The always-on communication works most smoothly with voice – even though I understand not everyone can use this. Voice communication is essential, even if there is the text chat functionality. What are the tools players can use to communicate? GTFO intends to be "hardcore", where players are urged to communicate if they do not want to die rapidly. We draw inspiration from all the best places! There are also game mechanic ideas inspired by Destiny's raids and monster designs inspired by The Thing, as well as the tactical aspects of the old Rainbow Six games. You're definitely right about the Alien inspiration - I’d say we’ve taken inspiration from all of the three first Alien movies for the lighting, “set design” and general atmosphere. Where did your inspirations come from when you created the GTFO universe?Ī mix of Left 4 Dead with the survival horror elements and slower pace of Alien Isolation is a great way to describe GTFO. A combination of Left 4 Dead (for the 4 players multiplayer FPS) and Alien (tense atmosphere, death awaiting at every corner). While playing the game, I felt a mix of genres. We are planning a progression system that allows you to mod your weapons and tools, and customize your character. This is the first element introduced in GTFO that carries over from one expedition to the next, and it is the first step for us as developers towards implementing permanent upgrades/progression in the game. ![]() They can boost everything from your melee attack power to your hacking skills. By finding rare artifacts down in the complex and bringing them back to The Warden, you're rewarded with Boosters - chemical cocktails injected into your brain to improve your abilities. The aforementioned Boosters were actually introduced in this new update. As a team, you want to be a “Swiss army knife”, and by combining certain tools and weapons, you could say you "create your own class." Already here, teamwork is essential: The team as a whole needs to carry a good range of tools and weapons so that you’re prepared for the dangers below. There is a range of weapons, tools and performance enhancing drugs ( aka “Boosters”) to choose from. You start off in the lobby to choose your loadout and discuss the common strategy. What does a GTFO session look like? Do characters have their own special features? Is there stuff to unlock as players progress in the game? The tagline says it: “Work together or die together.” ![]() Developing GTFO, we wanted to make an actual co-op game where cooperation is truly essential to player success – it’s a game where you can't wander off alone, and one player can't carry the rest of the team. In order to survive, cooperation and communication are key. Your task is to explore the structure, carry out certain objectives, extract valuable artifacts – and bring them back up to The Warden, your captor. ![]() You play as prisoners kept in a sort of labor camp, and on a daily basis you’re forced down into an underground complex overrun by flesh eating monsters. GTFO is a 4-player horror/action co-op FPS. If people have heard my work, it’s most likely from Bionic Commando Rearmed (2008), PayDay: The Heist (2011) and PayDay 2 (2013.) Now, I work as narrative director at 10 Chambers, and also manage everything audio related.įor our readers that might not all be familiar with the game, could you describe what GTFO is about? I’ve been working mainly with audio (sound effects, music, dialog) in games for the past 21 years, but I’ve also handled game design and story from time to time. Hi Simon Viklund and thank you for answering our questions! First, could you, in a few words, present your career path in the video game industry and describe your current position for GTFO?
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