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GTFO

Edge

|

March 2022

You’ll realise you have no healing items by default, friendly fire is lethal, and you have precious little ammo

GTFO

Developer/publisher 10 Chambers

Format PC

Release Out now

GTFO doesn’t give you a tutorial. It barely grants you the luxury of an identity. Each session begins with the act of brain-hacking your own character, one of many inhabitants of a cryogenic prison called the Complex. The inmate’s medical files paint an unflattering picture: wobbly sanity, missing memories, a high dosage of an unspecified virus. The system advises “retirement”. But whoever this is will have to do. Hold a button to bond with the cerebral cortex, prompting a screech of feedback. Push another to load up the “rundown”, a series of work orders set by an entity called the Warden. It’s a wonderfully grim intro to an enjoyably hideous game: an unconscionable invasion, followed by an unthinkable descent.

The Warden has organised six rundowns – content seasons of around ten missions or “expeditions” – since GTFO launched into Early Access in December 2019. All see you hauled, wheezing, from a pod and plunged into a subterranean realm of dripping laboratories, ruptured blast doors and listing reactors, the setting for a disaster you slowly uncover from logs and environmental clues. If you’re sensible, you’ll have brought three other prisoners to the party, lumpy desperadoes in gas masks wielding guns, hammers and deployable gadgets.

PLUS D'HISTOIRES DE Edge

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After three rounds of layoffs this year and Hyper Light Breaker’s curtailed development in early access, a lot seems to rest for Heart Machine on this plucky Metroidvania side project. The studio has an obvious knack for conjuring up fascinating fantasy worlds, but since its compact debut, Hyper Light Drifter, it’s been less obvious whether it can manage projects of a larger scale. And perhaps, on that count, even the modest Possessor(s) isn’t quite modest enough — it feels as much a victim of the company’s production woes as a showcase for its creative talent.

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GLOOMY JUNCTURE

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The Outer Worlds 2

There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.

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The industry's finest sustainable storyteller shifts towards 'fireside menace'

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Can a serious makeover preserve the original's identity?

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Wreckreation

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