GTFO
GTFO
Sorti le 9 décembre 2021 sur PC via Steam, GTFO est un jeu d'action et d'horreur coopératif développé et édité par 10 Chambers Collective à l'aide du moteur Unity. Quatre prisonniers maintenus en hydrostase sont contraints par une entité inconnue nommée le Gardien de descendre dans un vaste complexe souterrain abandonné afin d'accomplir des tâches et d'en extraire des artefacts, tout en affrontant des créatures appelées dormeurs. Conçu pour des équipes de quatre joueurs privilégiant la coopération, le titre permet à des bots de compléter l'équipe en l'absence de joueurs, bien que la communication tactique soit recommandée entre personnes réelles. Avant chaque expédition, l'équipe doit préparer son équipement, ses stimulants et ses armes, et la discrétion est essentielle car la lumière, le bruit ou les vibrations peuvent réveiller les monstres hibernants. Le Gardien assigne régulièrement de nouvelles campagnes qui remplacent la précédente, et la Final Edition inclut le Rundown 8.0 ainsi que plus de 80 défis. Classé dans les genres jeu de tir et aventure, le jeu affiche un score Metacritic de 78 et un prix de 11,59 euros. La presse a salué sa difficulté exigeante et son expérience coopérative singulière, IGN évoquant un titre « dur, méchant et exigeant » mais rare dans sa catégorie, tandis que certains joueurs regrettent l'absence de pause ou jugent le jeu trop difficile en solo.
Médias
Avis des critiques et joueurs
Critiques de la Presse (Metacritic)
« It's impossible to experience the greatest moments of GTFO without a group of friends, but the launch version of the game makes it worth the effort. 10 Chambers has developed a content-packed co-op shooter where it's exhilarating to succeed - and, crucially, it can even be fun to fail. There's just enough horror and action to satisfy a wide variety of players, but finding those players and gathering them on a regular basis can be a hassle. Still, anyone willing to do so will see that GTFO has a huge chance for success in the long term, especially if the developers continue to crank out more highly refined nightmares. »
« GTFO is hard, mean, and exacting in its demands – but there are few co-op shooters that scratch the same itch. »
« GTFO is an exhilarating and rewarding experience. if you bother to invest in it. »
« Do you have four friends and are you not afraid to spend a bit of cash? Try GTFO. It’s an exceptionally good horror action game that borrows a lot of the best stuff from other, similar experiences. It may not be perfect but it sure as hell is addictive. »
« GTFO might grow stale the more hours I pour into it, but 10 Chamber Collective’s rundown updates function like seasons and are guaranteed to introduce new levels and primary/secondary goals to complete in the coming months. The gunplay leaves a lot to be desired as the catalog of assault rifles, SMGs, pistols, and shotguns feel the same, but stealth runs are satisfying to plan out with others. Guttural screeches of enemies are bloodcurdling during engagements, while dark and complicated backdrops limit sightlines and keep me on my toes. GTFO isn’t for the faint of heart. Nevertheless, the fear of death means that re-strategizing and improvising are commonplace, which is a metagame that feels disappointingly absent in most cooperative shooters as of late. If you’ve been craving an FPS that tests your critical thinking and mechanical skills, then GTFO might just be the perfect hidden gem to satiate that ravenous hunger. »
« GTFO oozes amazing atmosphere and tense gameplay, it is well designed with a philosophy taken from old game design about learning while playing to let players discover how to overcome the game’s challenging missions. This game delivers on making players feel isolated, stuck in claustrophobic environments surrounded by the deadly sounds of monsters awaiting their next snack. GTFO stands out as a unique cooperative horror experience due to its gameplay design, one that I am fully relishing, even after countless deaths and failed runs. »
« No one would be surprised if GTFO was found to have been developed by the Devil himself. Punishing, frustrating and brutal, I can't recommend GTFO to everyone but if you like tough co-op shooters and you have three friends as crazy as you are then you'll fall madly in love with it. »
« This may not be the best choice for a player without an existing co-op team, but if you do have three friends who are willing to learn, and die, together, it's a work of unmissable claustrophobia. GTFO indeed. [Issue#368, p.110] »
Avis des Joueurs (Metacritic)
« Gerçekten çok ciddi ve zor bir oyun tek başınıza girmeye çalışmayın mutlaka arkadaşlarınızla oynamanız gerek ve mermilerinizi boşa harcamayın çok zevkli bir oyun »
« This game is good and fun, but it has some frustrating elements. The fact that you can't really pause is wild, and if something happens to your computer, like a crash, it won't save your progress. I played for three hours and got stuck in the same area. I know it’s a skill issue, but it didn’t tell me where to go, which made it hard to continue.While the game itself is very enjoyable, the confusing map is disappointing. It doesn’t show arrows or pins to indicate where to go, and the missions are quite long. It lacks the feeling of being able to relax with a game after work or school when you just want to play for an hour. Instead, missions take hours to complete. I believe that if this game shortened the mission lengths or added a feature to help find objectives, it would be much better. »
