![]() ![]() Items - including health and repair kits, as well as the objectives that players are searching for - are all indexed inside a fictional operating system within GTFO. Other players can actually share those screens while looking over your shoulder. There’s a fairly minimalist HUD in GTFO, augmented by live screens on some tools and terminals. After the unfortunate incident where I was nearly eviscerated, we quietly cleared out a few rooms using only melee weapons before we stumbled onto a terminal. We were tasked with finding a numbered item in the complex’s inventory, so job one was determining its location. The enemies are hard enough as it is, and players are encouraged to experiment in order to find the right combination of tools for each Rundown.įrom there, players are given an objective. GTFO will not have loot boxes, season passes, or subscription fees, and there won’t even be any weapon mods that unlock based on arbitrary experience points. The team at 10 Chambers promises a very traditional experience, and that ethos will extend to the game’s monetization scheme as well. There’s no grind to speak of in GTFO, and weapons and tools are freely available before each mission. Vinternatt says that players won’t have to unlock these toys over time. My other teammates have an eclectic assortment as well, including Alien-style motion scanners, automated turret dispensers, and more. I’ve also got an assault rifle, a high-powered but slow-cycling machine gun, and a launcher that sprays daubs of sticky foam. For this first mission I selected a nearly silent melee weapon, a massive maul called a Gavel. To help you along, prisoners are given access to an assortment of high-tech tools and weaponry. The goal is to remain quiet for as long as possible to avoid detection as you infiltrate the complex. Standing in the way are these Sleepers, a sort of cross between the fungus-infected zombies in The Last of Us and the deadly Witches in Left 4 Dead.Īs players, expect to always be outnumbered. The Warden sends groups of four prisoners on a series of sequentially linked missions, called a Rundown, with a goal to locate and extract valuable artifacts from an abandoned underground complex. In the fiction of GTFO, players take on the role of prisoners under the watchful eye of a master named the Warden. It’s one of the most interesting first-person shooters I’ve played in a very long time. This is what it’s like to play GTFO, which enters early access on Steam on Monday. It was only thanks to the quick thinking of my teammates that I made it out alive. About a dozen sleepers lay dead on the ground, but it only took three to take me down. One of the other developers comes over to revive me. Once the smoke has cleared I’m lying on the ground, my perspective sideways. It rears back, and then lashes out with powerful arms. From its posture, it looks like it’s yawning. The amber light is coming from inside that growth, and it changes shape and intensity as the creature trills. It looks vaguely human from its feet to its shoulders, but instead of a head there’s a black, knobby growth that looks like volcanic stone. That’s when the Sleeper turns, emerging from the fog. “Don’t move,” says Svante Vinternatt, one of the developers on GTFO, the new multiplayer horror survival game from 10 Chambers Collective. Suddenly, there are ominous clicking sounds all around me. Then a second light flickers nearby, and a third. I’m stumbling around blind when an amber orb blinks in the distance. ![]() The air is so thick that bright, directional light simply scatters, creating a solid white wall of glare. Switching between my several flashlights is useless. Hundreds of feet underground, there’s a wet mist filling the halls of an abandoned industrial complex. ![]()
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