As a seasoned gamer with years of experience under my belt, I find it refreshing to see developers taking risks and creating unique experiences that set their games apart from the pack. In this case, [REDACTED] seems to be doing just that by offering a distinct art style reminiscent of comic books and a fast-paced gameplay experience that harks back to arcade-style gaming.
Prior to the debut of the game titled “[REDACTED]”, I was given an opportunity to explore a significant chunk of an upcoming isometric roguelike game that shares its universe with The Callisto Protocol. Although I’m not yet allowed to share my thoughts on it, I can disclose a discussion I had with Steve Papoutsis, the head of Striking Distance studio, and Ben Walker, their creative director, following my playthrough. We talked about how this game initially began as a casual side project that eventually evolved into a spin-off from The Callisto Protocol, the design process behind the Rival system to infuse an exhilarating sense of urgency in every run, and why [REDACTED] is launching without early access like many roguelike games do nowadays.
In the game [REDACTED], you assume the role of a prison guard attempting an escape from Black Iron Prison amidst The Callisto Protocol’s timeline. With only one functional escape pod remaining, other survivors – your coworkers or fellow inmates known as Rivals – are also vying for this last chance of freedom. Each unsuccessful attempt results in the death of the guard and their transformation into the infected. Upon respawning, you take control of a new guard, still striving to break free from the prison. You can pursue the reanimated corpse of your previous character to collect items left behind, but they will possess all upgrades earned during that run, making them more formidable than typical enemies. As you advance through the game, you may attempt to slow down or eliminate the Rivals, yet they will be just as determined to get rid of you.
[REDACTED] is set to launch for PC on October 31.
Let’s delve into the inspiration behind a segment of the Striking Distance team, who transitioned from the over-the-shoulder action-horror style of The Callisto Protocol to creating an isometric roguelike dungeon crawler in [REDACTED]. What spurred this change?
Walker: The development process was quite natural. As we wrapped up the DLC for [The Callisto Protocol], a small team began experimenting with game mechanics, fun elements, and gunplay. This initial project gradually expanded, becoming larger and larger. Thus, the focus shifted more towards the enjoyable aspects of it, rather than being bound by many restrictions. Consequently, we found ourselves exploring… We’ve always been enthusiasts of fighting games and top-down shooters, and when we started experimenting with fast-paced mechanics, we raised the camera angle to get a better view of our actions. Then, we incorporated the shooting layer into the mix.
Essentially, the idea originated as designers and engineers tinkering and enjoying themselves. As others caught sight of it, they contributed too. Artists suggested a unique comic style, which was well-received. Visual effects specialists then built upon this, and the project picked up speed.
Was The Callisto Protocol the initial basis for the creation of [REDACTED], or was the link to that game established during the development process instead?
Speaker: Affirmative. It was an integral part of our casual playtime where we were simply messing around. We weren’t anticipating any serious development. We were merely exploring ideas internally. And so, in a lighthearted manner, we began to ponder, “What if there truly was a zombie outbreak in a prison? What about the staff and prisoners? What would their thoughts be? What struggles might they face?” From this playful perspective, we thought, “They’d probably decide to flee rather than trying to save the world or perform heroic deeds.” This line of thinking served as our foundation. In essence, our game is set in a universe similar to TCP but offers a unique experience. Our main focus is on intriguing characters and enjoyable gameplay, not on complex narratives or heroic endeavors often found in other games. Instead, we chose to explore the less-traversed side of things.
Indeed, my usual work involves a high degree of structure and planning. However, this particular project seemed to develop organically, almost like it had a mind of its own. The unpredictability made it quite exciting, as such spontaneous experiences aren’t common in my professional journey.
Internally, how do y’all refer to [REDACTED]? Is it a sequel, prequel, something else…?
As an enthusiast, let me share my perspective: Initially, when we began to gather steam and delve deeper into the idea, it became crucial for us to distinguish our work from being perceived as a sequel or too closely linked to it. We wanted to stand on its own merit, you see.
One aspect that we value greatly as we prepare for its release is ensuring universal accessibility. We didn’t want to impose any prerequisites such as the requirement to understand or use TCP for playing this game, as we believe it should be accessible to all, regardless of their prior knowledge or skills in this area.
In simpler terms, these are two distinct games, linked only by their shared setting. As Ben pointed out, the objective isn’t about saving the world; instead, it’s about escaping. The concept that resonated with us was, “If you woke up one day to a zombie outbreak at work, what would be your first move? You’d be trying to escape as quickly as possible.” This idea was reinforced by the fact that some of your coworkers and prisoners are also trying to get away. We found this premise intriguing because it was different from our previous game. It sparked the creation of unique features like our ‘rivals’. Over time, these elements naturally came together, and we aimed to preserve our creativity without being influenced by our past game. We appreciate our past work, but this is a new, standalone project meant to be enjoyed independently.
Is one purpose behind the Rival system to make this game stand out from similar roguelike games by introducing unique elements?
