I saw a lot of social media posts in the days after Callisto Protocol's release complaining about the game being awful. Some said it was buggy and riddled with performance issues. Others said it was just a bad game, and would be bad even if it were stable.
I didn't experience a lot of the technical issues (on PS5) that others were reporting. But I also didn't start playing till later that weekend, so had the benefit of the day-1 patch. Maybe that fixed a lot of the technical complaints? Yeah, there were still some lingering technical issues, but they were mostly nagging problems that I could look past.
So I went through most of the first half of the game thinking "This ain't so bad." It wasn't very good either. But it seemed like it was being unfairly maligned. It's Dead Space, but just ... not good.
Callisto Protocol is borderline plagiarism of Dead Space, but not a very good copy.
But as I got into the middle of the game's campaign, my opinion began to change. The issues and frustrations mounted until they boiled over in the game's first boss fight (which doesn't happen until more than halfway through the campaign). Callisto Protocol is just not very well designed or though-out. It suffers at fundamental levels of gameplay design.
Space Zombie Punchout
Callisto Protocol's problems start with the awful melee and dodge system -- which is kind of the whole gimmick of the game. Instead of pressing a button to trigger a dodge, the character automatically dodges left or right if the player is pressing the left analog stick left or right (respectively when the enemy makes an attack. The character will also block if the player is pressing backwards when the enemy attacks.
It's a system that feels more like Mike Tyson's Punchout than any action shooter I've ever played. But where Punchout is a boxing game that features a stationary opponent ducking left or right to dodge the punches of a single opponent lined up directly in front of you, Callisto Protocol is ... not that. The character in Callisto Protocol is ambulatory, and attempting to navigate an environment while also fighting multiple enemies at both melee and at range.
I could not get the hang of which direction I should be dodging -- except against bosses.
I found it very difficult to get the hang of the melee combat -- at least outside of boss fights. Strangely, the boss fights seemed to have the most clearly telegraphed attacks and reliable dodging. Outside of boss fights, however, enemies are frequently zombie-like monsters that rush at the player and shamble around, making it difficult to read their movements. As such, I never know which direction to dodge. And even when I do seem to correctly dodge, I sometimes take damage anyway, which leads to the next big problem. Pretty much every time I had to engage in melee combat, I would die and have to retry.
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7280ae0d-0d27-4b73-bd65-d0a7184a805a|3|3.7
Tags:The Callisto Protocol, Striking Distance Studios, Krafton, quicktime event, melee, dodge, science fiction, horror, shooter, zombie, arcade, Dead Space
Rounding out my series of strategy posts about Brave New World's new civilizations, here is the Zulu. But first, I want to take a moment to thank the readers and everyone who has provided feedback and constructive criticism for these posts. When I first started with Assyria, I wasn't sure if I'd bother doing any other civs at all - let alone all of them! But people read the posts and encouraged me to keep writing them, and now they are among the most popular posts on this blog! I have been very humbled and gratified with the responses that I have received. I'd like to specifically thank all of those who posted suggestions and feedback on the forums. I really appreciate your participation. Many of your ideas and strategy alternatives have been incorporated into revisions of these posts, and I've taken your criticisms to heart in writing the subsequent posts. I'd also like to thank the fine folks at PolyCast, who have taken the time to discuss and publicize these posts, as well as provide additional feedback. Keep up the good work!
As for my future plans: I expect to take some time away from Civ to catch up on some other games, like Dark Souls II and some Steam games that I've had sitting on my computer for a while (like Europa Universalis IV). I also intend to get back into modding and some other personal projects. This does not mean that I am completely done with Civ V strategies though. I do intend to look at some of the civs whose strategies were significantly changed by the Brave New World expansion (particularly France and Arabia, whose uniques were redesigned). I will continue to write strategies as time permits, and will continue to check the forums and comments and possibly update these posts if readers provide new insights. Thanks again, and keep on Civin'!.
Now, without further ado, the Zulu!
Little is known about the regions of southern Africa prior to European invasions and colonization. The region was divided up into small tribes and kingdoms, but they kept very few written records of their histories. In the early 19th century, the Zulu Kingdom (lead by Chief Shaka) came to dominate large chunks of the eastern coast of southern Africa. Shaka's successors expanded the kingdom through wars with rival tribes and European settlers for almost a century before the British offered an ultimatum in 1878 to King Cetshwayo regarding a territory dispute between the Zulu and the Boers (Dutch settlers in Africa). Cetshwayo rejected the terms of the ultimatum, leading to the Anglo-Zulu war. The Zulu won an early victory, overwhelming the British with their tactics and sheer numbers, handing the British their single worst defeat to a native African fighting force. In the long-term, however, the Zulu were incapable of standing up to the British army that was equipped with firearms. The British sieged the Zulu capital, Ulundi, exiled King Cetshwayo to Cape Town, and divided the Zulu Empire into 13 "kinglets". This lead to internal conflict between the kinglets, forcing the British to reinstate Cetshwayo as the King of the Zulu. But conflict continued, and Ulundi was again sieged by one of the kinglets and Cetshwayo was killed. When the Union of South Africa was formed, the Zulu Kingdom stopped being recognized as a sovereign power, although several Zulu kings did retain significant influence in the region through the middle of the 20th century.
Shaka kaSenzangakhona was the first King of the Zulu Empire. He united several small tribes and then initiated significant military, spiritual, and cultural reforms. He used innovative and highly-aggressive military tactics to conquer neighboring tribes and establish the Zulu Kingdom as a dominant force in the southern Africa region. He was a brutal and efficient leader and introduced the iklwa stabbing spear and large cowhide shields that allowed his soldiers to quickly surround their enemies and engage in visceral close-quarters combat. His impi soldiers employed a novel "bull horn" formation consisting of three parts:
- the "chest" was the main force composed of senior soldiers who would engage the enemy to keep them pinned and immobile,
- the "horns" were squads of young, fast warriors who would flank the enemy that was engaged with the chest,
- and the "loins" were a reserve force behind the chest and with their backs to the battle who would defend the army from flanking maneuvers and chase down escaping enemies.
These tactics proved incredibly useful to Shaka and to his successors (even against the muskets of European invaders), and it was even used to crush the British in the opening battle of the Anglo-Zulu war. However, these tactics could not survive against the killing efficiency of more advanced firearms and cannons and were eventually abandoned.
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6c911954-01d0-47d1-9bc6-d03b1185221c|9|5.0
Tags:Sid Meier's Civilization, Civilization V: Brave New World, Civilization V, Zulu, Shaka, Iklwa, Ikanda, Impi, spear throw, unit maintenance, war, warmonger, promotion, buffalo, buffalo horns, buffalo chest, buffalo loins, melee, flanking, Africa, barracks, pikeman, Civ-V