![]() There is a range of weapons, tools and performance enhancing drugs ( aka “Boosters”) to choose from. You start off in the lobby to choose your loadout and discuss the common strategy. What does a GTFO session look like? Do characters have their own special features? Is there stuff to unlock as players progress in the game? The tagline says it: “Work together or die together.” Developing GTFO, we wanted to make an actual co-op game where cooperation is truly essential to player success – it’s a game where you can't wander off alone, and one player can't carry the rest of the team. In order to survive, cooperation and communication are key. Your task is to explore the structure, carry out certain objectives, extract valuable artifacts – and bring them back up to The Warden, your captor. You play as prisoners kept in a sort of labor camp, and on a daily basis you’re forced down into an underground complex overrun by flesh eating monsters. GTFO is a 4-player horror/action co-op FPS. If people have heard my work, it’s most likely from Bionic Commando Rearmed (2008), PayDay: The Heist (2011) and PayDay 2 (2013.) Now, I work as narrative director at 10 Chambers, and also manage everything audio related.įor our readers that might not all be familiar with the game, could you describe what GTFO is about? I’ve been working mainly with audio (sound effects, music, dialog) in games for the past 21 years, but I’ve also handled game design and story from time to time. GTFO’s level toolset has gotten an upgrade, too: levels can be much more vertical now, something that’s immediately evident from A1 (the first map in this rundown’s rotation).Hi Simon Viklund and thank you for answering our questions! First, could you, in a few words, present your career path in the video game industry and describe your current position for GTFO? A stamina meter has been added to counter players that would simply sprint away from enemy waves. Attributes have been added to the game’s suite of melee weapons, providing more flexibility for new players and veterans. ![]() Many quality-of-life changes have been added for the game’s full launch. And some expeditions will even teleport you into new spaces entirely, spaces with a design and color palette that is completely foreign to the dull metal gray that most GTFO players know and love. You’ll find occasional logs left on terminals throughout levels the first tutorial even has a surprise voice-over hinting at the Warden, the supposed character responsible for sending your team on all these hell missions. Narrative is a big focus, too, although GTFO’s style means most of the lore is still delivered in the most understated of ways. Each room you traverse is effectively a mini-puzzle, blending into a larger, interlocking complication that repeatedly asks the same question: how will you survive? GTFO has a story, although there’s no direct cut scenes, only snippets of text logs left hidden in DOS-style terminals. Except there’s not really any item permanence. It’s an intensity best described as Escape from Tarkov crossed with the xenomorphic, 70s lo-fi thriller vibes of Alien: Isolation. Much of the map is shrouded in pitch-black darkness, creating neat little jump scares where you’ll crawl forward only for a sleeping enemy to slowly awake inches from your position. Enemies are hidden in deep, thick fog that reduces visibility to a handful of meters. The game literally screams at you every time you open it. But even before that, GTFO is willfully and deliberately oppressive. ![]() You’re a prisoner, one of four literally dropped into a zombie-infested pit like it’s a horror ride at a theme park. GTFO has no interest in making things easy.
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