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Instead, he’s looked to foreign horror films, including movies made in South Korea and France.

Still, we seriously suggest approaching that film with caution if it sounds interesting to you.

Read on below for the full interview, which has been slightly edited for clarity.

I make the kind of games I make.

We’re able to do things in The Callisto Protocol that we only dreamed about back on Dead Space.

The only rule about creating a great horror game is that there are no rules.

Great horror comes from the gut.

As soon as something is predictable, it stops being scary.

Our game design is built around an idea we call horror engineering.

That basically means that great scares need to be designed by hand.

Sometimes we make players wait 10 or 15 minutes for a big scare.

Sometimes we hit them with two or three in a row.

It’s kind of like a game of cat and mouse.

As soon as you become predictable, it’s over.

What are the games the team has played and been inspired by?

I’m really kind of old school in that I still love the Resident Evil and Silent Hill games.

They will always be inspirations.

To be honest, I take more inspiration from horror movies lately.

And recently I’ve been watching a lot of foreign horror.

If anyone really wants to be disturbed, check out the French movie Martyrs.

But don’t say I didn’t warn you… that haunted me for weeks.

What do they think is the scariest game right now?

I really loved Resident Evil 7.

That series is unparalleled in its ability to create a truly oppressive atmosphere.

And are there any approachability options?

We also had to iterate on the look.

How linear are the environments in the game?

The Callisto Protocol is a narrative-driven game, so there’s definitely an alpha path for players to experience.

We try and avoid making players backtrack, and keep the action moving forward.

How lonely will the protagonist be?

What has Jacob Lee been imprisoned for ahead of the start of the game?

Does his crime factor into the weapons he uses/how gameplay works?

Jacob is just an ordinary guy in a terrible situation.

How does the game take advantage of the PS5 DualSense to up the fear factor?

It really immerses you in the experience.

And anything we can do to make players more immersed helps us deliver a scary experience.

Will the game pause when you open your map?

No–there is no map in the game!

How many different types of monsters will the player face?

How much can combat change encounter to encounter?

Different enemy types also have different combat styles.

Some are fast, some are tanks, some use ranged projectiles, and others have camouflage.

How does The Callisto Protocol approach its power curve?

It’s a delicate balance.

We’re a survival horror game first and foremost.

We want players to count every bullet and be nervous about every encounter.

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