[REDACTED]s NPCs Can’t Afford to Be Like The Callisto Protocols

[REDACTED]s NPCs Can't Afford to Be Like The Callisto Protocols

As a seasoned gamer with over two decades under my belt, I’ve seen the good, the bad, and the downright annoying when it comes to NPC design. The Callisto Protocol was no exception, with its relentless cast of characters that seemed more determined to guide me through the game than any semblance of immersion.


The upcoming spin-off for The Callisto Protocol, tentatively titled [REDACTED], appears to be a refreshing take on an intellectual property that was often criticized as a survival-horror game. While it shares some similarities with its Black Iron Prison setting, such as familiar visuals, weapons, and biophage monsters, [REDACTED] seems quite distinct from the original game, which could be advantageous.

The elements we’ve seen so far from the upcoming game, “The Callisto Protocol,” appear to be a loyal adaptation of the original, but with an engaging twist by transforming into a roguelike format. This innovative approach means that familiar characters like Jacob Lee, Dani Nakamura, and Captain Leon Ferris are absent, replaced instead by a vibrant ensemble of characters such as “a mad custodian, a ruthless gangster, a maniacal lunch lady, and more.” However, if the game’s trailer narrator continues to address the player throughout the game, it could prove just as frustrating and intrusive as having NPCs persistently prompt players in “The Callisto Protocol.

The Callisto Protocol Suffers from Overbearing NPCs

The Callisto Protocol” has some notable flaws, one of which involves Non-Player Characters (NPCs) that guide players through the game in a somewhat intrusive manner. For instance, these NPCs persistently urge players to advance or converse with them, such as the initial NPC, Max, who annoys players by repeatedly pushing them towards the progression point instead of allowing them to explore the limited areas of the cargo ship they can initially access.

Back then, as well as now, it’s strange to create a game design where players can explore fascinating scenery or find collectibles, but NPCs force them to focus solely on the main path. This happens in The Callisto Protocol with Elias constantly shouting until you interact with him. It’s one of those repetitive tactics used to pull players’ attention artificially, something that should be left out of this science-fiction horror series for a more organic gameplay experience.

[REDACTED]’s Narrator Risks Being Overly Chatty

From the teaser, it’s uncertain if Ronnie, the narrating character, will consistently provide voice-overs throughout the game, or if they have an all-knowing perspective of the player’s actions. The role of the narrator in the reveal trailer for [REDACTED] is vital as it showcases some upcoming features while maintaining a character-driven narrative.

He may simply be providing narration for the trailer alone as a way to introduce its core conceit, after all, but he is indeed an actual character in the game, lending to the idea that he may have players’ ears often.

The character is dressed in punk rock attire and refers to himself as part of “a group of crazed individuals” all vying for the same goal: boarding the final escape pod. He positions himself as a competitor to the player, who may become a boss later on. There’s a possibility that the narrator character won’t come off as boastful but rather offer constructive or entertaining commentary as players navigate through Black Iron Prison. It’ll be interesting to observe how [REDACTED] handles this when the game releases at the end of next month.

[REDACTED] launches on October 31 for PC, PS5, and Xbox Series X/S.

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2024-09-11 22:33