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‘The Callisto Protocol’ Review – ‘Dead Space’ Throwback Could’ve Used More Time in Development

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I liked The Callisto Protocol a little more on my second time through it.

My first run was frustrating, with a lot of sudden violence and cheap deaths. Even on its medium setting, Callisto is unforgiving, and one missed dodge or block at the wrong time can get you decapitated, or dismembered, or impaled, or torn in half at the waist. It’s the sort of game that takes a real glee in murdering you, because that’s another chance to show you one of its dozens of elaborate death animations.

My problem, which I only really realized on my second time through the game, was that I’d screwed up my upgrades. Callisto feels a lot better once you’ve got access to its more powerful tools, because that puts you closer to an even keel with the monsters that’re trying to kill you. If you’re indecisively trying out a little bit of everything like me, you’ll hit the endgame without the necessary firepower to handle it, and there’s nothing in the game that will tell you that.

It’s a lot like Dead Space that way. Just as advertised.

The Callisto Protocol is a new game from some of the creators behind Dead Space, and it wears that influence on its sleeve. If you’re at all familiar with Dead Space, especially the first two games, you’ve already got a good grip on how Callisto feels to play.

That also means that Callisto has inherited a couple of Dead Space‘s problems, along with having a few that are all its own. It’s not impossible to have fun with The Callisto Protocol, but it takes more work than a video game ought to require.

It’s the 24th century, and humanity’s settled throughout most of the outer solar system. Jacob Lee (Josh Duhamel) is a cargo pilot who’s running a load of medical supplies to the Black Iron Prison, built on Jupiter’s moon Callisto.

On approach to Black Iron, Jacob finds a terrorist (Karen Fukuhara) has boarded his ship, and his attempts to fight her off end in a crash. When the guards show up, they unexpectedly arrest and imprison them both.

The next time Jacob wakes up, he’s in a cell, right as an unknown illness has turned many of the inmates and guards at Black Iron into hostile, mutated “biophages.” Jacob’s forced to team up with the last couple of uninfected people in the prison to find a way off Callisto.

Like Dead Space before it, there’s a real sense of dark glee in how hard Callisto is trying to kill you. Every individual enemy is a serious threat, and they can come from almost anywhere at any time. If you see one biophage, there’s probably at least one more waiting in a nearby ventilation shaft, and there are a few sudden ambushes that are very clearly meant to kill you on a blind run.

That’s meant to encourage you to be brutal, clever, and direct, as soon as you’ve got the tools for it. You start the game with a shiv, ideal for stealth kills or forcing locks open, and a club, which quickly gets upgraded to a riot baton. One on one, a biophage can kill you in a couple quick hits, but Callisto features a melee combat system that lets you bait enemy attacks, then dodge/block and counter.

When it works out, there’s a great feel to it, and Jacob’s melee finishers have an amazing sense of weight and finality to them. If there was an award for Most Satisfyingly Crushed Skull, Callisto would be a top contender for it.

The problem I consistently had with the melee in Callisto is that your defensive abilities are keyed to the left stick on controllers. You hold left or right to dodge in that direction, or down to block. In practice, I found I often got a block when I wanted a dodge, which is a lot of fun when you start routinely running into enemies with unblockable attacks. The overall timing on the mechanic also seems off, to the point where I’d sometimes get hit by something I saw coming from a mile away.

As you get further into the game, you’re given a few more tools that keep you from having to get into melee in the first place, which is also, not coincidentally, when Callisto is at its best. The highlight is the GRP, a gravity glove that lets you pick up and throw distant objects and enemies, which is great for evening the odds before you enter a fight. You can chuck fuel tanks as improvised grenades, toss biophages into spikes or off cliffs, or simply bowl one over with another to buy yourself a few seconds.

