PS4/PS5 The Callisto Protocol

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Noto che sul sito ufficiale hanno messo tutte le lingue del mondo tranne l'italiano, cominciamo bene:banagol:

Screenshot-2020-12-12-The-Callisto-Protocol.png
Ovviamente, non contiamo una mèrda :rickds:

Go inglese e via :sisi:
 
Spero tanto che il gioco abbia tanto seguito, in modo da invogliare EA a realizzare un nuovo Dead Space.
Comunque, secondo me la parola survival non si adatta a questo tipo di giochi, dove si spara parecchio. Neanche Dead Space secondo me è un survival. The Evil Within lo è ad esempio, e si tratta di due horror molto diversi sia nel gameplay che nell'intera struttura di gioco. Il primo Resident Evil lo è pure. Insomma, Dead Space lo considererei più un horror/action in terza persona.
Sì infatti, Dead Space è senza dubbio un Action/Horror alla RE4. Accostarlo alla parola "survival" è molto molto forzato.
Speriamo si torni al mood del primo dead space, già il secondo era troppo improntato all'azione, il terzo lasciamo stare
Nah, il secondo aveva sicuramente un'impronta un pò più action del primo ma manteneva comunque tutti gli stilemi classici della serie, anzi a dire il vero fra i tre, DS2 era proprio quello più malato a livello di horror/psicologico....c'erano sequenze davvero clamorose, il risveglio in quell'ospedale con la camicia di forza, quella cazzo di lavanderia, la scuola elementare, la fuga dal Tormentor, la Chiesa di Unitolgy.....cioè se questo Callisto Protocol fosse già una sorta di Dead Space 2 next-gen metterei subito la firma.
 
Sì infatti, Dead Space è senza dubbio un Action/Horror alla RE4. Accostarlo alla parola "survival" è molto molto forzato.

Nah, il secondo aveva sicuramente un'impronta un pò più action del primo ma manteneva comunque tutti gli stilemi classici della serie, anzi a dire il vero fra i tre, DS2 era proprio quello più malato a livello di horror/psicologico....c'erano sequenze davvero clamorose, il risveglio in quell'ospedale con la camicia di forza, quella cazzo di lavanderia, la scuola elementare, la fuga dal Tormentor, la Chiesa di Unitolgy.....cioè se questo Callisto Protocol fosse già una sorta di Dead Space 2 next-gen metterei subito la firma.
Giocato a Fanatico però DS 2 diventava difficile è occorreva un'attenta gestione delle risorse.

Certo il negozio facilitava fin troppo le cose.
 
Sì infatti, Dead Space è senza dubbio un Action/Horror alla RE4. Accostarlo alla parola "survival" è molto molto forzato.

Nah, il secondo aveva sicuramente un'impronta un pò più action del primo ma manteneva comunque tutti gli stilemi classici della serie, anzi a dire il vero fra i tre, DS2 era proprio quello più malato a livello di horror/psicologico....c'erano sequenze davvero clamorose, il risveglio in quell'ospedale con la camicia di forza, quella cazzo di lavanderia, la scuola elementare, la fuga dal Tormentor, la Chiesa di Unitolgy.....cioè se questo Callisto Protocol fosse già una sorta di Dead Space 2 next-gen metterei subito la firma.
Concordo su Dead Space 2
Giocato a Fanatico però DS 2 diventava difficile è occorreva un'attenta gestione delle risorse.

Certo il negozio facilitava fin troppo le cose.
Ciò non toglie il fatto che c'erano molte fasi action
 
sta cosa mi urta parecchio :facepalm:

Che poi per carità al momento parliamo del nulla, cioè ovviamente non è un testamento sul fatto che non lo tradurranno proprio:asd:
Sotto quell'aspetto siamo nel vuoto perchè parliamo di un publisher sud-coreano appena nato, Krafton, che al momento ha fatto solo PUBG che ha quasi zero righe di testo e nessun vero doppiaggio a parte qualche verso, quindi non avendo pubblicato ancora niente di ciccio in termini di localizzazione/doppiaggio non sappiamo quanto siano interessati a investire nel nostro mercato.
Stessa cosa per la casa di sviluppo di questo gioco appena fondata.

Alla fine mancano 2 anni quindi è presto e "in teoria" dovrebbe esse un tripla A, oltre che nuova IP, quindi sarebbe scandaloso che non venisse almeno tradotta testualmente dato che al 99% lo fanno sempre per progetti grossi.

