It probably stands for ‘great times for owners (of the game)’, right?
“A mindless blaster this is not, even with all the onrushing hordes of nasties”
PublisheR 10 Chambers Collective Developer 10 Chambers Collective Format Xbox One ETA 2018
It’s not always best to talk about what came before when you’re looking at an upcoming game, but when the pedigree is attached to the likes of Payday and Payday 2 it’s hard not to. GTFO is first in line from 10 Chambers Collective, a new studio set up by co-founder of Overkill and lead designer on the Paydays, Ulf Andersson, and it both looks and sounds like fantastic fun.
A four-player team-based multiplayer title, GTFO pits you and up to three friends/enemies/strangers against what 10 Chambers is calling ‘the ultimate co-op test’. What does that involve? Battling hordes of aliens and/or mutants, of course. What else would you expect? What sets GTFO apart from the rest of the multiplayer crop—and what undoubtedly comes from that Payday pedigree—is the need to work as a team, not a series of individuals, to take advantage of powers and abilities you have, and to actually look out for each other.
What also sets GTFO apart is how it is positioned: This is aimed specifically at a hardcore co-op player; the type who lost countless hours in heists and police shootouts to Payday, and who likely has a preferred squad already set up for action in their Friends fist as you read this. That’s not to say it’s exclusionary, of course—more that
GTFO will throw you in at the deep end and expect you to learn on the job. It’s a case of the game giving you all the tools to get the job done (literally in several cases) and expecting you to put in the legwork to learn how to get it done without an alien chomping on your brain stem. A mindless blaster this is not, even with all the onrushing hordes of nasties.
Thinking on influences from elsewhere, we move to Left 4 Dead and its director— GTFO has its own version of this, the Expedition Director, which mixes up play situations and tries to keep things fresh even if you’re playing through sessions on repeat. The Director controls all aspects of the game, working from a ‘hand-tailored data set’ to make sure things are different, challenging, and reactive to how you and your team play. And if it is anything like L4D’s director, that means GTFO will revel in pushing you to the absolute limit of your abilities, whatever that limit might be.
It helps, too, that GTFO looks fantastic, full of moody, atmospheric lighting and the kind of claustrophobic settings that make you worry that something might well come out of the (goddamn) walls. And you know what? We’re going to predict that, yes, something will come out of the (goddamn) walls. Backed by moody synth and flickering flashlights, GTFO looks to be the sort of game where its visuals and audio will actually contribute meaningfully to the experience. In other words: It’s dark, and monsters will definitely shriek from the shadows.
Even with relatively flippant comments like that being thrown around, though, there’s nothing about
GTFO right now we’re worried about. It looks phenomenal, it had a brilliant first showing late last year (check the trailer out), the team behind it has a solid pedigree, and it looks like it will bring more than enough of its own to proceedings to make it more than just a sci-fi Payday. Start planning your team line-ups now, because we have high hopes for this one. n