The guns are also more effective than they looked in Callisto‘s earlier trailers, particularly once you’ve gotten their damage upgrades. Ammunition’s at a premium in Callisto, but as long as you focus on one or two go-to weapons and keep upgrading them, you generally get enough bullets to get by. Around the end of Chapter 3, you can reach a point where you drop enemies as fast as they come at you, with a combination of creative GRP shenanigans, focused gunfire, stealth kills, and the occasional baton to the taint.

As I said above, though, it feels more like a system that I’m working around than one that I’m working with. Callisto‘s combat—and it’s almost entirely combat—is at its best when you have as many options as possible to keep you from having to use the dodge mechanic, or hit something with the baton. They’re by far the most elaborate feature in Callisto and you never want to use them if you don’t have to, especially if there’s more than one enemy nearby. Both the baton and evasion rely on auto-targeting, and Jacob sometimes has his own ideas about who he’s supposed to be dealing with at any given time.

It’s the first of several strange decisions that drag Callisto down. Switching weapons in the middle of a fight is a chore and often doesn’t actually work the first time; healing requires a mandatory, lengthy animation that leaves you vulnerable for several seconds; and as I noted above, there is absolutely a right way to upgrade your weapons and gear, but Callisto doesn’t tell you what it is.

If you figure all that out, you do hit a sweet spot around the middle of the game. While Callisto could use one more solid combat tool for variety’s sake, like how Dead Space had the stasis module, you do get a wide enough arsenal that you can have some fun.

Then you hit the endgame, and you start fighting enemies who aren’t affected by the GRP and barely react to gunfire. They’re just big meat walls, there to drain your resources, and they drag a lot of the game down with them.

My overall impression of The Callisto Protocol is that it could’ve used some more time in development, if not some more iteration. From its mechanics to its controls to its storyline, there are a lot of little things that don’t work, or don’t work as well as they should, or as well as they’re clearly meant to.

(I’ve also heard in passing that the PC version of Callisto is, at time of writing, not doing very well. I can’t speak to that; I played through the game on console, where I had minimal performance difficulties before the day-one patch and no difficulties after that.)

There’s a decent, bloody beat-’em-up in here somewhere, where you beat your way through the space zombie apocalypse with a riot baton in one hand and a revolver in the other, where any enemy who survives the first couple of hits gets telekinetically punted into a running exhaust fan. You can sort of see it, in Callisto‘s best moments, but it works very hard to keep them away from you.

Review code provided by Krafton/Striking Distance, for Xbox Series X & PlayStation 5.

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Movies

‘Recluse’ Review – Harrowing Haunted House Horror With Lots Of Skeletons In Its Closet [Tribeca 2026]

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Joan's burned father approaches in Recluse Review.

A haunted house story is tense, terrifying storytelling when it’s properly executed. There’s been a growing tendency in horror to blend together harrowing haunted house stories with traumatic homecomings. A family member’s illness or death triggers a return to something dark that was intentionally left behind. Recluse hits all the tropes that one expects to find in this type of horror film, yet it manages to push this story in a daring, disturbing new direction that uses sound as a superpower.

It’s a unique lens to experience a familiar story about family secrets, generational trauma, unresolved grief, and the importance of not just legacy, but preservation. It’s a hell of a directorial debut from Henry Chaisson that’s guaranteed to get under the audience’s skin as they’re dragged through this painful, toxic tale.

Recluse is a gothic haunted house story where an isolated audio engineer, Joan (Sasha Frolova), returns to her family’s estate to check in on her father after he suffers a terrible accident. Joan suddenly discovers something much more sinister that paints her family’s tragedies in a very different light. Chaisson’s debut functions as a fascinating companion piece to this year’s undertone, which does a lot of the same things. 

