[REDACTED] is Rectifying The Callisto Protocols Divisive Combat System

[REDACTED] is Rectifying The Callisto Protocols Divisive Combat System

As a seasoned gamer with over two decades of experience under my belt, I’ve seen my fair share of game spin-offs that either hit or miss the mark. With [REDACTED] being a part of The Callisto Protocol universe and venturing into uncharted territories as an isometric roguelike, it’s a bold move that piques my curiosity.


The unexpected announcement of the spin-off, titled “[REDACTED]”, within the universe of “The Callisto Protocol” is set to launch in approximately two months. In this game, players find themselves repeatedly attempting to reach a solitary escape pod, even after they have perished, only to encounter their own deceased bodies. It’s expected that the storyline for “[REDACTED]” will be limited, primarily focusing on introducing eccentric, humorous adversaries who aim to hinder players. However, the way that “[REDACTED]” is developing gameplay that mirrors what Striking Distance designed for “The Callisto Protocol” appears daring and thrilling in its comprehensive overhaul.

In a roguelike game like Striking Distance, it wouldn’t make sense to reuse the same melee mechanics as The Callisto Protocol, given the diversity in combat features that have been introduced. While The Callisto Protocol served as an inspiration for the game, it has since evolved to be more similar to games like Hades or Dead Cells rather than remaining a carbon copy of its predecessor. With the wide array of melee weapons available in Striking Distance, it would be surprising if the developers opted to return to The Callisto Protocol’s controversial melee combat system.

The Callisto Protocol’s Dysfunctional Melee Combat Falls Flat

In The Callisto Protocol, the close-quarter combat using Jacob Lee’s stun baton is distinct, featuring wide swings. This style of fight keeps players in tight camera angles, often pitted against a monstrous biophage in face-to-face encounters. During these fights, players dodge and dart to avoid the baton blows. It works well when dealing with one opponent, as each strike carries a substantial force. However, it falters and becomes less effective when multiple enemies are present or when foes at a distance can hurl projectiles.

The fight scenes are mainly just elaborate Quick Time Event sequences with a repetitive pattern of dodges, lacking a satisfying flow or rhythm. Firearm combat and the GRP mechanic are somewhat improved and useful for managing large groups, but the fights inevitably devolve into hand-to-hand combat since that’s their focus.

[REDACTED]’s Emphasis on Melee Variety Could Be Its Saving Grace

[REDACTED] is Rectifying The Callisto Protocols Divisive Combat System

In a change from before, players won’t just be using one type of weapon – a baton as in the base game or the Kinetic Hammer from The Callisto Protocol’s Final Transmission DLC. Instead, an infographic has been presented that shows the stats and benefits of multiple melee weapons they can choose from.

As a gamer, I’ve noticed that the stun baton from [REDACTED] now delivers wide sweeping blows in an arc. It’s not as potent for crowd control compared to the Kinetic Hammer or Electric Whip, as shown in the infographic styled like a manual. However, it still feels like a solid tool with its ability to help me maintain distance and manage multiple threats with each swing, making it a handy solution for dealing with various adversaries in The Callisto Protocol.

Carrying a diverse selection of melee weapons is a nice touch, as it introduces an exciting variety that The Callisto Protocol lacked but really needed. By implementing significant changes and shifting toward the isometric roguelike genre, Striking Distance has guaranteed that [REDACTED] will not resemble The Callisto Protocol in any way, and this is a positive development.

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2024-09-15 22:23