User: This system was unlike anything we had encountered elsewhere. Consequently, we invested considerable time and energy into it because, given that other players are racing, our goal was to design the underlying mechanics while ensuring they didn’t hinder the player excessively. Instead, we wanted them to be present and pose a threat. These two aspects complemented each other well, leading us to develop what we refer to as “rival attacks” or “room modifiers.” For roguelikes, maintaining an element of surprise and unpredictability is crucial, so these attacks can take place in any room, in various combinations. As a result, the player will always be left guessing a bit.
It seems you might have observed this. If you manage to stay ahead in the race, they won’t be able to assault you anymore because they can only attack when they are leading. So, it’s motivating to keep your lead.
Absolutely, we make an effort to incorporate strategy into our playstyle and take care in constructing our buildings as well. This is because a strategic approach to building allows for more effective attacks, while moving faster naturally enables quicker traversal of the map. To enhance gameplay, we’ve added an extra dimension where players must adapt their tactics and equipment at different stages.
If you kill a Rival, are they gone, gone? Do you just not see them in a run ever again?
As an enthusiast, I can’t help but hint at an exciting twist. We’re keeping the specifics under wraps for now, but trust me when I say it involves a captivating video game world filled with rival characters. While they won’t completely disappear, their fate is something you’ll have to uncover through gameplay.
Why did you decide to release the game fully, instead of starting with an early access version like some other games in this genre have done over the last few years?
Papoutsis: Indeed, it’s intriguing. You’re correct about the variety of strategies being employed in game development today, with early access, betas, and similar initiatives. Our game, however, evolved naturally and gradually, which led us to realize, “Wow, this is almost complete.” For games considering an early access launch, it seems strategic to incorporate that into your strategy so you have a clear idea of the stage to reach before releasing. In our specific case, this approach wasn’t crucial since we were mainly focused on creating and developing the game.
I think there’s a lot of value to that style of approach and there’s a lot of games I enjoy that do that. But I think for REDACTED because it was more of this passion project that just came out of the blue in a way, we didn’t have the opportunity to really put forward that kind of planning. The community-driven development of early access, that’s a whole different mindset as well in terms of how you… Because if you’re going to do something like that, these teams that do it, they do it really well. They’re dedicated to being able to receive feedback and then take it in, ingest it, and modify and communicate, do all those things. But we were on a much different track when we started. So I think for us, the approach we took works, but I think there’s a lot of merit in all those different approaches and they’re all fun and different, and it’s important that people do get a chance to experience those things. But with our game, hopefully, people are there on the 31st and just ready to hop in and play.
As a hardcore space-faring gamer, I can’t help but wonder if the narrative of [REDACTED] has any connection to The Callisto Protocol apart from sharing the same universe. Is there more to the story than just the shared backdrop of this distant Jovian moon?
Walker: They’re absolutely distinct. Knowledge of one doesn’t impact the other. There are elements we intended for TCP players to appreciate and enjoy. However, if you’re unaware of these elements, it doesn’t alter the gameplay. It’s similar to recognizing familiar elements for those who have enjoyed the other version. Time-wise might be the only area where they could intersect, but this is when the outbreak starts. Essentially, it’s a separate universe with no links or connections.
It appears the game evolved organically due to its initial setup. Initially, we experimented with TCP weapons and related elements, which formed the foundation of our development tools. As we progressed, we built upon this foundation, and as things went smoothly, we found it inappropriate to alter the course. Consequently, the original concept remained intact throughout the process.
How was the combination of artistic style and sound design achieved? The unique blend of comic book aesthetics and rock music creates a distinct atmosphere that sets The Callisto Protocol apart.
In my opinion, the creative spark behind the artwork is drawn from various sources. Many members of our team seem to be avid fans of graphic novels, comics, and similar mediums. Additionally, we aimed to establish a unique visual identity for the project. For The Callisto Protocol, we opted for a highly detailed, photorealistic universe. I am incredibly proud of the visual milestones our team was able to reach there. However, we wanted this work to stand out. We sought to give it a distinct identity, characterized by an aggressive, frenetic feel with a fast-paced vibe.
As I gazed upon it, that unique art style truly struck a chord within me. It was almost as if I exclaimed, “Wow, this is something entirely new!” This aesthetic aligns perfectly with the vibe we’re aiming to create for our players – an experience that is primarily enjoyable and engaging. The core goal? To ensure our players have fun! We want them to feel the game’s swift pace and responsive controls, to experiment with a variety of features, and ultimately, it all revolves around their controller.
The visual identity we chose seemed perfectly fitting for our style and methodology, reminiscent of classic games. It carries a more playful, arcade-like atmosphere compared to something overtly serious, realistic, or photorealistic. This liberated our team since we weren’t bound by specific appearances. Essentially, in this universe, we have the freedom to create visually however we desire – and that’s incredibly empowering for artistic creativity.
Walker: As Steve mentioned, the variety of colors greatly improved gameplay by clearly distinguishing actions, making it easy to understand rapidly unfolding events since there’s no time for subtlety in this fast-paced environment. This helped us consolidate all the gameplay elements and experimental aspects seamlessly.
This interview was edited for both brevity and readability.
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2024-10-15 19:40