Recently, Alpha GTFO, a game played by the 10 Chambers studio, which consists of former Overkill employees, creators of Payday, has been made available to everyone. I’ve played in the company of my comrades for about 10 hours and I’ll be very happy to share my impressions. Mainly because of the silence around the project at DTF, which is damn unfair. I would also like to invite you in the comments for discussion.
Imagine hot love between Left4Dead and PayDay. So, GTFO is that miracle that was born after that. Namely, the mixture of horror and coop tactical bagel for four was torn by a chorror mix.
The whole game consists of sorties (expeditions, raids, as you wish) – large levels designed for long pass and repeatability. Now only one sortie is available, but it will be enough to sit down for a few evenings. Each sortie has its own goal, it needs to be completed and successfully dumped, preferably alive. From the bagel here is the lack of pumping and the need to pass the sortie in one sitting. But what if you die almost at the very end of the race? What a pity, but the game to fuck, start from the beginning.
You’ll be disturbed by monsters waiting in every room. How much I love monsters in this game, here they are on the left to the right: a runner, a camper, when you die and a shouting monster, because of which you will die most often. The standard “left4” set. Nevertheless, it, together with nice design, is quite enough to make every skirmish with them feel more or less unique at first.
In general, the available raid now takes about an hour, but given the complexity of the game – until the same victorious race, you will consistently die and die, cursing yourself, teammates, monsters, the whole world, for the fact that once again everyone died on some stupidity. As a result, the alpha will probably take you a couple of days to pass. Yes, this is the only level available now is extremely difficult. It requires that each of the four playing people at least know what and why they are doing. Because one person’s mistake is often worth the whole team’s life. Wrong teammate step – and a dozen monsters joyfully run towards you, spitting out the self-directed projectors and taking turns of the whole team to dead. The only chance to survive in this game is not to make mistakes, or at least to make them as little as possible. Cooperate. Do not panic, but do not be stupid in emergency situations. To get out of it when there are not enough supplies, to invent new tactics, to be twisted, to be correct. This is all the juice and this is what it is worth playing for. The benefits of this contributes to the equipment in the game.
Similarly to PayDay, before starting the mission, everybody selects the equipment, thinking over the tactics and style of play. Everyone has a basic, secondary and near a weapon, as well as a tool. So far, there are few of them, 4 elements of each type of equipment, but they are all fundamentally different from each other and from each individual weapon and instrument will differ in tactics in certain moments. The exception is the melee weapons, which are all the same so far. In general, the balance is already built so that all the weapons plus or minus equally useful, and success-defeat depends much more on the flexibility of the team than on the fact that all four took shotguns with turrets and went to the monsters for tea.
But still, through the races 7-8 with the same team of friends, when everyone understands what to do and choose their favorite equipment, the game will start to get bored, diversity will obviously be missed, tactics will be repeated and a meager choice of equipment will make itself felt. We remember at once that we play the alpha. But now everything is so lined up that it is easy to forget about it. And in fact, everything that differs this alpha from the final product – the amount of content and its diversity. To sum up, the developers only need to add more levels, tools, and weapons without breaking the balance – and this game becomes my personal must-have, able to delay not for a couple of weeks, as now, but for months or more.
Personally, I wish the developers to continue to do everything they do now, because they obviously know what they’re doing and have rolled out one of the best and funest alpha versions of coop games. And what were your impressions of the alpha?