• Tested on PC with a RTX 3080, in the dark, a helmet screwed on the ears
  • With Blue, Ummagumma and Hackett suicidal bot but friendly.
  • Code transmitted by the publisher
  • Home video captures!
  • 15 hours of play at the moment and how many more to come?
  • Froussards, come on!

There are games where we know immediately what sauce we are going to eat. GTFO is of this calibre, of the kind to dump us as a grenouiller in the center of the Earth with four loaders to the belt, three comrades and a ticket to the exit, for as long as we manage to repel hordes of mutants blind but reckless. Blood and tears: that's the whole program you deserve. Like the landing of Klendathu of the Starship Trooper, don't you dare to play fanfares. Otherwise, GTFO will gladly leave you a napalm taste for your Sunday forfantry. Cooperation has rarely been so essential in this FPS where communication is the ransom for success. Lose your nerves and in a handful of seconds, it's the insured death. GTFO, Get The Fuck Out For lovers of Shakespeare's language, it has never been so well known! Short overview of the title after a first fifteen claustrophobic hours. Report six feet underground!

Journey to the end of hell

GTFO is developed by Swedish studio 10 Chambers. Take four prisoners and send them to think about their packages in the depths of the Earth to achieve goals before they take out in extremis Map. An improved form of Goulag will tell fascists in short panties. GTFO It is necessary to master collectively to overcome adversity. First of all, well equip before the battle. Our poor lost souls are entitled to two weapons in total, with auto or semi-automatic rifles to better control your precious cartridges. As a secondary weapon, you will also be entitled to several types of pumped or snipers rifles. The Guns have of the respondent, while exercising some pleasant weight, to better feel the assaults and manage your ammunition sparingly.

GTFO
The Thing would not deny GTFO's mutants

This survival horror The main difference is the choice of your tools and it is essential to balance your configurations with your opponents to better understand the situations. Mines to set traps will be precious allies, laid behind an armored door, while an automatic turret will cover your back against the infected. The motion sensor - it also comes straight out of the boxAlien– is an indispensable, especially since you will bathe most of the time in dusk. It is not always easy to distinguish an enemy hidden in darkness. Finally it can also be of good tone that one of you be « plumber » service, equipped with a foam rifle that makes doors more resistant and save valuable seconds to ensure your escape or pass security checkpoints.

« I can't link to you about your chances, but... you have my sympathies »

Once you're well-harned on your modules, you're propelled underground via a perforation capsule for a mission that doesn't show any rest. The gameplay reveals all its splendor with asymmetrical configurations, where everyone scrupulously respects their role. The requirement and unwavering determination are essential. You may have guessed: GTFO a lavarice syndrome. You will start (and finish) the levels with very little ammunition. This is even the case for almost the whole game, which rewards more infiltration, rather than deprerebated action. Generally it is always better to start by eliminating your opponents in catini, fureting in the shadow until you smack them all together with a spear or hammer between the two eyes according to your affinities. The unfortunate are blind but cautious... They're fine! The slightest noise and they will immediately alert theirs. Also be careful to turn off your torches so as not to wake them from their stasis. Synchronization of your actions is the corollary of success.

Death suits you so well

Situations can quickly degenerate and your lifebar can faint in a few strokes. It is therefore recommended that each one be positioned behind an enemy before killing them simultaneously. One side Club of Five (Dagobert less) that always makes its small effect once the players run off to exercise. Other monsters, slower, but otherwise harder, will give you a twist, like those infected who spread a myriad of long tentacles throughout the room. If you touch even one of them, the beast will cry out a strident cry, which will awoke hordes of his companions. GTFO leaves little room for error, which often results in a painful game over and the deafening silence of all the team, sounded after hours of play immediately brought to nothing.

Only one checkpoint that you will first have to find and unblock will give you some confidence in the middle of this collective nightmare. Observing the map and signs on the doors is essential to avoid engaging your life in unnecessary parts to your progress. You will also be advised to reduce the size of the HUD that initially obstructs much of the screen for limited information anyway. The game minimizes Ping-related interactions to encourage discussion. We can't mark everything and anything on the screen and the title of 10 Chambers practice sobriety at the service of cooperative gameplay.

GTFO
Don't panic, especially don't panic...

Work together or die together

The title has a slow and laid pace, where we exchange much of our time to know who we will give a handful of ammunition or our last rickest medpack. GTFO is rough. Very rough. For illustration, taking care only gives 20% of life. There's no way that your bar goes up on its own, GTFO make you assume your mistakes that you will carry to the end, such as a miserious one on his way to the cross. As for ammunition packs, they will also have to be earned by searching the areas from bottom to bottom, even sometimes risk losing what has been won against enemies encountered on the road. A corneal choice when you have more than your spear to defend yourself until the next room. GTFO practice the most succinct communism and good management of resources implies a permanent sharing for the benefit of the poorest.

Computer terminals allow you to target objects by entering precise commands, a bit like a traditional PC. The game will push sadism to force you to use its computers in full assault or it will ask you to hack locks, while your teammates will cover you with the few bullets they have left. When you start a level of GTFO, make sure you have at least two or three hours ahead of you and do not expect to triumph in the first try. It would certainly be presumptuous to shout victory too soon.

« There are No Accidents. No Impacts. No Escapes. You can't cheese death! »

Death is waiting for you every moment and even when you think you're in good posture, an incident has happened so quickly. GTFO is not reduced to an action game. And its success comes just as much from the exploration and the plans that we squabble before opening any door. Sometimes it is the occasion of some confrontations with your unfortunate comrades and know that they will not fail to rebuke you vigorously if your idea turns to failure. The story of peppering everything, enemies are randomly placed at each session, as are the objects and keys to be recovered to achieve our goals. Safe doors that are cleverly placed will make alarms sound and you will have to capture areas for a while by pushing back packs of enraged enemies.

