Ulf Andersson, the creative director at 10 Chambers Collective, was making the rounds during this year’s E3 to promote the game GTFO. During an interview with IGN, we learned more about the gameplay, the mechanics, and what to expect from the survival-shooter game. Right up front Ulf Andersson wanted everyone to know that there will be no microtransactions and no live-services for GTFO, because they want to avoid that kind of stuff.
The four-player cooperative shooter is an action-horror experience being developed by nine guys in a small studio. In GTFO Ulf Andersson and the rest of the crew is taking a lot of experience from Payday 2 in terms of having optional play mechanics, where you can either go through the maps using stealth or go in guns-a-blazin’.
Andersson explains that resources are scarce, creating a survival-horror element where you need to scavenge for ammo and gear. If you attempt to avoid stealth and go Rambo on the bad guys, you can do that, but due to the limited amount of ammo available, it might be wise to go stealth. You can acquire new weapons and loot after completing missions.
There will be a wide variety of weapons at your disposal, including pistols, revolvers, sub-machine guns, assault rifles, sniper rifles, shotguns, gauss rifles, and even glue guns.
Players will have a main weapon on hand, a secondary weapon, a tool, and a melee weapon. The tools are used for setting up traps or creating defensive perimeters that you can utilize throughout the maps, such as laser tripwires, and stationary turrets.
You’ll be able to fully customize your character’s loadout, so you won’t be restricted or forced into a specific role like in some games. You can have a bunch of turret guns or a bunch of tripwires if you want.
The gameplay itself centers around four-player cooperative missions set within subterranean environments. Players take on the role of prison inmates being used as special operatives to complete tasks for a shady corporation. Most of these tasks involve data retrieval within the subterranean facilities that have become overrun with monsters.
There are a variety of maps that Ulf described as being “tightly curated” by the team. The maps are a mixture of hand-crafted and procedural generation – it’s more so that the team is using procedural generation tools, but fine-tuning and fine-crafting the elements of the map so that they feel authentic, original, and intense. You can use the environment to your advantage, such as closing off rooms, or lowering doors to prevent the monsters from coming after you, but they can still eventually bust through walls, doorways, and structures.
You’ll have to travel through the locations, completing the objectives and attempting to escape in one piece. Map length can range anywhere between minutes to hours, depending on the difficulty. One neat thing that they’ve done specifically for the PC version is that when interacting with the in-game computer consoles, you’ll actually have to use your keyboard to type in commands at the command prompt, which is pretty neat.
There are also a variety of enemies, as showcased in the video above, some of which are slow plodding, some of which are fast and nimble, and others will be able to grab you and drag you off, or shoot projectiles at you.
It sounds like there’s a nice mix of different enemy types to keep you on your toes as you attempt to navigate through the underground complexes and complete your mission.
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