GTFO [Alpha Test/Pre-Release] Review

*Contains Spoilers*
A Challenging Co-Op Experience
On October 28th 2019, three of my friends and I had the opportunity to play the pre-release Alpha for GTFO, a highly anticipated cooperative horror game. First and foremost, I would like to thank the developers, 10 Chambers Collective, for streamlining the process to be involved in the Alpha test. The instructions were simple and everything players needed to know was outlined in their Discord server, which they also use to keep players up-to-date on the development, bug fixes, etc.

The gameplay we experienced was meant for testing and bug fix purposes, so it is important to mention that some aspects of the game were limited. According to a notice from the developers at the beginning of the game, only one area would be available to explore during testing, weapons and gear would be limited, gear progression would not be available, and in-game voice chat would also not be available (we used Discord). Taking those items into consideration, the following are my thoughts on GTFO so far.

The menu is very simple and displays all 4 characters (should you play with a full team, and I highly suggest you do) and their individual loadouts. Players take 4 weapons or other helpful devices with them and are able to select from 16 possible weapons. I chose to be the assault-focused member of the party and opted for an assault and sniper rifle, and a sentry gun which is basically a small turret you can place and collect at will. Each player also has a melee weapon in the form of various sledgehammers. In the alpha, there were no distinguishable characteristics between each hammer aside from aesthetics and all of them proved to be equally effective in combat.

The other three members of my party chose different loadouts to provide other means of support, and one of the weapons I found most useful for at least one individual in the party to carry was the Bio Tracker. This weapon allowed the user to see and mark enemies for the rest of the team, as well as see and track enemies on the other side of walls and doors. This was extremely useful for coordinating attacks and routes with team members. Computer terminals were also helpful in locating items and minimizing the need to search every room for keycards, ammunition, and medkits.

Another insanely useful feature was the interactive team map. All players could view the same map, see each other’s locations, move around an area independently to reveal more of the facility layout to the team, and even draw on it to pinpoint locations, routes, and resources. Our team spent a lot of time using the map to strategize and found it helpful in our progression through the game.

The gameplay itself was challenging. Moving through the facility without waking the monsters lurking about or drawing unwanted attention was incredibly difficult, and there are few supplies to go around, making nearly every encounter with enemies a “make or break” situation. The best approach we found was slowly sneaking up on enemies and dispatching them with a fully charged melee attack, but even that isn’t enough to take down some of the monsters you’ll encounter.

The monster design was one thing I particularly enjoyed about GTFO. The monsters my team and I encountered were blind, but had a heightened sense of movement and sound, so we were forced to consistently proceed with caution and attempt to sneak up on them and take them out quietly. These creatures came in various shapes and sizes, from small crouched figures to large stumbling forms that explored that employed the use of tentacles to sense their surroundings. When the creatures have a heightened sense of your presence, their hearts pulse audibly and they glow, which indicates the player needs to sit perfectly still and remain silent, lest they wake the horde.

The level design between each of our team’s attempts was the same, but the objectives shifted, which kept the game challenging and interesting. In one playthrough, we were searching for a purple keycard and the next time we loaded in, we were searching for an orange keycard in an entirely different area. As you progress through the level, the environment also changes, making your excursion even more difficult. You begin your trek in a highly lit area, but soon find yourself in near total darkness, or completely submerged in fog with little field of vision.

One thing I wish I had more of is storyline. Who are these seemingly disturbed individuals we're playing as? What are these creatures lurking in the darkness and where did they come from? I can only hope the full release will give players more information and help us to better immerse ourselves in the game.

Overall, I found this early version of GTFO to be highly enjoyable. While players are able to attempt braving the game alone, I highly recommend playing with friends, since their tools and insight are invaluable for dealing with obstacles as well as the horde, should you wake them. I look forward to watching the game progress and evolve in the days leading up to its release date and beyond. 

[Lady played GTFO during Alpha testing pre-release on PC with a mouse and keyboard.]

Comments

Popular Posts