special features THE CALLISTO PROTOCOL

n space no one can hear you and passion. has been scream”, this is the tagline of this, a pure example of a game made the greatest and perhaps the following only and exclusively one “Ifirst true sci-fi horror of all time. From goal (repeatedly praised by Schofield 1979 onwards, we can say that the himself), and that was to create the genre has been redefined not only most terrifying videogame experien- in quality terms, but also thinking ce ever designed. From a narrative about language. Alien clearly marked and visual point of view, Dead Space a point for all those who considered is a concentration of sci-fi horror cine- adult science fiction to be the exclu- matography. All the great films belon-

EDITOR IN CHIEF sive prerogative of the moral and so- ging to the genre live inside the little MARCO ACCORDI RICKARDS cial reflections that the great demons jewel of : from Alien ART DIRECTOR STEFANO CALDARI from the past had revealed. Ridley to Event Horizon, through The Thing ISSUE #031 Scott showed us that, in addition to and the claustrophobic Alien 3, the- SEPTEMBER 2021 making us think, space can be scary, re is no detail of Dead Space that is very scary. not the result of a narrative tradition chewed up and then assimilated to generate something completely new. THE DEEP SPACE WILL BRING As a deep connoisseur of the genre, I US TOGETHER got lost looking for the wonderful ho- When Dead Space was released in mages (visual and narrative) scattered 2008, I believe it produced a similar everywhere in the game, because I as- THE CALLISTO PROTOCOL: effect, not so much for the absolute sure you that Schofield did not hidden innovation of the contents, but for its his sources of inspiration, but rather ability to combine the lessons learned made a nostalgic tribute, manifesting THE RETURN OF MR. DEAD SPACE from the cinematic trend opened by his gratitude towards the great ma- Alien with a tailor-made gameplay sters and his passion for the genre designed to set at zero the natural not only within the title, but also in by Federica Farace separation between game character the interviews made during the pro- and player. Within less than a year, motional campaign and, even later, in Game Pro has reached out to Dead Dead Space sent with good reason its the acknowledgments of each award author, Glen Schofield, to the Olym- received. Space author Glen Schofield to break pus of game design. He found himself with his first project as a leader (and A ROAD THAT SEEMED LOST the silence on The Callisto Protocol: a moderately tight budget) that was After such a disruptive exploit, finding its way not only into the he- everyone would have expected a con- its highly anticipated and terrifying arts of players, but also in those of tinuation live up to expectations, but critics, after a long apprenticeship this was not the case. In 2009, Scho- comeback, but also to explore the past, made of ups and downs. The almost field left Visceral Games and founded total freedom on the project allowed , getting stuck present and future of interactive horror Schofield to insert in a single game with the saga which, al- his entire cultural baggage as a game though very successful, has little or designer and a great lover and con- nothing to do with the experimenta- noisseur of the genre: technique and tion (and themes) that Dead Space experience at the service of culture had granted him. Afterward, leaving