These two films make for a fascinating case of parallel thinking that tackles comparable subject matter through a similar lens, albeit in a bigger, less claustrophobic story in Recluse’s case. In fact, it’s the perfect horror film for anyone who was let down by undertone and didn’t feel like it brought enough to the table. It’s a considerably more conventional horror film, but this isn’t meant to denigrate its high quality. Recluse may hit some familiar notes, but it’s a scary, well-crafted haunted house horror story that goes for the jugular.

recluse horror movie

A gripping mystery that involves the tragic, unresolved circumstances that surround Joan’s mother teases a chilling connection to the recent horrors that have afflicted her father. Joan desperately tries to put these pieces together and give her family some sense of grander peace before she’s pulled under and becomes another victim of this festering curse that’s systematically worked its way through the Wyatt family. By doing so, Recluse digs into some deeper commentary on collective trauma, a very literal look at thesins of the fatheradage, and how one selfish decision can ripple through generations and fracture off into different dilemmas. By the end, Recluse has brilliantly flipped the powerful concept of legacy on its head by illustrating the horrors and sense of entitlement that can be born out of this idea.

A legacy is just another name for a curse under the right context.

Listenis a simple but powerful command from Joan’s father that she briefly obsesses over. In a way, it becomes Recluse’s grander mission statement, whether it’s in response to Joan listening to the people in her life, the signals that her body and mind are telling her, or the world’s greater whims. It’s important to reconnect with these grounding pillars, especially when it feels like control is slipping away.

Recluse excels with how audio and soundscapes can create entire universes that are full of rich details that transport individuals to these environments. There’s also a level of objectivity when it comes to audio recordings and the evergreen permanence that they’re able to provide. Joan’s career as an audio engineer makes sense for someone who wants to cling to hard evidence and proof of existence. It provides great insight into Joan without ever getting lost in contrived exposition.

Joan’s entire life is built around audio engineering, and so it makes sense that Recluse features excellent sound design that really goes above and beyond with its production elements. All of the sound design is expertly handled and turns the film into something special. These auditory elements intuitively keep the audience on edge so that they’re more susceptible to the actual scares that eventually strike. The smallest sound effect gets turned into a crushing, cacophonous assault. It’s a really effective way to build terror. Writer/Director Chaisson also handles the film’s music, which achieves a sublime, unnerving dissonance that further heightens the free-floating anxiety.

Tobey Poser in Recluse premiering at Tribeca 2026

The story at the center of Recluse is slightly generic in some respects, but the film’s visual language and tone make it feel distinctly memorable. It also doesn’t hurt that the home that Joan returns to is basically an eerie art studio that’s full of contorted paintings. Recluse never struggles to generate mounting dread and terror that pump through every scene. Powerful, thoughtful cinematography consistently reinforces the film’s themes. Joan is constantly reflected in different surfaces or viewed through mirrors. She’s also often confined to tight, constricting framing that all speaks to her refracted identity during this moment of loss and her attempts to regain agency and control by making sense of something that’s seemingly unexplainable. 

Recluse is full of truly disturbing visuals that make it seem like Joan is lost in a dream that turns out to be an extended nightmare. It’s a surreal journey reminiscent of invasive psychological horror like Silent Hill, with a touch of Sinister and Hereditary thrown in for good measure. There are so many individual frames that could endlessly fuel urban legends and creepypastas.

It does a great job with how it presents Joan’s fragile state of mind, where chilling flashes of the past sneak up on her and unresolved trauma manifests into unsettling imagery. There are endless shots that are obscured in darkness, or shadow is creeping in from the corners of frames like a suffocating force of nature. It’s very rare that a scene is fully lit. It leads to a very lonely, isolating atmosphere that’s easy to get lost in.

Chaisson’s debut stands out from the many other high-minded haunted house horror films without succumbing to the same pretensions that often drag down these stories. It’s a grief-stricken character study that’s full of upsetting visuals that scratch at something visceral and raw. The horror elements connect, and the answers to its grander mystery provide an appropriate and believable sense of closure. Those who are looking for an atmospheric horror film that isn’t afraid to be different while still channeling something real will appreciate Recluse.

Recluse made its world premiere at Tribeca; release info TBD.

4 out of 5 skulls

 

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