« The game was fun for a while, meaning a few hours, but after that the game just got really boring and repetitive. I tried to play this game some more and get more time out of it since I was gifted this game and felt that I needed to play it but I just couldn't. It's well made, just not that fun after a while. »
« um jogo extremamente confuso, e alta dificuldade, porém uma otimização ruim e comportamento da arma também , q foi o motivo da minha nota 7, porém a ideia dele e historia é uma delicia »
« Extremely punishing game, hothouse of gratuitous swearing, very poor in providing ammunition, but extremely beautiful, played in co-op in 4 is extremely exhilarating, very tactical, but requires a great feeling in the party. Top notch for high level co-op. »
« This is the best coop horror game i ever played, Thanks 10 Chamber for this masterpiece sheeeesh »
« I enjoyed the concept and I'm curious about what these developers could achieve if this game were AAA and had more content. The idea is fantastic, and the execution creates a captivating atmosphere. It instills a sense of insecurity where communication and coordination are essential. Ammunition is scarce, the map is hostile, resources are hard to come by, and enemies are ruthless. All of these factors contribute to the game's uniqueness. If you have three friends who are committed to learning the game, you're in for an enjoyable experience. However, if you're playing solo, the gameplay isn't the main focus here. Unfortunately, the game doesn't maintain my interest over time. I've played for 30 hours and nearly reached the end of Rundown 2.0. It was fun, but the game lacks progression. You start with all the guns, and the cosmetic options are somewhat lacking. Additionally, there's no actual storyline. While you can read documents, they don't contribute to a "real" overarching plot. The dialogues are repetitive and become annoying after a while. Customization, proper progression, and an engaging plot are all areas where the game falls short. As a result, I kinda quit "too early." On the technical side, the audio design is quite impressive, although the graphics could be better given the price point. The map design stands out, but it does become monotonous after a while. Lastly, optimization could be significantly improved. »
« A courageous idea with bad execution **** is a 4-player co-op shooter with heavy emphasis on stealth. The gameplay is mission-based; you and your teammates are thrown into handcrafted dungeons filled with humanoid monsters in order to complete an objective and make it out alive – nothing out of the ordinary so far. The premise is the sheer horror of the high difficulty. Any misstep can escalate the mission to the point where your team either dies or takes heavy casualties in terms of resources like ammunition and health items. Combined with the brutal darkness and the sound and level design, it creates a tension that can only be experienced very rarely in co-op games. Sadly, once this facade drops, a game flawed by bad design choices steps into the light – or darkness if you will ;) See, the developers praise inaccessibility as one of their core design philosophies. I respect this decision. We need more games that expect at least a modicum amount of engagement of the player, but the way **** did it is simply not right. Let me elaborate: - The game can only be played in a group of four, no less, because there is no scaling. - There is also no drop-in/drop-out system, which means that if a teammate got disconnected, prepare to restart a 3+ hour long mission. - Even with missions of this length, they cannot be paused and continued another time. - The game has a lot of systems that have to be learned and mastered, but no systems to teach you these. That means no tutorial and no dynamic manual – a part of the design philosophy, I guess. - Testing via trial and error is discouraged by the massive punishment received if something goes wrong. - The game has about 50+ missions, but only about 8 are available at a time because “they are tailored specifically to the player’s taste”. - The game has a lore, but it is somewhere hidden in the log files, so I didn’t bother. - The game has no soundtrack. - A mission fails once you and your mates agree not to restart at a checkpoint because you wouldn’t make it anyways. This happens at about 3 hours into a mission. Then you get nothing, no progression, not an experience bar of any sort, not even tips on how you could improve the next time around. These reasons keep the game in a constant spiral of frustration instead of an interesting challenge. But it is fixable, with minor tweaks even. The technical basis of the game is sufficient and polished. If the players were given access to the earlier missions with less complex systems, so that they can learn the game in smaller steps. If the players were rewarded with cosmetics for retrying a mission over and over again, to communicate that restarting missions is a part of the process instead of a failure. If the missions were shorter, so the players could try out strategies instead of sticking to the combat-approved tactics. If all these improvements were made, this game could be a decent game like Deep Rock Galactic – oh, have I mentioned that Deep Rock Galactic costs less than this mess? »