Up until now, virtually all of The Callisto Protocol's pre-release promotional efforts have focused on presenting the game as a merciless horror romp that won't let up from start until its very end, but this doesn't actually seem to be the case. Namely, Striking Distance Studios is aware of the importance of giving players some room to breathe, and a recent interview underlined something curious about the game's pacing.
Specifically, The Callisto Protocol is taking inspiration from some rather unexpected sources, according to Striking Distance Studios' chief technology officer, Mark James. In a recent interview, James talked about the importance of «playfulness amid horror,» explaining that Callisto won't be a constant fountain of terror, as a game can't always one-up itself with each new frightening encounter.
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«We were talking about Shaun of the Dead,» said James in regard to his discussions of Callisto's pacing with Striking Distance Studios' CEO, Glen Schofield. James explained that Edgar Wright's iconic horror-comedy showed how important it was that some things remain humorous and fantastical, even in a game as horrific as The Callisto Protocol. The team feels that making the game a constant and consistent flip-book of terror would end up exhausting the players, which may lead to pushing some of them away, rather than nudging them towards the finale.
The Callisto Protocol's humor doesn't feel out of place, however, James noted. One of the examples provided was that the protagonist would need to slide down a sewage pipe at one point in his adventure. Instances such as this one are likely to be used to give the players some breathing room between
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