

While it can be a bummer to lose your favorite Rundown specific weapon, there’s also new things to try-and you might even find a new favorite.

While GTFO does have a base set of weapons and gadgets to choose from, each Rundown tends to have a new set of weapons and even a few new gadgets to try out. But there are a few surprises in store.ĭifferent Rundowns also mean Rundown specific weapons.
#GTFO CHECKPOINTS FULL#
While 1.0 does release a few new visuals to make things interesting (I don’t want to spoiler them here) it’s not enough to make GTFO feel new again-so if you’ve been playing GTFO for a while, don’t expect the 1.0 release to be full of new things to see and do. While Rundowns do feel a little bit more handcrafted than other procedurally generated content, you will see chunks of levels you’ve seen before, making repeated excursions in the Complex feel repetitive. While GTFO doesn’t have procedurally generated levels, developer 10 Chambers have been releasing a new set of levels every few months called “Rundowns.” This type of release schedule should continue past release ensuring that there will be new content to dive into. The question always was, “why does this giant underground facility exist, and what the hell were they doing here?” But with the release of 1.0, the veil has been lifted in some spectacular and surprising ways. Throughout the Early Access period, lore was drip-fed in an almost frustratingly slow fashion. Instead, lots of GTFO’s story is told through environmental clues, terminal logs, and witnessing the horror of the complex. GTFO does have a story, but it’s not told through cutscenes or long lines of exposition (outside of terminal audio logs, that is). GTFO is just damn fun to play-and it also manages to be great to look at, too. Weapons feel fun to shoot, and bopping enemies on the head (or dispatching them with the new melee weapons) is one of the most satisfying stealth mechanics I’ve experienced. Also, fighting enemies in GTFO feel great. While that sounds bad, that’s okay, because it lends to the labyrinthine feeling. Seeing something new is always a treat-but that’s partially because so much of GTFO’s complex looks similar. It’s simultaneously scary and exhilaratingly exciting. While I appreciate the hardcore nature of the game, my group just doesn’t have the time required to dedicate to replaying long missions multiple times-no matter how fun they are.īesides its punishing difficulty, GTFO is a blast. There have been checkpoints added for the full release-but even with checkpoints, going back over parts of the facility you’ve already cleared can be mind-numbing, and sometimes for our group that led to even more mistakes. If you die near the end of a level, that often means lots of gameplay that has to be retread. And while I can appreciate a good challenge, I find GFTO’s form of difficulty to be incredibly tedious. Security doors you pass through start to become harder, too-with more potential waves of enemies coming to meet your team. Enemies become more abundant, and new, harder threats start to replace familiar enemies. Instead, each level deeper you progress, the harder things get. Saying GTFO doesn’t have difficulty levels isn’t entirely correct. While a lot of cooperative games offer various degrees of difficulty levels, GTFO is meant to be difficult-with things getting harder the deeper you go. Also, resources are scarce, so those teams that go in guns blazing might find themselves out of ammo before long. Most of mutants are sleeping, but waking them up can cause a horrible day for you and your crew-so stealth is important. The only problem is, the complex is overrun with horrible mutants. In it, you play as one of four hapless people, forced by the enigmatic warden to go deep into an underground complex to complete various tasks, sometimes retrieving an item to bring back. GTFO is a first person cooperative horror survival game. When GTFO was surprise released last week or so, I figured it was the perfect time for my group and I to get back into GTFO’s enigmatic and terrifying Complex-and while it definitely is, losing the novelty certainly made GTFO lose some of its luster-but its 1.0 release brought some interesting new reasons to keep going deeper. But then, one day, we just stopped playing and never looked back. Also, sneaking and bopping mutants as a group had never looked better or been more fun. We really loved sneaking around its vast underground facility, planning our next move, and watching it all go wrong as we scrambled to survive. When GTFO went into early access, my group of friends and I played the hell out of it. I’ve played a lot of GTFO, just not recently.
