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** The GRP ([[FunWithAcronyms Gravity Restraint Projector]]) Glove bears a striking resemblance to the Stasis Module from the aforementioned franchise -- both are telekinetic abilities utilized through a device that can be upgraded with various additional functions, and function in ''very'' similar ways (namely, being able to pick up explosive or melee weapons to fling at enemies).

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** The GRP ([[FunWithAcronyms Gravity Restraint Projector]]) Glove bears a striking resemblance to the Stasis Kinesis Module from the aforementioned franchise -- both are telekinetic abilities utilized through a device that can be upgraded with various additional functions, and function in ''very'' similar ways (namely, being able to pick up explosive or melee weapons to fling at enemies).
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* SoOkayItsAverage: While the game is visually stunning, the gameplay is at least playable (barring the issues detailed under porting disaster), and the game is overall competently made, the game suffers from an underbaked and fickle combat system, questionable story decisions, a relatively short run time, and a disasterous PC port at launch. While the game is seen as bad, it's seen as a mediocre and underwhelming successor to ''Dead Space'' and was swiftly forgotten after the release of the ''VideoGame/DeadSpaceRemake'' the following month.
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** While the game does have autosaves and manual saves, it also has some sporadic or inconsistent checkpoints. If a player never bothers reloading their manual save, they could put themselves in an unwinnable situation, forcing them to load an earlier save, wasting time and losing progress. Another problem is all cutscenes are unskippable, making restarting fights more tedious and frustrating.

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** While the game does have autosaves and manual saves, it also has some sporadic or inconsistent checkpoints. If a player never bothers reloading their manual save, they could put themselves in an unwinnable situation, forcing them to load an earlier save, wasting time and losing progress. Another problem is all cutscenes cut-scenes are unskippable, unskippable (until patches rectified this), making restarting fights more tedious and frustrating.
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* AudienceAlienatingEnding: [[spoiler:The ''Final Transmission'' DLC has an ending that became incredibly polarizing. It all turns out to be a DyingDream while Jacob is, in reality, a barely lucid, mangled torso being probed for what he knows before he finally dies. Players slammed it for coming across as a weak, depressing ending with an undertone of TorchTheFranchiseAndRun, given the base game's own mixed reception.]]
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** The Blinded. While they're only encountered in the sixth and seventh chapters, those chapters are filled with almost ''nothing'' but them. They are frequently encountered in massive groups of four or five, where Jacob must carefully take them down with stealth if he doesn't want to earn the entire horde's wrath. Despite looking brittle and frail, they're the most durable and damaging Biophages encountered at that point in the game. And if you're crazy enough to use your guns, the sheer size of the group will wipe out most of your supplies.

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** The Blinded.Blind. While they're only encountered in the sixth and seventh chapters, those chapters are filled with almost ''nothing'' but them. They are frequently encountered in massive groups of four or five, where Jacob must carefully take them down with stealth if he doesn't want to earn the entire horde's wrath. Despite looking brittle and frail, they're the most durable and damaging Biophages encountered at that point in the game. And if you're crazy enough to use your guns, the sheer size of the group will wipe out most of your supplies.



** The sudden shift from a linear beat-em-up to an actual stealth-horror game in the last few chapters when the Blinded start appearing is an interesting change in gameplay... for the first few encounters. However, the two underground chapters are almost nothing ''but'' Blinded encounters, and having to stealth through them all eventually starts to really kill the pacing of the game.

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** The sudden shift from a linear beat-em-up to an actual stealth-horror game in the last few chapters when the Blinded Blind start appearing is an interesting change in gameplay... for the first few encounters. However, the two underground chapters are almost nothing ''but'' Blinded Blind encounters, and having to stealth through them all eventually starts to really kill the pacing of the game.
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** The sudden shift from a linear beat-em-up to an actual stealth-horror game in the last few chapters when the Blinds start appearing is an interesting change in gameplay... for the first few encounters. However, the two underground chapters are almost nothing ''but'' Blind encounters, and having to stealth through them all eventually starts to really kill the pacing of the game.

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** The sudden shift from a linear beat-em-up to an actual stealth-horror game in the last few chapters when the Blinds Blinded start appearing is an interesting change in gameplay... for the first few encounters. However, the two underground chapters are almost nothing ''but'' Blind Blinded encounters, and having to stealth through them all eventually starts to really kill the pacing of the game.
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** The Blind. While they're only encountered in the sixth and seventh chapters, those chapters are filled with almost ''nothing'' but them. They are frequently encountered in massive groups of four or five, where Jacob must carefully take them down with stealth if he doesn't want to earn the entire horde's wrath. Despite looking brittle and frail, they're the most durable and damaging Biophages encountered at that point in the game. And if you're crazy enough to use your guns, the sheer size of the group will wipe out most of your supplies.

to:

** The Blind.Blinded. While they're only encountered in the sixth and seventh chapters, those chapters are filled with almost ''nothing'' but them. They are frequently encountered in massive groups of four or five, where Jacob must carefully take them down with stealth if he doesn't want to earn the entire horde's wrath. Despite looking brittle and frail, they're the most durable and damaging Biophages encountered at that point in the game. And if you're crazy enough to use your guns, the sheer size of the group will wipe out most of your supplies.
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** At numerous points, players are funneled into narrow tunnels Jacob has to shimmy through, with any potential jump scares mined from this setup more-or-less being abandoned after the midway point of the plot. The problem is that ''none'' of these forced crawl sequences are used to mask loading screens or checkpoints -- those occur at entirely-different points, making the whole setup of why there are so many of these forced moments in the first place.

