![]() Can you go into detail on this approach, please? The press release also mentions immersive storytelling. ![]() With these new tools at our fingertips, we can definitely make a scarier game. Glen: It’s a bold statement I know, but we’re trying to bring some of the new aspects of gaming hardware to help us do that, with 3D audio, haptic feedback, and better graphics. Those are some of the things that we are trying to leverage. When you are making a horror game, the thing that resonates is when you ensure that there are relatable elements within the game, as those tend to bring people closer to the story, make them view themselves as part of the experience, and therefore, through the relatability aspect, it creates the opportunity to surprise and scare players. Steve: That’s what we are shooting for definitely. What is The Callisto Protocol’s approach to horror? How do you plan to make players scared? In the press release for the game you said "We’re setting out to make one of the most terrifying games of all time,” which is a bold claim considering your previous games and the other great horror games out there. Things like Ju-On, The Ring, and Train to Busan inspire us in many ways. Glen: It’s not just the games but the movies from Japan, Korea, and Southeast Asia have inspired us as well. ![]() Steve: Speaking for myself and the team, we all have a high appreciation for Japanese survival games that came before, and have definitely served as inspiration for us. But have you taken any inspiration from Japanese survival horror games? Are any of the mechanics influenced by games from Japan? Dead Space was, of course, a very Western take on the survival horror genre, and The Callisto Protocol appears to be along a similar vein. ![]()
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