Design creatures and obtain from the Callisto . protocol

The Biophages, the monstrous antagonists of the Callisto Protocol, are as mysterious as they are deadly. To get a sense of the design process behind the Biophage and its much gore, we spoke with Striking Distance Character Director Glauco Longhi to learn how the studio created the nightmares it hopes will scare the player.

Longhi tells us the Biophage was born from the studio’s philosophical desire to create grounded enemies in reality while also applying their own creations. He even considers realism as one of his personal pillars of what makes a monster of a horror most effective.

“It has to feel grounded, it has to feel real,” explains Longhi. “It doesn’t have to be real, but it has to feel real, right? That could mean many different things. But in my opinion, it has to be interesting, exciting and fascinating, and maybe disgusting… but in the end, you have to believe it’s real, or it can be. Therefore [we’re] really trying to cultivate the credibility of what we’re doing. ”

Its focus on delivering surrealism has led its artists to seek out all sorts of creepy references, such as human distortions and infections. By taking these elements of reality and applying their own personal touches, the Striking Distances design team created opponents that Longhi describes as “very raw, exciting and dynamic.” .

One specific inspiration for the Biophage came from the animal kingdom. Longhi explains that Tapeworms, an insect known for vomiting its own intestines (Here is an example clip Longhi shared with us if you want to ruin your day) establish a barometer for how disgusting the studio wants to achieve with its monsters.

By capturing that realism and brutality, Striking Distance wants players to feel uncomfortable just looking at the Biophage, let alone being killed by them. The game’s extremely violent death animations are designed to instill fear of death. One such scene is attributed to a terrifying creature affectionately referred to by the group as “Big Mouth”. An anthropomorphic creature with two parrots with jagged teeth, we watched its mouth put to good use in a demo where it clamped onto Jacob’s head, then shook it like a dog playing with treats. its favorite chew toy before tearing off most of its skull. . All that remained was an empty cavity filled with blood and his tongue still intact to touch. Instead of players thinking “oh, I guess I’ll reload,” the studio hopes people will actively want to avoid witnessing something so horrible a second time.

For fans of Dead Space, it may be natural to compare mortuaries and biofeeds. When we asked how the team approached to avoid re-reading the old platform, Longhi said that, in his view, that was never a concern to begin with.

“I think we’re going with our own vision for this game and trying to design whatever makes sense for the game we’re working on,” said Longhi. “So it’s more of a Callisto Protocol approach to designing organisms than trying, ‘oh, let’s not do this,’ or ‘let’s do it,’ or, you know, Like, you know, going full ahead with what we think it’s going to do for this game. “

In Longhi’s view, designing such a creature required more than just tons of teeth, claws and tentacles to make it terrifying. It’s also important to make sure the creatures make sense to the world and are entertaining beyond a gameplay point of view.

Glauco describes biophage creation as an organic process that embodies, first and foremost, Glen Schofield’s vision and then the needs of the artists who originally designed a monster, the makers Cartoons have their own ideas, and the fighting team may need a specific type of monster to fit a suggested game mechanic. Something like Big Mouth starts out as a two-mouthed creature and then grows as parties form new ideas for how it can be deployed in the game. Glauco said the team never gave up on the monster idea because it was too scary, only if it no longer made sense in the game.

“It’s almost like an evolution of an animal,” Longhi explains. “It starts there and then he grows the limb and then it gets there and it starts to grow and grow and grow. And then all of a sudden we were like, ‘wow, this is great. Leave it as it is. ‘ And then we stop, because we can go on. ”

As for the biophage’s origin story, Striking Distance keeps those details close to the coffin. Players will have to look down on these terrible enemies for themselves if they want to find out in detail what is behind them and where they come from. That opportunity comes on December 2 when the Callisto Protocol launches for PlayStation, Xbox, and PC. Be sure to visit our cover story hub for more exclusive videos and features.

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