Il sito però resta comunque un primo sassolino di marketing lanciato quindi diciamo che in termini di interesse nei nostri confronti non è il miglior segno che si siano sbattuti di tradurre quelle poche righe che ci sono in quasi tutti i paesi creandoci sezioni dedicate tranne che per l'Italia.
Vedo comunque che pure nel sito "Lore" di PUBG tra le principali manca appunto solo l'italiano ed essendo gli stessi sono ancora sulla stessa lunghezza d'onda.
 
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The Callisto Protocol is being designed for the newer home game consoles, the PlayStation 5 and the Xbox Series X and Series S, in addition to other platforms. Schofield stated his intent was "really trying to make the scariest game on next-gen platforms" in the same way that Dead Space had been considered on its release for the PlayStation 3 and Xbox 360. He stated that the game will take advantage of new lighting techniques and 3d audio systems that the new consoles, as well as haptic feedback that the PlayStation 5's DualSense controller offers, to create deep immersion for the player in the game.
 

Glen Schofield wants space to be scary, again. 12 years after creating Dead Space, Schofield is back in the world of sci-fi horror with his new studio Striking Distance, which just announced its survival-horror game The Callisto Protocol.

IGN spoke with Schofield to find out more about the project. And one thing is clear, Schofield’s first and foremost goal with the game is to scare you.

“I’m looking forward to really trying to make the scariest game on next-gen platforms [and PC],” says Schofield. “From what I hear — it’s hard to be the creative and talk nicely about it — but from what I hear… [Dead Space] was one of the scarier games of [its generation] and I want to do the same on next-gen, or what’s considered now the current-gen.”

Striking Distance has a peculiar origin. Founded in 2019 by Schofield after he co-directed several Call of Duty games, including Black Ops, Modern Warfare 3, and Advanced Warfare. Striking Distance was built under the PUBG Corp, best known for the battle royale hit PlayerUnknown’s Battleground. Striking Distance then set out to expand the PUBG universe by creating a new narrative experience within it.
Have you played PlayerUnknown's Battlegrounds?

And The Callisto Protocol is just that. According to Schofield, there is a big combined effort to flesh out the narrative universe of PUBG, and The Callisto Protocol is set within that universe, but 300 years after whenever PUBG is set.

“The funny thing is, I came in with this story when I went and met with the PUBG people for the first time and started talking about [The Callisto Protocol] and building a studio. I presented this game to them, and so what we did was we made it fit within the PUBG storyline.”

But don’t let the PUBG connection mislead you. Schofield says The Callisto Protocol is not a battle royale game, but a full-on, third-person survival horror game.

“You want to see your character and you want to see you going into danger,” Schofield explains when asked about the appeal of the third-person horror genre. “You want to see yourself and what happens to you during the course of this... as you get blood on your suit.”

Schofield is particularly passionate about next-gen, or rather current-gen, technology and how The Callisto Protocol will take full advantage of the latest tech and development innovations.

He highlights innovations in lighting and sound, and how the developers can take advantage of all kinds of new lighting techniques and 3D audio to create a new level of immersion.

"When the player is walking, your clothes make a sound when your arm is going across the cloth on your chest and things like that. And so we're getting all those sounds. The sound of the wind just so slightly blowing through your hair. It's crazy."

The Striking Distance team is also working on integrating haptics, presumably for controllers like the DualSense. But Schofield lights up when he talks about the visuals. “You got to see the graphics, the graphics are just freaking amazing now,” Schofield tells IGN.

“We’re getting so detailed, it slows us down on production, you know what I mean?... We can get so detailed now and fit those graphics on the screen and it’s taking a lot of time to build it.”

Schofield still couldn’t share too much about the project, but immersion is the main pillar of its development.

“We’re trying to make you really feel like you’re in this world. Even though it’s you escaping from this prison and you’ve got to survive these unthinkable horrors.”
“The more you are immersed, the more you want to know about that story, the more you want to know about those little hints that we put around. You’re like, ‘What the heck is that about? What is this mystery?’”

If immersion comes through the advancements in visuals and audio, the other draw for players in The Callisto Protocol will be the story, one that’s being handled by a dedicated writing team working to create a deep story.

“All I can say is... that my goal and the goal of the team is to make the scariest game on next-gen platforms. So if that’s what you want to play, that’s what we’re bringing.”
 
Mi ha fatto venire una voglia di rigiocare a dead space. Quasi quasi li recupero su pc.
 
VG247: So, when you started out with The Callisto Protocol, what was the core idea?

Steve Papoutsis:
There’s just a passion here for horror games from me, Glen and some of the wonderful team we have assembled. We were hoping to do something that was single-player driven, story-focused that provided a lot of opportunities for scares. We had some cool ideas around the theme in terms of where it’s going to take place – on a prison colony on Jupiter’s dead moon, Callisto. That was literally the top-line lift pitch.

