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fixed a few outdated bits of info


** Yellow Syringes causes all hammer attacks to deal maximum damage for a few seconds.

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** Yellow Syringes causes all hammer melee attacks to deal maximum triple damage for a few seconds.



** For melee weapons, the sledgehammer is a JackOfAllTrades that does deal the most damage compared to the rest of the weapons. The spear meanwhile is slightly weaker than the sledgehammer but can reach far, making it safer to kill scouts; however, its disadvantage is that players cannot sprint while charging the weapon. The knife has the fastest charge time which is perfect for horde events; but its range is very short and players have to aim for the head to deliver a OneHitKill as it does deal the weakest damage. Finally, the bat can open padlocked chests without charging.

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** For melee weapons, the sledgehammer is a JackOfAllTrades that does deal the most damage compared to the rest of the weapons. The spear meanwhile is slightly weaker than the sledgehammer but can reach far, making it safer to kill scouts; however, its disadvantage is that players cannot sprint slower while charging the weapon. The knife has the fastest charge time which is perfect for horde events; but its range is very short and players have to aim for the head to deliver a OneHitKill as it does deal the weakest damage. Finally, the bat can open padlocked chests without charging.charging and easily staggers enemies.
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Moving to YMMV


* NintendoHard: The developers even warn on the game's store page that it is ''not'' intended for everyone and is in fact (in their own words) likely too difficult for the majority of FPS players. Something like only 4% of players in the Beta have ever managed to finish the Beta mission.
** In a very literal sense, ''GTFO'' is designed very much like old, particularly difficult NES games. You have long segments of slow, low-risk gameplay, punctuated by major high-risk gameplay sections where you're bombarded by enemies and one mistake can get your entire team killed in seconds. Combat is chaotic and unforgiving, and dying forces you to play through the long, slow section all over again to get back to the high action part, which means you have to pay a considerable time cost every time you fail a high action section, which wastes a lot of your time so you can play those sections over and over again to learn how to beat them. This gameplay loop is remarkably similar to how the longevity of old NES games were artificially extended with FakeDifficulty coupled with CheckpointStarvation forcing you to replay huge sections of the game if you died at a particularly tricky part. The full release of the game finally does away the CheckpointStarvation part so players can restart on a checkpoint in case a TotalPartyKill happens.
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* VideoGameCrueltyPotential: [[spoiler: In Rundown 8.0, when following the original Schaeffer to the Drainage Chamber, where the alternate, saner Schaeffer is located, players can activate the chamber before the former kills the latter, taking out both of them in the process despite having no reason to kill the alternate.]]

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* VideoGameCrueltyPotential: [[spoiler: In Rundown 8.0, when following the original Schaeffer to the Drainage Chamber, where the alternate, saner Schaeffer is located, players can activate the chamber before the former kills the latter, taking out both of them together in the process despite having no reason to kill the alternate.]]
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* VideoGameCrueltyPotential: [[spoiler: In Rundown 8.0, when following the original Schaeffer to the Drainage Chamber, where the alternate, saber Schaeffer is located, players can activate the chamber before the former kills the latter, taking out both of them in the process despite having no reason to kill the alternate.]]

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* VideoGameCrueltyPotential: [[spoiler: In Rundown 8.0, when following the original Schaeffer to the Drainage Chamber, where the alternate, saber saner Schaeffer is located, players can activate the chamber before the former kills the latter, taking out both of them in the process despite having no reason to kill the alternate.]]
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Added DiffLines:

* VideoGameCrueltyPotential: [[spoiler: In Rundown 8.0, when following the original Schaeffer to the Drainage Chamber, where the alternate, saber Schaeffer is located, players can activate the chamber before the former kills the latter, taking out both of them in the process despite having no reason to kill the alternate.]]
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None

Added DiffLines:

* BackForTheFinale: In Rundown 8.0 [[spoiler: the Kraken returns in the GoldenEnding final level, "Release" (R8E2)]], serving as a FinalBoss for the game.

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