![]() Horror really helps with that, because it’s cramped and you’re afraid… it really helps to get you in the right mood, I think.” ![]() And to be able to make this kind of hardcore teamplay game, you’ve got to get people in the right psyche, basically. If it’s light and light-hearted, they don’t bond enough. But it’s the horror that drives the co-op, says Andersson. The technology, whether it’s laser-powered room scanners or doors locked by bio signature, all feels like it belongs on the Nostromo. A “geo-mapper” lets another reveal the shape of rooms and corridors hidden behind sealed doors. A motion tracker lets one player sense movement. You play as four scavengers sent into a fearful, procedurally-generated underground complex to retrieve artifacts. “It sort of popped up several times that we wanted to make something, you know, horrific.” “We always wanted to make a horror game throughout the years we worked together,” says Ulf Andersson, creative director at 10 Chambers Collective. It’s part Aliens, part Left 4 Dead, and is being made by a team composed partly of former developers of the Payday games, the series of co-op bank robbing games. I played through a mission with the developers this summer, and we were twice wiped out by crowds of fleshbeasts and lumbering, hellish brutes. GTFO is a four-player cooperative shooter about exploring the depths of a mysterious cavern facility and trying not to get your friends killed by gory, Necromorph-style creatures. ![]() All right, asks one of the team playing GTFO with me. Eventually, the squad fights them all off, things calm down, the last of the fleshy creatures is killed. They scream, they run at us, they flail and strike with fleshy, twisted limbs, and call out for more of their brothers (sisters?) who come scampering through the cavern toward the noise and gunfire that follows. Our squad creeps through the doorway, crouching and tense and heavily armed. They stand around in dark corners, obscured by a thick dust that hangs in the air.
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