I can see in James' sudden outpouring of enthusiasm how the idea could spiral into a fully-fledged system back in the game's development. Mutations are a "mechanic that makes sense to the virus", James tells me, and it was a feature first conceived by one of their core engineers in Spain who thought, "Well, why can't I just reverse dismemberment?". ![]() And it's definitely a neat way of introducing an element of tension to any zombie you think you've mastered. It's a frightening thing, seeing your regular shambling fella morph into a diseased coral reef if you're not quick enough on the trigger. Every baddy you battle holds the possibility of mutating into a deadlier version of themselves if you don't "shoot the tentacles" - as we saw scrawled in blood over a token dead dude slumped against a wall - fast enough. ![]() One of the key new features shown off during the new gameplay presentation was the mutations, or rather, the Biophages (the game's fancy word for horrible zombies) penchant to suddenly erupt a mass of writhing tentacles from any part of their body. We touched on dismemberment, 3D printers, and Shaun Of The Dead, naturally. So, at this year's Geoffscom I was able to see a 20-minute presentation of some new Callisto goodness and then chat with Striking Distance Studios' chief technology officer Mark James about what I'd seen. ![]() From what I'd seen and heard, I was keen to see more of the sci-fi horror game that's not Dead Space but is also quite like Dead Space. Back at Geoff Fest, I spoke with Glenn Schofield about The Callisto Protocol, its gore system, spiky walls, and batteries.
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