difficulty, stuff like that. Right now, we’re making all those last little tweaks. Levels, creatures, visual effects, cutscenes-it’s all in there. We’ve reached what we call “content lock,” which means that basically everything is in the game at this point. ![]() ![]() The feedback has been incredible, and it means the world to me and the team. The support that we’ve received from players-and especially the PlayStation community-has been one of the things that has inspired us to finish so strong. What a ride! The team at Striking Distance Studios can’t wait to finally share The Callisto Protocol with the world! We’ve built a new studio, created a new game based on a new IP, with a new team, on a new engine, for a new generation of consoles … during the pandemic. Glen Schofield: The last few years have been a blur. Have you had much chance to come up for air and reflect on that journey thus far, or do you keep your focus solely on those pre-launch milestones? PlayStation Blog: While the game’s still a few months out from release, that will mark (just under) two years since it was originally announced. Prior to that reveal, we sat down to talk about the journey towards the game’s launch on December 2, its soundscape, story, and more about his team’s techniques to craft a horror story you’ll be unable to forget. Today at Gamescom, he returned to dig deeper into how the game’s combat will work and share new gameplay. The Striking Distance Studios CEO took us on a tour emphasizing the tech powering this return to the sci-fi horror space: the subtle strength of Horror Engineering that’d perfect each shock and scare, the near-future weaponry that gives Jacob Lee a fighting chance against the mutated Biophage, and how 3D Audio and haptic feedback would pull us deeper into the danger-filled corridors of Black Iron Prison. By taking human-designed objects and putting them through this A.I., the designs were optimized for efficiency.Our first encounter with The Callisto Protocol was back in June, when its creator Glen Schofield shared an exclusive look at the horrors that would await PS5 players on the surface of Jupiter’s moon. The developers used artificial intelligence inspired by a process called "generative design," when designing the game's objects, environments, and characters. However, the setting was changed to a colonized Callisto in the 24th century. According to Glen Schofield, Striking Distance viewed PUBG as "a timeline of stories that are connected by themes of survival." A timeline was plotted connecting PUBG to Meteor Down, later renamed "The Callisto Protocol." Despite the differences in timeframe, there would be Easter eggs referencing PUBG. The story of Meteor Down involved a cataclysmic meteor impact. Meteor Down was planned to be an entry in the universe of PlayerUnknown’s Battlegrounds. ![]() Schofield was wary of the similarities between Meteor Down and Dead Space, but nevertheless pitched it to companies like Google, Microsoft, and PlayStation. One of them is Meteor Down a science fiction survival game conceptualized by Glen Schofield. The Callisto Protocol takes inspiration from a number of sources. A blend of horror, action, and immersive storytelling, the game aims to set a new bar for horror in interactive entertainment. The game challenges players to escape the maximum security Black Iron Prison and uncover its terrifying secrets. Set on Jupiter’s moon Callisto in the year 2320, The Callisto Protocol is a next-generation take on survival horror.
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