These hazards will be displayed to the players before the missions, so they have a chance to alter their gear to counter them.īeyond this, levels will include several sub-objectives required to complete the main one. Hazards can be special enemies, like shadow monsters, but also environmental dangers, like toxic gas, a lack of oxygen(forcing you to move between oxygen hotspots), EMP waves, and more. Levels will have different hazards, and it seems like these will be randomly generated every time you play. Different environments will play differently because of their distinct characteristics in room size, shape and vertical aspects. Originally posted by Simon Viklund:There are other environments than the mines and caves you've seen - there will be sci-fi style high-tech environments and more. Though the gameplay that's been shown so far shows a very similar, futuristic industrial cave setting, there will be other settings as well. Though not confirmed, the exploration aspect of the game might lead to extra rooms being added, that aren't necessary to complete the level, but where players may find things like ammo or other useful resources. However, it seems like the maps will be fairly linear, consiting of corridors connecting to rooms, similar to for example Left for Dead. There's not much info about the level design so far. Instead, they're now using these tools to create maps, but heavily curating them to ensure a fun and balanced experience, before putting them in the game. At first, their idea was to have completely procedural maps, but they found that these maps didn't work out the way they planned. Their usage of these tools seems to have changed a lot during the course of the development. Ten Chambers spent a large part of the development creating a set of tools that would procedurally generate maps. Meanwhile, the two other players in the team will have to protect these from incoming enemies. One example they have given is a hacking puzzle, where one player needs to find codes or passwords to a computer somewhere on the map, while another player writes them into a terminal. Developers have mentioned in several interviews that the levels can't be finished without it, both due to the challenging combat, and due to puzzles that require you to work together. According to the developers, the player will want to try passing areas stealthily in order to conserve ammo and health.Īnother important part of the game will be teamwork. This is where the earlier mentioned supply conservation comes in. Instead, once they finish the area they were detected in, they'll go back into stealth, and get the opportunity to finish the next area silently. Just because the player got detected in one area doesn't mean they'll have to do the rest of the level loud. Instead of stealthing the entire level, GTFO will have certain areas. Unlike in Payday 2 - where the missions were either done in complete stealth, or completely loud, GTFO will have these constantly fluctuating. This is done through the game's stealth system. It will a large emphasis on survival and exploration, making you scavenge for ammo, and picking engagements carefully, in order to conserve health and precious supplies. GTFO - much like Ulf and his team's previous games, will be a four player, co-op game. This will get updated as more things are revealed, and if you notice that there's anything I missed, feel free to let me know! That's why I decided to make this extensive collection of all the information there is about the game so far - everything from enemy types to music. You'll have to go through hours of interviews, articles and gameplay to find everything. Ever since the first teaser, I've kept close tabs on GTFO, and tried to catch any little piece of information I could about the game.Ĭurrently, there's no good collection of information for GTFO. When I heard that Ulf and several members of Overkill had left to create a new studio, I was incredibly excited. Hello everyone! I'm Runar, and I've been following the Ten Chambers team ever since the release of Payday 2.
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