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** At numerous points, players are funneled into narrow tunnels Jacob has to shimmy through, with any potential jump scares mined from this setup more-or-less being abandoned after the midway point of the plot. The problem is that ''none'' of these forced crawl sequences are used to mask loading screens or checkpoints -- those occur at entirely-different points, making the whole setup of why there are so many of these forced moments in the first place.place questionable.
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* NarmCharm: One of the new death scenes for the Blinded involves a sequence straight out of ''Franchise/MortalKombat'' - a PunchCatch before the monster severs Jacob's arm, then as he turns around in a pained daze, it punches through his chest before severing his OTHER arm, culminating in rapidly impaling his torso with its fists... and then destroying his head for good measure. On the one hand, it's ridiculous, coming across as over the top in a bad way. On the other hand, it fits in perfectly with how the Biophage revel in brutalizing and maiming their prey before finally killing them to maximize the suffering, so it still sort of works.
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trivia trope, and you can't play with YMMV


* AuthorsSavingThrow: Sorta zig-zagged. After release, a major patch updated the [[ScrappyMechanic mosh pit of multiple enemies in combat making combat nigh-impossible at certain points]] so that the system was instead more one-on-one with a group surrounding you, waiting their opportunity with a lull in fighting. The problem is that if you're even remotely competent at handling the dodging system (when it doesn't malfunction at random), this means these multi-melee brawls went from a nightmare to [[ItsEasySoItSucks a monotonous slog of taking on everyone one after another]], effectively going too far in rectifying the problem.
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* AuthorsSavingThrow: Sorta zig-zagged. After release, a major patch updated the [[ScrappyMechanic mosh pit of multiple enemies in combat making combat nigh-impossible at certain points]] so that the system was instead more one-on-one with a group surrounding you, waiting their opportunity with a lull in fighting. The problem is that if you're even remotely competent at handling the dodging system (when it doesn't malfunction at random), this means these multi-melee brawls went from a nightmare to [[ItsSoEasyItSucks a monotonous slog of taking on everyone one after another]], effectively going too far in rectifying the problem.

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* AuthorsSavingThrow: Sorta zig-zagged. After release, a major patch updated the [[ScrappyMechanic mosh pit of multiple enemies in combat making combat nigh-impossible at certain points]] so that the system was instead more one-on-one with a group surrounding you, waiting their opportunity with a lull in fighting. The problem is that if you're even remotely competent at handling the dodging system (when it doesn't malfunction at random), this means these multi-melee brawls went from a nightmare to [[ItsSoEasyItSucks [[ItsEasySoItSucks a monotonous slog of taking on everyone one after another]], effectively going too far in rectifying the problem.
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Added DiffLines:

* AuthorsSavingThrow: Sorta zig-zagged. After release, a major patch updated the [[ScrappyMechanic mosh pit of multiple enemies in combat making combat nigh-impossible at certain points]] so that the system was instead more one-on-one with a group surrounding you, waiting their opportunity with a lull in fighting. The problem is that if you're even remotely competent at handling the dodging system (when it doesn't malfunction at random), this means these multi-melee brawls went from a nightmare to [[ItsSoEasyItSucks a monotonous slog of taking on everyone one after another]], effectively going too far in rectifying the problem.
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** The Security Units are woefully underutilized. Despite seeming to comprise most of Black Iron's security personnel, Jacob only encounters a paltry ''three'' of them in the entire game and the first one can't be interacted with since Jacob only possesses a crowbar at the time. They could've been used more to add tension and much needed variety to enemy encounters by invoking MeleeATrois where they could've been used as a double-eded sword where they could be provoked into clearing out Biophages from an area at the cost of giving Jacob a much stronger enemy to deal with. Instead, the Units and Biophages are never encountered in the same area.[[spoiler:This could be intentional given that Warden Cole is probably responsible for the defective ones you encounter due to not wanting external variables disrupting his experiment to find his Alpha.]]

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** The Security Units are woefully underutilized. Despite seeming to comprise most of Black Iron's security personnel, Jacob only encounters a paltry ''three'' of them in the entire game and the first one can't be interacted with since Jacob only possesses a crowbar at the time. They could've been used more to add tension and much needed variety to enemy encounters by invoking MeleeATrois where they could've been used as a double-eded sword sword, where they could be provoked into clearing out Biophages from an area at the cost of giving Jacob a much stronger enemy to deal with. Instead, the Units and Biophages are never encountered in the same area.[[spoiler:This could be intentional given that Warden Cole is probably responsible for the defective ones you encounter due to not wanting external variables disrupting his experiment to find his Alpha.]]
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* GoddamnBats: Parasites are the weakest Biophages, being able to be killed in one hit from anything, but love to jump on Jacob in a QTE to wittle his health down and usually pop out in tight spaces and in groups. Even more obnoxious is the fact that they hide in some of the supply caches found throughout the game to keep you on edge.

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* GoddamnBats: GoddamnedBats: Parasites are the weakest Biophages, being able to be killed in one hit from anything, but love to jump on Jacob in a QTE to wittle his health down and usually pop out in tight spaces and in groups. Even more obnoxious is the fact that they hide in some of the supply caches found throughout the game to keep you on edge.

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