{"id":633119,"date":"2026-03-27T16:20:17","date_gmt":"2026-03-27T16:20:17","guid":{"rendered":"https:\/\/arcader.org\/how-striking-distances-horror-engineering-is-making-the-callisto-protocols-scares-unpredictable\/"},"modified":"2026-03-27T16:20:17","modified_gmt":"2026-03-27T16:20:17","slug":"how-striking-distances-horror-engineering-is-making-the-callisto-protocols-scares-unpredictable","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/how-striking-distances-horror-engineering-is-making-the-callisto-protocols-scares-unpredictable\/","title":{"rendered":"How Striking Distance&#8217;s \u2018Horror Engineering\u2019 Is Making The Callisto Protocol\u2019s Scares Unpredictable"},"content":{"rendered":"\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/06\/how-striking-distances-horror-engineering-is-making-the-callisto-protocols-scares-unpredictable.jpg\" width=\"800\" height=\"450\" alt=\"\" typeof=\"foaf:Image\" class=\"image-style-body-default\" \/><\/p>\n<p>Believe it or not, The Callisto Protocol is a scary game. But it\u2019s not enough to simply have horrifying monsters and an oppressive atmosphere; developer Striking Distance believes it\u2019s how you arrange these elements. And it does so through a process the team dubs &#8220;horror engineering.&#8221;\u00a0<\/p>\n<p>Horror engineering defines the meticulous manner in which the team constructs its scares so they have the maximum effect on players. That ranges from designing a room with strategically placed entry points for the biophage, The Callisto Protocol\u2019s monsters, to pop out, to obsessing over details as small as whether a light bulb should flicker two times or three. Imagine Disney\u2019s Imagineering process applied to something much more gruesome.\u00a0<\/p>\n<p>Horror engineering stems from the team\u2019s desire to make The Callisto Protocol\u2019s scares unpredictable even to genre enthusiasts. The developer recognizes the patterns players have come to expect\u00a0and instead focuses on crafting surprises that buck those trends. For example, for players who think the formula will be \u201cBig scare, tension building, big scare, et cetera,\u201d there may be times that a frightening attack is followed by another terrifying surprise mere seconds later. Your headphones may pick up an unsettling noise from the left only be assaulted from the right. If you think The Callisto Protocol will go one way, Striking Distance wants it to go the opposite.<\/p>\n<p>\u201cWe want to throw the timing off as much as possible,\u201d says creative director Glen Schofield. \u201cThere are times when you\u2019re like, \u2018I know you\u2019re going to scare me, I know they\u2019re going to get me,\u2019\u00a0right? And then maybe we don\u2019t.\u201d<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/06\/how-striking-distances-horror-engineering-is-making-the-callisto-protocols-scares-unpredictable-1.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>An example Schofield gave us was having the player open a door and getting attacked early in the game. By doing this in the beginning, the player hopefully becomes wary of entering doors going forward. But after several levels of opening doors safely, the player relaxes only to, finally, be attacked again when they least expect it.\u00a0<\/p>\n<p>Gut instinct serves as one big factor in knowing when and where to scare players. But Striking Distance also keeps a complete written record of moments and setpieces. By doing so, the team can better visualize and remember when\u00a0it executed a\u00a0particular scare\u00a0to\u00a0determine the best place and time to repeat.\u00a0<\/p>\n<p>\u201cWe have these giant graphs,\u201d Schofield says. \u201cOne of our producers has taken the levels and then marked exactly where the different scares are and the tension areas so that we can remember, \u2018Okay, we did this one about three hours ago in Level 2. Now we can do it again or something like it in Level 7,&#8217; or something like that. There is a lot of paperwork, if you will, to keep up with something like this.\u201d\u00a0<\/p>\n<p>As unrelenting as The Callisto Protocol appears to be, Striking Distance realizes that giving players a break now and again is also important.\u00a0<\/p>\n<p>\u201cIf somebody plays five, six hours of the game, it\u2019s hard to be amped up for that long,\u201d Schofield continues. \u201cSo we kind of give you little moments \u2013 not a lot \u2013 where you\u2019re just like, \u2018Okay, this is just going to be combat for a little bit or maybe I\u2019m just going to get a little story here and there, then I\u2019ll get back into it.\u201d\u00a0<\/p>\n<p>However, players should never drop their guard altogether during these reprieves.\u00a0Schofield teases\u00a0\u201ceven then we might get you once or twice.\u201d\u00a0<\/p>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/06\/how-striking-distances-horror-engineering-is-making-the-callisto-protocols-scares-unpredictable-2.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/p>\n<p>The team has also crafted areas in such a way that only certain players may experience a scary moment. While bigger scares are designed for the majority of players to witness, other moments may occur off the beaten path or are situated in a direction most people wouldn\u2019t think of looking, such as peeking towards the ceiling in a room instead of just looking forward. In doing so, the team wants to create playthroughs that feel unique between players and for people to discuss the moments they did and didn\u2019t experience.\u00a0<\/p>\n<p><em>The Callisto Protocol launches on December 2 for PlayStation and Xbox consoles and PC. Click the banner below for more exclusive features and videos.<\/em><\/p>\n<p> <a href=\"https:\/\/www.gameinformer.com\/exclusive-feature\/2022\/06\/22\/how-striking-distances-horror-engineering-is-making-the-callisto\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Believe it or not, The Callisto Protocol is a scary game. But it\u2019s not enough to simply have horrifying monsters and an oppressive atmosphere; developer Striking Distance believes it\u2019s how you arrange these elements. And it does so through a process the team dubs &#8220;horror engineering.&#8221;\u00a0 Horror engineering defines the meticulous manner in which the team constructs its scares so they have the maximum effect on players. That ranges from designing a room with strategically placed entry points for the biophage, The Callisto Protocol\u2019s monsters, to pop out, to obsessing over details as small as whether a light bulb should flicker two times or three. Imagine Disney\u2019s Imagineering process applied to something much more gruesome.\u00a0 Horror engineering stems from the team\u2019s desire to make The&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/how-striking-distances-horror-engineering-is-making-the-callisto-protocols-scares-unpredictable\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":633120,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-633119","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-informer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How Striking Distance&#039;s \u2018Horror Engineering\u2019 Is Making The Callisto Protocol\u2019s Scares Unpredictable | Arcader News<\/title>\n<meta name=\"description\" content=\"Believe it or not, The Callisto Protocol is a scary game. 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