The Callisto Protocol’s upcoming spin-off[REDACTED]seems to be an exciting recourse for the IP that was generally unfavorable as a survival-horror game. If not for its Black Iron Prison setting’s familiar imagery, weapons, and biophage monstrosities,[REDACTED]wouldn’t bear any immediate resemblance toThe Callisto Protocoland that could be for the best.[REDACTED]may not be everyone’s cup of tea if pulpy isometric roguelikes aren’t their preference, but there’s a lot to be compelled by with what the spin-off is attempting to achieve in a novel corner of an established yet underdeveloped IP.

Everything[REDACTED]takes fromThe Callisto Protocolso far seems to be faithful to the original game but with an interesting twist in its adaptation as a roguelike. It’s an original take onThe Callisto Protocol, which means Jacob Lee, Dani Nakamura, and Captain Leon Ferris are nowhere to be found and instead replaced with a new cast of colorful characters such as “a deranged custodian, a violent gangster, a maniacal lunch lady, and more.” If[REDACTED]’s trailer narrator is talking to the player all through the game, however, it could be as disarming and pestering as it was to haveNPCs annoyingly nudge players along inThe Callisto Protocol.

The Callisto Protocol Suffers from Overbearing NPCs

The Callisto Protocolis imperfectfor a few considerable reasons. Still, one of the less sensational issues it features is NPCs who are designed to funnel players through the game by incessantly prodding them to move on or speak with them. This is true of the first NPC in the entire game, Max, who begins irritatingly pushing players to go to the progression trigger rather than explore what little of the cargo ship they can.

It’s as odd of a design choice then as it is now—it doesn’t make sense to give players a means of exploration, even with a neat bit of scenery or a collectible text log, while NPCs badger them to ignore it completely and go through the game with tunnel vision. This isn’t the last time an NPC does this inThe Callisto Protocolas Elias will shout gratingly from his cell until players finally go over to interact with him, and this tired method of drawing the player’s attention inorganically is certainly a part of thescience-fiction horror IP’s universethat[REDACTED]needs to leave at the door.

[REDACTED]’s Narrator Risks Being Overly Chatty

Based on the presentation of the trailer, it’s unclear whether Ronnie, the character narrating, will be a constant voice-over in[REDACTED]with somewhat of an omniscient view of the player’s actions or not. The narrator’s job is more or less important for the purposes of[REDACTED]’s reveal traileras it dives into some of the features players can anticipate while staying in character.

He may simply be providing narration for the trailer alone as a way to introduce its core conceit, after all, but he is indeed an actual character in the game, lending to the idea that he may have players’ ears often.

Styled like apunk rocker, the character even addresses himself as belonging to “a bunch of psychos gunning for the same prize” of making it to the last escape pod and as a rival of the player’s who will likely be a boss they encounter.[REDACTED]could potentially have a narrator character not be arrogantly talkative, reshaping that annoyance into something more constructive or entertaining while players make their way through Black Iron Prison, but it would be a fine balance to strike and it’ll be intriguing to see what approach[REDACTED]goes with when the game is released at the end of next month.

[REDACTED]launches on October 31 for PC, PS5, and Xbox Series X/S.