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Sledgehammer and with the creation of a new studio with PUBG Corpora- tion, it seemed that Schofield’s path was marked, destined to move further and further away from the themes that led him to the Olympus of authors; but nothing was more wrong. Surpri- 1 The choice of the moon Callisto is not a coincidence. The singly, in 2019 the newborn Strike Di- presence of water below its surface makes it one of the most stance announced that it was ready to suitable destinations for the futuristic concept of a space expand the pubg narrative universe colony. 2 In several past interviews, Schofield has stated that with a story-driven horror experience the original position of the RIG had to be on Isaac's neck, and set in a space prison in the year 2030. for reasons of space and image detail it was moved to the After 11 years, Schofield was retur- back. I would say that with this new project we are back to ning to space, and no one was thrilled the neck option for the RIG. by it more than he was. In the period of time since the announ- cement, The Callisto Protocol (this is the plot will be as well as his quali- wrong, but on the neck of the prisoner the title of the new project) has shown ties, but Schofield has stated that he in the trailer of The Callisto Protocol Interview with Glen Schofield very little about itself, only some ar- will be an ordinary man (the silent en- I am almost sure there was an illumi- tworks and two wonderful trailers that gineer Isaac Clark does not tell you nated device that could not help but have allowed us to have a clear idea anything?) and that his vulnerability bring to mind the RIG and the front INTO DEEP SPACE of the intentions of their author. will be accentuated by the absence of Isaac’s suit. In Dead Space, any in- of a conventional armor. We can the- formation was transmitted through THE UNSEEN IS THE SCARIEST refore assume, that will be the same stage elements: audiologs, videolo- OF ALL with weapons. In the same way that gs, cameras, inventory and even cut- WITH A MASTER OF HORROR According to Strike Distance, The Cal- in Dead Space the player was forced scenes flowed into a single organic listo Protocol will be set entirely in- to protect himself with nothing but continuum, and I feel that, with the side a maximum-security penitentiary miner tools and everything that can help of new technologies, The Calli- on Jupiter’s fourth Galilean moon, be found on a planetcracker, I assu- sto Protocol will push this concept of GP: Hi Glen, it’s a pleasure to have out of me. If you look at the Necro- 4 will always stand out. Callisto. Managed by the United Ju- me that in The Callisto Protocol the identification to the next level, fur- you here for this interview, we all know morphs in Dead Space, you can really There’s just something about that piter Company, the Black Iron prison vulnerability of the protagonist will be ther raising the bar of game design how much into horror you are. So, let see the influence they had on me. In game - everything felt dark, heavy, is the ideal space stage to offer a nar- reflected by an arsenal aimed at un- gimmicks in total support of empathy me ask you to present yourself to our fact, earlier this year I had the chan- and oppressive - it was just terrifying. rative plot that develops with corrupt derlining the player’s sense of inade- and storytelling. 100% focused on the reader in a special way for this special ce to ask John Carpenter a question I played a lot of Resident Evil 4 when I multinationals, monstrous creatures quacy towards the threat he is forced story-driven single-player experience, issue: three horror authors (whichever as part of a panel for London Games was working on Dead Space and I was and sidereal space. Even watching to face. The Callisto Protocol won’t offer any medium you prefer) that have had an Week and I asked him what inspired really hoping to recreate that feeling the trailer distractedly, the sources These small details, just like the multiplayer or coop experience, or at influence on your artistic vision. And, the creatures. That was cool! in my game. RE4’s oppressive atmo- of inspiration for this new adventure stomp or sweep in Dead Space, help least that’s what its author has stated of course, why you choose them. The movie Event Horizon also had a sphere is one of the things that inspi- are clear. There’s a lot of Alien 3 in to reset the distance perceived by the so far. At this point, however, it is re- GS: Thanks for having me! Wow, just huge influence on me. I loved the fe- red the setting for the Callisto Proto- the short video, but also of Pandorum player towards the character he plays, ally difficult for us to understand how three? I love all things sci-fi and horror eling of isolation and helplessness that col. What’s more heavy, oppressive, and Carpenter’s own masterpiece since they place at the center of the all this can fit into the PUBG universe, so it’s tough to choose. But if I think comes from being trapped in space. and isolating than being trapped in a that Schofield has mentioned several action an individual whose actions whose playful assumptions are the op- about three things that have really in- There are a lot of parallels between deep space prison? times, The Thing. Lighting manage- and reactions are not at all different posite, to put it mildly. We are thrilled fluenced my work on games like Dead the USG Ishimura in Dead Space and ment has made a clear leap forward from ours in such a situation. It was to be able to see Glen Schofield final- Space and The Callisto Protocol, I’d Event Horizon. The way that the mo- GP: The horror genre in videogame compared to Dead Space, with a dy- no coincidence that Isaac, in 2008, ly working on something that is part have to go with The Thing, Event Hori- vie blended sci-fi and horror is right up was born in the early 70ies but for namic organization of light points was probably the only protagonist of of his natural territory; the premises zon, and Resident Evil 4. there with the Alien movies for me. It’s long time was heavily restrained but that transforms the corridors of the a totally silent video game, and I also and details are all in the right place, I remember seeing John Carpenter’s a great example of why I find space technology. Do you think that the tit- prison into a separate entity, capable believe that the choice to eliminate but I can’t stop questioning the ope- movie The Thing when it came out to be such a terrifying place to set a les back than could really rise fear in of generating agony itself, even more any extradiegetic indicator from the ration itself and its relationships with in theaters and it just blew me away. game. gamers hearts with nothing but pixels? markedly than the USG Ishimura. It is screen was the perfect square to re- that game world of which it should be There’s something about the creatures I’m also a huge fan of all the Resident GS: What’s great about horror is that not yet clear who the protagonist of duce this distance to zero. I could be an offshoot. in that movie that just scared the crap Evil and Silent Hill games, but for me sometimes it’s about what you can’t

