Hands-on: GTFO blends Payday’s ultra-hard team tactics with a horrific sense of inevitable doom - brownthinger
IT doesn't postulate sesquipedalian to die in GTFO. Miles belowground, in just about sort of dark and uninhabited mine, monsters stir. You can discover them as you draw close to every blind corner and sealed door, the telltale hiss and rattle of deliberate breathing. It's a sound that signals impending doom.
But you've been sent down to this concealed hell for extraordinary unknown reason, and you'll be blessed if you're leaving until you've found…whatever it is you're presumably looking. Better hope your friends can watch your back.
Down in the underground
GTFO is the debut game from 10 Chambers Collective, a team up made in the lead ofPayday vets—and IT's obvious. Like its unearthly predecessor, GTFO is a cooperative four-player shooter, heavy along manoeuvre. But where Payday looked to heists for inspiration, GTFO draws on revulsion tropes. You and your crew are trapped hush-hush with too few bullets, besides many enemies, and only a indefinite sense where to go.
The four of you are born into the caverns and granted a specific "Zone" to get to, i.e. Zone 19. Why? I'm not really sure. If there are narration reasons, I didn't hear them in our demo—either because they weren't on that point, Beaver State because they were so inconsequent as to be superseded by our squad chatter.
It doesn't topic much regardless. The door you need to get through is necessarily secured, which sends you trudging done the mine in search of a keycard. You could stumble around blind, but thither's a better option. Scattered through the mine are terminals, equipped with a simple text-based OS.
You bottom function these terminals to readiness a waypoint for the keycard you need by typing, for instance, "site purple_key_732," with the color and number procedurally generated each match. Usually unmatchable instrumentalist needs to stand past the locked door and ring out the look string over the radiocommunication.
GTFO It's a smart forced-teamwork moment, and I'm worked up to see what else GTFO's terminals can make up used for. I doubt they've been enforced just to locate keycards, and indeed typing "supporte" brings improving a prolonged list of all the possible commands.
Just for the purposes of our demo, we set a waypoint and that was it. That was adequate overly, As we ne'er even made it to the keycard in doubt. There are a good deal of enemies between you and your goal.
There are also tools to help you, of course. The loadout phase is probably the virtually Copernican part of GTFO. Selecting complementary setups is an artform. Someone probably wants to grab the Foeman Scanner, which displays fierce foeman positions on its screen—even through and through doors and walls. Someone probably wants the Glue Gun, which can temporarily seal off doors and slow down crowds.
GTFO Information technology's a fully classless system though, so you'rhenium also welcome to run an whole crew with the same equipment. As a matter of fact, that might be beneficial on some maps, or for certain objectives. We got a lot of use unsuccessful of the Scout Guns, for instance. Pop them in front line of a door and they'll chew through mobs of enemies. If you know you're going to screw up, having a bunch together of Sentry Guns International Relations and Security Network't a bad call.
And you will screw upwardly. That's the lesson I took away from GTFO. It looks like an action game, but information technology very is a stealing/selection horror incubus. Noise alerts enemies, so you spend most of your metre creep through corridors, peeking around corners, and trying to battle royal-kill off the smaller enemies.
The Scout was our bane though, a monster with white tendrils coming murder its face. These tendrils regularly shoot out into the Guide's surroundings and then retract, waiting for a hint of a disturbance.
GTFO A single DMR shot to the head kills the Scout, just miss—or accidentally wander into one—and the Scout will screech for reinforcements. Suddenly you're fending off packs of the smaller Runner enemies, loping at you connected all fours, plus probably a a few of the larger types. These brutes can poor direct reinforced steel doors, and in my feel even one can leave your whole bunch ammo-less.
So hey, get into't miss the Scout.
It's brutal. At Gamescom last week I played three rounds, with two of the developers enclosed in our four-individual crew. Every bit I said, we ne'er equal made IT to the first keycard, and our longest ingress lasted probably 10 frantic minutes.
GTFO To some extent that might indicate a need for rebalancing. Maybe. Like Payday though, GTFO mandates working together. Information technology's inexorable happening purpose, because a altissimo-stakes forc cooker forces teamwork. If one person doesn't know their role, or International Relations and Security Network't using a microphone, chances are the whole squad's going to wipe.
That sensory faculty of tension, of fateful doom, is good fun though—albeit not particularly fleshed out at the moment. GTFO has a great framework, but is lacking in inside information. Despite a change of environment, both levels we played mat up pretty similar, a feeling not helped by how barren both were. Divagation from lockers full of ammo and health kits there was nothing for us to find, and thus not much reason to explore on the far side the unmediated mission directives.
10 Chambers needs to lean into the environmental storytelling a fleck more I reckon, stimulate these abandoned mines and underground laboratories feel more like-minded a place. Survival repulsion is about atmosphere, not just fighting. Right today information technology's easy to die, but it's the stories roughly those deaths that ultimately make games like GTFO stand out.
Bottom line
There's potential in GTFO equally an ultra-unmerciful, maneuver-great experience though. Yet over the course of three rounds I felt our team up fix noticeably ameliorate, atomic number 3 we well-read the unspoken rules of these underground horrors. "Wait for the sniper to draw ou the Scout." "Don't stand between the Lookout man Gun and your enemies." "Crouch…all the fourth dimension."
Payday 2 is still one of my favourite four-player co-op games because the bar for success was so damned high. Judging by my demo, GTFO will represent at least as difficult. Discouraging, but I'm already excited to give it another slam.
Source: https://www.pcworld.com/article/402517/gtfo-hands-on-preview.html
Posted by: brownthinger.blogspot.com

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