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Platform(s): PC
Genre: Online Multiplayer
Developer: 10 Chambers Collective
Release Date: 2020


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PC Preview - 'GTFO'

by Cody Medellin on Dec. 17, 2019 @ 12:30 a.m. PST

GTFO is a 4-player co-op action/horror FPS game, made for hardcore gamers looking for a true challenge.

We've seen many titles come and go that try to emulate the kind of team-based multiplayer seen in Left 4 Dead. The PvE style is very addictive and perfect for those who aren't great at these types of games, since they still have a good time thanks to the kindness of others. At first glance, GTFO seems like a darker version of that game, but it doesn't take long to see that the title from one of the creators of Payday and Payday 2 is more grueling than expected.

The first thing you need to know is that GTFO is strictly multiplayer. You can play it solo, but every fight and puzzle is designed with at least two people in mind. There are also no bots, so you can't fake the experience, either. You're going to have to team up with real humans to get anywhere significant here.

Aside from dissuading solo players, GTFO as it stands today is also good at preventing people from randomly teaming up with others thanks to the lack of matchmaking. On the Steam page, the developers encourage you to jump on Discord to find people if you don't already have friends who are willing to give this a shot. You'll also need Discord to communicate with others, since the game doesn't feature any other means of communication. You get the feeling that you need to commit to the game and commit to a steady team if you want to get anything going in this title.

Provided you are fine with this, what you'll find isn't a typical zombie shooter in space. The normal zombies are hyper-aggressive and rush at you quickly, but they can also deliver more damage than expected. Friendly fire is always on, so those who aren't paying attention to their line of fire can accidentally down their teammates. That's made worse when you realize that the game always has you scrambling for ammo due to its scarcity. Combine that with the environment's thick fog, flickering lights, and constant shadows, and GTFO is more of a survival-horror game than a typical shooter, especially since you're encouraged to make as little noise as possible.

What also isn't typical is the fact that you have access to more than regular shotguns and machine guns. You can place turrets to deliver some covering fire or take care of mobs before you use up your own ammo. There are scanners to help you detect the zombies before you startle them. There's also a special foam gun that can be used to immobilize the monsters or create makeshift barriers to buy you some time while you're furiously typing out commands to unlock the next door or activate a security system. You may not have specific classes to embody, but the game gives you enough tools to play tactically.

What is perhaps the more intriguing part of the game is what is being called The Rundown. Essentially, the game is almost like a roguelike, where the essential parts of a level, like the location of ammo and objectives, are fluid so memorizing a room won't help you much. The changes don't occur with every run, but the game will change out maps and missions after a few hours, making every mission unique and also not giving you the chance to replay a level unless it comes around again in the rotation. Combined with the brutal difficulty and other elements, GTFO may require sheer luck to complete.

GTFO's year-long stay in Steam Early Access can be seen as some commitment from the team to tweak everything it can before going final. From what was seen in the game so far, there's already a good base for those craving a real team experience that becomes more complicated than pumping lead into mindless creatures and calling it a day. If you're willing to take the plunge right now, be aware that you'll need to use outside sources to get a squad going, as the game just isn't friendly on that front. Otherwise, this is one to keep an eye out on as its Early Access stint continues.

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