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Dead Space has been a pure example of a game made following only and exclusively one goal: to create see. The best horror is bu- the most terrifying elings. Multiplayer simply Among all this stuff, sounds it’s really ilt on tension, anticipation, does not work this way. foundamental: have you ever tried to and knowing just the right videogame experience watch a horror movie with no sound? moment to unleash the big GP: We are having lots and It’s just weird. Sometimes those quiet scare. At Striking Distance lots of remakes/reboots moments, like the scene in Dead Spa- Studios, we think about it ever designed nowadays, and a few days ce where the character is banging his as “horror engineering” – ago EA has just announced head against the wall, are the most di- it’s not just great art, de- a remake for the first Dead sturbing. That’s why you still remem- sign, or technology - great horror is GS: Horror is experiencing a bit of Space. No more original ideas or easy ber it! about combining all of these things to a renaissance. While there are big money? craft something bigger than the sum brands and big budgets games for GS: We always had in the past rema- GP: For the 39th anniversary of John of its parts. Technology can help but games like The Callisto Protocol and kes and reboots, and they can be great Carpenter’s The Thing you paid homa- It’s not everything. With just a buch a Resident Evil, there are a lot of really - it’s cool to introduce new players to ge on twitter to this cult movie. I really pixel you can do great stuff. cool indie games out there and a who- classic games and let fans revisit expe- appreciate that because I think it’s one le new generation, not only in gaming riences they love. That said, I’m focu- of the best horror movies of all time to return to space for a new adventu- have to wait a little longer. I certainly GP: If you have to choose which is but also in cinema, filmmakers like Jor- sed on telling new, original stories and but, on the other hand, “the horror” re? Did you get inspiration from so- hope that Dead Space fans like The the game that, in your opinion, brou- dan Peele that are taking the genre I can’t wait to introduce players to the is such a personal matter. What sca- mething in particular? If I think about Callisto Protocol. I’m bringing the ght the horror genre in videogame to into thrilling new directions. One of world of The Callisto Protocol. res me could not scare you. What are a space prison, Alien 3 immediately same passion and attention to detail mainstream public? You know, with big the things I love about horror is that the common traits of horror games (or pop-up in my mind... to The Callisto Protocol that helped numbers come big money and so big it’s constantly changing and evolving. GP: You have always underlined the movies) that are able to speak to the GS: I’ve worked on lots of different make Dead Space what it was. We’re productions… And If It’s not we’ll sure importance of sound design in horror darkest corner of EVERYONE’s heart? kinds of games. After leaving Sled- taking our time to make sure we get it GS: The Resident Evil series has always have something great! productions. In Dead Space it’s clear GS: The Thing had a huge impact on gehammer Games I took some time off right and live up to fans’ expectations. been huge for me. I’ll never forget that for you sound effects are key as my work, and one thing I love about to reflect on what I wanted to work on that scene in Resident Evil 2 where GP: There’s room for both kinds of much as graphic effects and storytel- John Carpenter is his ability to crea- next, and all roads led to The Callisto GP: A final question that is more of a the dogs jumps through the window. experiences in gaming but horror is ling. Is this the secret of success for te atmosphere and tension. While Protocol. My true passion lies in scien- curiosity (mine, I have to confess) for a It’s one of my favorite moments in ga- much more into one. I’ve worked on horror games? I’m still haunted by the everyone fears different things, there ce fiction and horror, so I’m incredibly sci-fi horror lover like you. Why is spa- ming. It just scared the crap out of story-driven single player games like noise of a crew member’s head ban- are some things that are universal - excited to return to the genre with The ce so terrible and astonishing at the me. It’s inspiring that we’re 30 years Dead Space, Lord of the Rings, and ging on the wall at the beginning of isolation, oppression, and fear of the Callisto Protocol. I learned a lot wor- same time? Name the best sci-fi horror into that franchise and it’s still going Bond, and have also delivered deep Dead Space… unknown. Works that use that kind of king on Dead Space and can’t wait to game first, then best movie and best strong. I hope people are still talking multiplayer experiences in the Call of GS: That was a great moment. It’s so themes are scary for everyone. It’s a take things to the next level with The book of all time. about Dead Space and The Callisto Duty universe. But when it comes to cool that you still remember it! What’s classic trick to not show “the horror”. Callisto Protocol. But about inspira- GS: I don’t know if it’s strictly a horror Protocol years from now as well. horror, I love single player games whe- great about horror is that it isn’t about Oftentimes it’s scarier when players tion… I really cannot tell you more. It’s game, but I’m a huge fan of the Bio- re we can control every aspect of what any one thing … it’s about bringing never see the monster that’s out there still a secret that must be hidden for a shock series. The game has an incre- GP: The most famous and prominent players experience and tell a story that everything together, whether that’s in the dark - that’s when their imagina- little longer. dibly immersive world that has a ton of subgenre is survival horror. After a gol- people can connect to. Creating great art, design, audio, or technology, to tion takes over and fills the void with awesome touches that makes me want den age in the mid 90ies it has been horror experiences is about the ability create incredible atmosphere, tension, their own personal fears, so the univer- GP: Can you tell us something about to spend time there. I can’t wait to see reduced to few big brands and game to just toy with the player … finding and tell terrifying stories. Creating sal fear become personal fear. The Callisto Protocol that we don’t their next project. designers that continued the legacy. the perfect moment to insert a mena- great horror is about knowing when to know yet? Will your fans find everything For movies, The Thing is certainly up Do you think we will have a new gol- cing sound, ratchet up the tension, or ramp the intensity up, but also knowing GP: Your next work will be the much they loved in Dead Space? there for me. John Carpenter is an ab- den age, or do you think survival hor- cue the creepy lighting … great horror when to ratchet it down and give the anticipated The Callisto Protocol. At GS: In terms of new details about the solute legend and is a huge inspiration ror is too old to be revitalized? is about manipulating the player’s fe- player a moment to catch their breath. what point of your career you decided game, I’m afraid you’re just going to for me.

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