![]() (Please note - I haven’t played in a while, so there may have been some big updates here, forgive me if I’m way off.) DRG is also a way more chill game - less is lost when you loose a level, and levels are easier to finish. With enough mobility and skill, even higher difficulties don’t require much planning or coordination. If you look at Deep Rock as an alternate example, it’s an awesome game, and I’ve had a great time playing it with friends, but after a while, we’d mostly just all play as scouts with similar load outs and do our own thing. It feels amazing to make progress in this game. This level of cooperation is difficult, but SO much fun, and so rewarding when you pull it off. Team positioning and defensive locations, tool and weapon choice, sentry and mine placement, speed and stealth mechanics being pushed to the limit, all this comes into play, and if someone makes a mistake and wakes a room early or goes down away from the group, it can start a 30 minute spiral to failure that’s extremely difficult to recover from. Levels like R4D1 exemplify this - to complete this level, you have to test, adjust, explore, adjust, and test again until every member of the team knows exactly what to do for every part of the expedition. Different team members bring different equipment and take on different roles. You actually have to work together as a team, not just all be there doing your own thing. 10CC has used this as a talking point and I think they’ve succeeded in making a game that forces most teams to learn good communication and planning. #2: The biggest reason in my mind is the strategy/cooperative nature of the game. This kind of investment makes for great immersion. If you ever run sniper on an attempt at a hard level, you know that missing a shot feels like loosing a friend. By forcing players to invest real, valuable time into every run, your decisions really start to matter. Every failure hits hard, but every time you make progress feels awesome. Wiping on a scan after 2 hours in a level is a real risk, so the whole team gets truly invested in the run and wants it to succeed. This is a hardcore game for sure, and that’s why it feels so good to be successful. #1: Simply, long hard missions means high risk high reward. I’m going to split it into two major things. Certainly up there with my all time favorites, if not #1, and I have given it some thought as to why. Second of all, I personally think this is possibly the best game ever. That’s always true, but this one can be an especially tricky pill to swallow for many, and it may just not be your friends’ cut of tea. ![]() Why is GTFO the best co-op game on the market?įirst of all, for a lot of people, this will not be their favorite game. There are no real retention systems (like unlockables) to keep a player wanting to come back every day, and I get that the high difficulty standard makes it unappealing to play the game solo for most.įigured I'd crowdsource some more opinions to try and convince my friends to give it a shot. The UI is a tad bit confusing, but it's appealing enough art-wise to motivate a player to figure it out. To play devil's advocate, I think combat and pacing could be improved. I'm also a sucker for super high difficulty games. The game is meant to be played with friends, and it delivers. The game looks really polished and definitely delivers an experience centered around spooky horror. I tell them it's the art, the stealth, the ambience, and the cooperation. They'd rather stick with what they know in Destiny 2 or Borderlands. But my other friends keep asking me why and it's hard to convince them to join. I really think it's the best co-op game I've played in a long while. I've been playing GTFO with a group of 3 other friends for the past half year, almost every Friday.
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