It prob­a­bly stands for ‘great times for own­ers (of the game)’, right?

XBox: The Official Magazine (US) - - START - Ian Drans­field

“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

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