VG247: Is it fair to say you have unfinished business with the sci-fi horror genre? The trailer has massive Dead Space vibes.

Papoutsis:
It’s not surprising given that a lot of the people that are working on the project also worked on the Dead Space series. It’s interesting that people are putting that together. We’re passionate about the game we’re working on and it’s nice to hear people reminiscing about those games that many of us have fond memories around.

VG247: Schofield has said that the studio is working on a narrative game set in the same universe as Playerunknown’s Battlegrounds. I think it’s fair to say that The Callisto Protocol wasn’t exactly what we had in mind when we pictured that. Has there been a change of plan? Is that this game or do you have another project in the works?

Papoutsis:
We’re not really going to get too deep into the story or anything that we are doing outside of what we showed the other night. Stay tuned. We’ll be able to dig into that one more in the future.

VG247: How are you pushing the sci-fi horror genre with The Callisto Protocol?

Papoutsis:
What we’re really trying to do is tell a story that immerses the player and uses the backdrop in a way that supports the narrative, rather than detracting from it. It’s about the sum of its parts, so to speak. It’s all about combining all the various aspects of game making to do something really memorable. That’s what we’re focusing on; that intersection of art, design and technology and wrapping that all together in a cool setting with a great story. Hopefully, that will push the genre forward.

VG247: Where are you drawing inspirations from for this game? For almost any sci-fi horror game, it’s hard to get away from something like Alien and – especially in your case – Dead Space.

Papoutsis:
Sci-fi and horror are awesome. There’s a lot of derivative works out there, I guess you could say, in terms of settings and themes and so on. We’re looking at how we take a cool setting that is relatable, but also scary in itself. Our setting is a prison, which is certainly scary to me. That’s a dangerous place. We’ve set it up with that kind of a backdrop, as well as all the other kinds of trappings that we hope to unveil as we go. We’re hoping that combination and relatability will feed into the tension and excitement someone might have as they dive in and invest in the story as they go through it. Along that path, without giving away too much, we hope to have a lot of things that stand out and maybe are not as expected.

VG247: How does development for The Callisto Protocol compare to something like Dead Space? The impression a lot of people had of that project was Visceral had a load of interesting ideas, but a publisher like EA wanted to make something safer. Krafton, by comparison, seems a bit more laid back and not quite as risk-averse.

Papoutsis:
I was very fortunate and thankful to have had the opportunity to work for many years at EA. Krafton, as you point out, is very different. They really are great and genuinely want to support creatives in their endeavours and what they do. It’s an awesome experience. They’re very interested in the creative vision of what teams want to do. Not to say that other places are not, but Krafton has definitely shown a real affinity to support the creative process.


VG247: What kind of relationship does Striking Distance have with PUBG Studio? Again, you’re meant to be working on the same universe so I’m curious what kinds of conversations you’re having with them.

Papoutsis:
Thus far, it’s been amazing to be working with the folks at PUBG and Krafton. They’re super nice and collaborative. That’s been wonderful. In terms of anything regarding the universe, we’re going to be talking more about the lore and the story next year.

VG247: There’s an on-going debate about the state of single-player games; whether they are a dying breed as multiplayer and games-as-a-service projects become more popular. What are your thoughts on the so-called death of the single-player game?

Papoutsis:
I’ve read a lot of articles on this, but from my perspective, there will always be a place for storytelling and narrative-driven games. One of the best forms of doing that is in the single-player type of experience that you can have. I’d say that while there’s a propensity for a lot of wonderful kinds of multiplayer-based games, there’s always going to be a spot for story-focused titles. That goes back all the way back to the genesis of storytelling; it’s been around for so long and I think it is going to persist. I’m very hopeful about that because I enjoy a great story.

VG247: Do you feel there’s any pressure on the game due to all the conversations about the death of single-player games?

Papoutsis:
I don’t think there’s any more pressure from that particular topic than we already put on ourselves. Coming together as a new studio as Striking Distance and trying to put out our very first game, while we’re having a fun time doing it, everyone understands that the stakes are pretty high. We have one chance to make a first impression. We want to do a great job and have fun doing it. We want to enjoy the journey as we try to get to an awesome game. There’s always going to be a level of pressure, but I wouldn’t say necessarily say it’s the result of the decline in single-player games.

VG247: Developers like yourself and Schofield clearly want to be working on interesting, new and different projects. Is there a sense of relief now that you’re working at this new studio and appear to have more freedom?