GTFO
Count his balls, indispensable in GTFO

Cherry on the cake, from the first levels, some areas are also infected with the virus. And the contagion would make the rate of reproduction of Omicron look like cat pee. If you are 80% contaminated, your life bar will now be cut to 20%. GTFO is an uncompromising game to light years of accessibility of a Left For Dead or Back 4 Blood. We are closer to a masochistic simulation experiment than to the arcade itself. The tone of the game is stifling and particularly stressful, which is a feat for a cooperative game. All the ends of levels result in a return to square one, pursued by many monsters.

This is the momentum of every mission, where you will have to keep your cold blood at all costs. We breathe a good blow and everyone plays their part until the extraction, true light at the end of the tunnel. Once the screen of success is displayed, it is the deliverance and total satisfaction, each congratulating the moments of bravery of his teammates. In just a few minutes, we've been rebuked on a level that has given us the feeling of eternity to travel. GTFO plays wisely with changes in rhythms, which renew with maestria each game. Since its alpha, the title has evolved a lot and developers promise regular follow-up. Graphically this is also very successful with halos of red, blue or green light that recall the aesthetics ofAlien. The lighting and thick fog layers give relief to the whole. The oppressive atmosphere is immediately palpable. A total artistic success.

Ummagumma's opinion

Guillaume

Combining cooperation and survival horrorYou had to dare. At the time of overgratification in games service, where most productions encourage short guaranteed parts without overly intellectual involvement, because, you understand, Entertainment oblige, GTFO does all the opposite.

Being rather amateur of solo experiences, bear that I am, I must admit that GTFO I am captivated by his rhythm, by his propensity to suddenly raise the tension by three steps, and especially by his ability to make the concept of cooperation crucial in extremely tense situations whose outcome reveals the cohesion of the group. In the event of defeat, it is our collective tactics that must be called into question.

Sharing resources, information, strategies and sometimes conflicting visions, the ability of team members to communicate effectively and find common ground is constantly being tested. We count our ammunition, we spend long minutes scaffolding strategic plans, we annotate our map, sometimes we yell, often we support each other, and yes KillerSeven: sometimes we stress! And that's what's good.

GTFO
These tentacular enemies will give you a twist...

My only little regret? Rather than checkpoint located at a specific point in the long missions, I would have preferred it to be used as a resource at the chosen time. As rewarding as the experience is, it requires the involvement of at least 3 people (+ a bot) available to play at least two big hours, which can make the planning of sessions a bit difficult, it says we have nothing without anything.

But for the valiant souls who will pass the step, you will find in GTFO a difficult but never unfair game, and especially extremely gloomy for those whose only satisfactions of the well done work and the accomplished objective prevail over the permanent and superficial gratification. A bold proposal without concessions, as I like them.

After this first fifteen hours on the meter and reached midway through the game, one thing is sure, we ask again the painful of more beautiful. GTFO is an experience apart from its radicality and requires the necessary self-denial to progress. Have at least three teammates to take advantage of the experience. Founded by former developers who worked in the past on the Payday robbery franchise, GTFO is their first game displayed under the 10 Chambers banner. Like the excellent Hunt who gradually met his community with a free gameplay, there is no doubt that word of mouth does the same for GTFO. You'll get out of it exhausted, faded and probably sometimes a bit frowned when you lose. Maybe you'll even wake up at night to think about a new strategy following the failure of the day before, but one thing is for sure, you'll only have one desire: to get your feet back in hell and to rip out Life one last time!
For
  • Meritorious experience
  • Cooperation at its peak and complementarity of gameplays
  • Exploration through communication and observation
  • Complementarity of gameplays and replayability
  • Sound coating, DA and tuning graphics
  • The friendly fire that requires caution
  • Feeling relief when you finish a level
  • The plans we put up before we fall into an ambush
  • Luminous sticks that are useless but you like to throw on your friends
  • (Ummagumma stresses!)
Against
  • Animations of enemies a little saccaded
  • The bot that didn't always invent the wire to cut butter
  • The bot that gives the impression of floating at times
  • The bot who loves to lock up with monsters
  • The bot chasing Blue to cure him
  • The order system to be given for the bot
  • Cannot collect the same object without exchanging it
  • (Ummagumma stresses!)

JV critic and film always ready to lead Interviews at festivals! Amateur of genre films and everything that tends to the strange. Do not hesitate to contact me by consulting my profile.

Permanent resident in the small town of Raccoon City and proselyte of the genius Rain World Since 2017, he is sometimes heard swearing to full lungs when he loses lamentably in front of the monkey of Sekiro To a lemming hair. In search of a 3080 for almost a year, the unfortunate man hopes to receive his order in 2022: the important thing is to believe it! His favorite TOC? Identify in a PDF all the games he played in his life.

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Blue
Administrator
4 years

You're very mean to that brave [Bot] Bishop!
The latest updates of the game still announces improvement in the behavior of Bots – Even if it doesn't bother me that he only treats me :p.

Indeed, the fact that I can't "stack" the same type of item, I think it's free difficulty. But it's really one of the only flats in the game.

Ummagumma
4 years
Answer to Blue

I want to play for God's sake!

Astrid
Astrid
4 years

Beautiful review that makes you want to run buy the game!!!

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[...] Descent recalls the blind exploration of the excellent tactical GTFO FPS (read our review). The stress that wins us before opening a Damocles airlock and lepee resources that [...]

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