This may not be the best choice for a player without an existing co-op team, but if you do have three friends who are willing to learn, and die, together, it's a work of unmissable claustrophobia. GTFO indeed. [Issue#368, p.110]
GTFO oozes amazing atmosphere and tense gameplay, it is well designed with a philosophy taken from old game design about learning while playing to let players discover how to overcome the game’s challenging missions. This game delivers on making players feel isolated, stuck in claustrophobic environments surrounded by the deadly sounds of monsters awaiting their next snack. GTFO stands out as a unique cooperative horror experience due to its gameplay design, one that I am fully relishing, even after countless deaths and failed runs.
Do you have four friends and are you not afraid to spend a bit of cash? Try GTFO. It’s an exceptionally good horror action game that borrows a lot of the best stuff from other, similar experiences. It may not be perfect but it sure as hell is addictive.
GTFO is a concentration of love and wickedness, the merciless manifestation of a concept as inflexible as it is created with care and dedication. Although not all the pieces of the 10 Chambers proposal have yet been filed to perfection, the title does not fail to offer its users a cooperative experience full of personality, fiercely hardcore and stimulating in the most infamous sense of the term. It is certainly not a product for all palates, and it is certainly true that the Swedish studio still has some work to do, but already now GTFO is perfectly able to offer lovers of cooperative shooter with high difficulty rate a valuable mix of anxiety and excitement, fueled by an inflexible playful formula but capable of giving large doses of satisfaction.
GTFO is a solid and challenging shooter with great sound and environment design. The terminal is a delight to use, and the optional bulkheads provide a reason to come back. However, the core gameplay loop can get a little repetitive and the different environments and loadouts don’t do enough to combat this.
I enjoyed the concept and I'm curious about what these developers could achieve if this game were AAA and had more content.
The idea is fantastic, and the execution creates a captivating atmosphere. It instills a sense of insecurity where communication and coordination are essential. Ammunition is scarce, the map is hostile, resources are hard to come by, and enemies are ruthless. All of these factors contribute to the game's uniqueness. If you have three friends who are committed to learning the game, you're in for an enjoyable experience. However, if you're playing solo, the gameplay isn't the main focus here. Unfortunately, the game doesn't maintain my interest over time.
I've played for 30 hours and nearly reached the end of Rundown 2.0. It was fun, but the game lacks progression. You start with all the guns, and the cosmetic options are somewhat lacking. Additionally, there's no actual storyline. While you can read documents, they don't contribute to a "real" overarching plot. The dialogues are repetitive and become annoying after a while.
Customization, proper progression, and an engaging plot are all areas where the game falls short. As a result, I kinda quit "too early."
On the technical side, the audio design is quite impressive, although the graphics could be better given the price point. The map design stands out, but it does become monotonous after a while. Lastly, optimization could be significantly improved.
Im adding on my point only for the other person who gave the game a zero for being so petty after getting former posts removed. The game is amazing its tight corridors and frustrating game play is MEANT to be a challenge. It's supposed to be a tactical simulation where you have lack of ammo, health, and other resources ect. "I would have given it a higher score." Then posting.a zero is just ridiculous. If you don't want to play games that have a challenging coop experience that costs money then go play fall guys. Though the game play can get a little repetitive it is still a very enjoyable experience at its price point. In closing I think the game is great and can't wait for further updates.
A courageous idea with bad execution
**** is a 4-player co-op shooter with heavy emphasis on stealth. The gameplay is mission-based; you and your teammates are thrown into handcrafted dungeons filled with humanoid monsters in order to complete an objective and make it out alive – nothing out of the ordinary so far.
The premise is the sheer horror of the high difficulty. Any misstep can escalate the mission to the point where your team either dies or takes heavy casualties in terms of resources like ammunition and health items. Combined with the brutal darkness and the sound and level design, it creates a tension that can only be experienced very rarely in co-op games.
Sadly, once this facade drops, a game flawed by bad design choices steps into the light – or darkness if you will ;)
See, the developers praise inaccessibility as one of their core design philosophies. I respect this decision. We need more games that expect at least a modicum amount of engagement of the player, but the way **** did it is simply not right.
Let me elaborate:
- The game can only be played in a group of four, no less, because there is no scaling.
- There is also no drop-in/drop-out system, which means that if a teammate got disconnected, prepare to restart a 3+ hour long mission.
- Even with missions of this length, they cannot be paused and continued another time.
- The game has a lot of systems that have to be learned and mastered, but no systems to teach you these. That means no tutorial and no dynamic manual – a part of the design philosophy, I guess.
- Testing via trial and error is discouraged by the massive punishment received if something goes wrong.
- The game has about 50+ missions, but only about 8 are available at a time because “they are tailored specifically to the player’s taste”.
- The game has a lore, but it is somewhere hidden in the log files, so I didn’t bother.
- The game has no soundtrack.
- A mission fails once you and your mates agree not to restart at a checkpoint because you wouldn’t make it anyways. This happens at about 3 hours into a mission. Then you get nothing, no progression, not an experience bar of any sort, not even tips on how you could improve the next time around.
These reasons keep the game in a constant spiral of frustration instead of an interesting challenge. But it is fixable, with minor tweaks even. The technical basis of the game is sufficient and polished.
If the players were given access to the earlier missions with less complex systems, so that they can learn the game in smaller steps. If the players were rewarded with cosmetics for retrying a mission over and over again, to communicate that restarting missions is a part of the process instead of a failure. If the missions were shorter, so the players could try out strategies instead of sticking to the combat-approved tactics.
If all these improvements were made, this game could be a decent game like Deep Rock Galactic – oh, have I mentioned that Deep Rock Galactic costs less than this mess?
Very bad game for nearly 30 Bucks.
Its still in Early Access and even Cyberpunk 2077 is faster released than this crap.
For 10€/$ i would give it a look cause im looking for a nice coop game with some friends but im not gonna pay 30 for an low Ass Unity Game someone created in his Kidsroom...
SummaryGTFO is a 4 player action/horror cooperative first-person shooter for hardcore gamers looking for a real challenge. Players get to play as a team of prisoners, forced to explore and extract valuable artifacts from a vast underground complex that has been overrun by terrifying creatures. Gather weapons, tools, and resources to help you su...