Papoutsis:
The exciting part about what we’re doing is the people. It was about getting another chance to work with Glen. We’ve worked together on and off for almost 23 years. We go way back. Getting to work with him again and a lot of the people we have assembled was the big motivator. The ability to be able to do the type of game that we want absolutely was absolutely right there at the top in terms of motivation to do what we’re doing. Having done this for a really long time, it’s about the journey. It’s about the experience of making something together with wonderfully talented people that you enjoy working with. When you have a shared vision or goal, that makes it really fun, too. It’s an amazing opportunity that we’re hoping to seize and make something memorable that players are going to enjoy.

VG247: What kinds of lessons have you taken away from your time in triple-A?

Papoutsis:
Making games and these kinds of experiences is all about the people that you are making them for and the folks you are making them with. That’s so important. People prioritising people. More specifically, you really need to respect and honour the creative process and give people opportunities to do things and experiment and see where those things go. Lastly, I’ve never learnt anything talking. The more you can listen, the more opportunities you have to learn.

VG247: How did you react when you heard Visceral was closing at the end of 2017?

Papoutsis:
I was sad. I had a lot of great memories; we had a lot of fun times and a lot of fantastic games were made there. Certainly, I was sad and disappointed for my fellow colleagues when that happened.

VG247: Do you feel you are carrying the Visceral torch with Striking Distance? As I’ve said, The Callisto Protocol bears many of the same hallmarks as some of the games you worked on at that studio.

Papoutsis:
Every project is a new opportunity and Striking Distance is a new chance for all of us. Instead of diminishing either of the studios, whether it’s Visceral or Striking Distance, each of these moments in time where we get to build a game should really be about that. That should be the sole focus. If you start carrying the weight of what came before, you’re not really honouring the group and the effort that’s being put forth in the present.
 
Ottime news, avremo il nostro Survival Horror, felicissimo per quanto mi riguarda:hype3:
 
Speriamo si torni al mood del primo dead space, già il secondo era troppo improntato all'azione, il terzo lasciamo stare
Esatto, quoto tutto. E si, TEW era piu' survival, se non stavi attento ogni nemico poteva farti fuori. Ma poi che bella era tutta la prima parte in citta' di TEW2?
 
A me è piaciuta tutta la serie di Dead Space, del 3 l'unica cosa che non ho apprezzato è che non ho potuto giocarlo in co-op e quindi mi manca una parte considerevole del gioco da giocare, oltre al fatto che in co-op è tutta un'esperienza diversa a quanto ho letto :asd:

Anche se reggo male le atmosfere horror più pesanti (sono facilmente impressionabile, reggo molto male anche solo un Resident Evil 1 HD per dire :rickds:), devo dire però che anche per me il primo è quello che mi è rimasto più impresso e che mi è piaciuto di più. Se non altro perché ha il necromorfo migliore del bestiario:



Ah ecco la parte migliore del gioco e della serie, il maledetto sound design. Giocato con le cuffie omioddio come ho fatto a finirlo non lo so io :rickds:

In ogni caso riguardo Callisto sono molto interessato per vedere cosa ne salterà fuori dato il background di Schfield. Mi aspetto comunque qualcosa di più originale rispetto a DS, piuttosto che qualcosa di volutamente ispirato al limite del sequel spirituale (per quello c'è Negative Atmosphere).
 
Il fatto che puntino all'horror mi rincuora, spero che sia ancora più spaventoso di Dead Space
 
Io li sto giocando proprio adesso per la prima volta lol sono al capitolo 8 del secondo capitolo. Veramente delle perle rare.

Stralol comunque per l'Universo condiviso con PUBG, proprio a casissimo, ma vabbe, se non influenza lo sviluppo del gioco poco mi cambia.

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Stralol comunque per l'Universo condiviso con PUBG, proprio a casissimo, ma vabbe, se non influenza lo sviluppo del gioco poco mi cambia.

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Ma no, mi sembra più una chicca/pubblicità che una vosa seria. Poi oh, magari i nemici in giro sono i giocatori morti in pubg:phraengo:
 
A quanto ho capito in PUBG c'è una qualche lore molto seguita :asd:

Vabbè non c'è da preoccuparsi, sta roba dell'universo condiviso credo sia veramente solo una robetta di marketing inutile che gli hanno imposto per avviare il progetto e legarlo a un prodotto comunque molto conosciuto cosi da provare ad attirare "inutilmente" altra gente da entrambi le parti.
Cioè 300 anni dopo in un altra galassia me l'immagino i collegamenti con PUBG, ci saranno 2 easter egg ogni tanto e bonanotte. Tipo anche meno del FFVII/FFX :rickds:

Per il resto hanno già confermato di avere piena libertà, molta di più di quando stavano a EA.
 
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