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* 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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* ComplacentGamingSyndrome: When it comes to the melee weapons, many players prefer to use the Sledgehammer simply because it does the most damage out of all them. The other three options aren't considered bad, but they do comparably less damage and come off as more situational than the [[JackOfAllTrades generally useful]] Hammer.[[note]] For example, The Spear has longer range than the other melee weapons making stealth kills much safer, but it's major disadvantages is that you cannot sprint while charging.[[/note]]

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* ComplacentGamingSyndrome: When it comes to the melee weapons, many players prefer to use the Sledgehammer simply because it does the most damage out of all them. The other three options aren't considered bad, but they do comparably less damage and come off as more situational than the [[JackOfAllTrades generally useful]] Hammer.[[note]] For example, The Spear has longer range than the other melee weapons making stealth kills much safer, but it's its major disadvantages is that you cannot sprint while charging.[[/note]]
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* ComplacentGamingSyndrome: When it comes to the melee weapons, many players prefer to use the Sledgehammer simply because it does the most damage out of all them. The other three options aren't considered bad, but they do comparably less damage and come off as more situational than the [[JackOfAllTrades generally useful]] Hammer.[[note]] For example, The Spear has longer range than the other melee weapons making stealth kills much safer, but it's major disadvantages is that you cannot sprint while charging.[[/note.]]

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* ComplacentGamingSyndrome: When it comes to the melee weapons, many players prefer to use the Sledgehammer simply because it does the most damage out of all them. The other three options aren't considered bad, but they do comparably less damage and come off as more situational than the [[JackOfAllTrades generally useful]] Hammer.[[note]] For example, The Spear has longer range than the other melee weapons making stealth kills much safer, but it's major disadvantages is that you cannot sprint while charging.[[/note.]] [[/note]]
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* ComplacentGamingSyndrome: When it comes to the melee weapons, many players prefer to use the Sledgehammer simply because it does the most damage out of all them. The other three options aren't considered bad, but they do comparably less damage and come off as more situational than the [[JackOfAllTrades generally useful]] Hammer.[[note]] For example, The Spear has longer range than the other melee weapons making stealth kills much safer, but it's major disadvantages is that you cannot sprint while charging.[[/note.]]

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* BreatherLevel: The first mission of Rundown 6, A1, is considerably shorter, more straightforward, and easier than average for this game. It seems to be designed largely as an introductory level for new players coming in because of the game's 1.0 full release.

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* BreatherLevel: BreatherLevel:
**
The first mission of Rundown 6, A1, is considerably shorter, more straightforward, and easier than average for this game. It seems to be designed largely as an introductory level for new players coming in because of the game's 1.0 full release.release.
** BX, the first extended mission from Rundown 6.5, is a full length level and tougher than A1, but is generally more approachable than most other missions due to being fairly straightforward with no major frustrating gimmicks such as fog or an infinite alarm.
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* BreatherLevel: The first mission of Rundown 6, A1, is considerably shorter, more straightforward, and easier than average for this game. It seems to be designed largely as an introductory level for new players coming in because of the game's 1.0 full release.
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* SoloCharacterRun: The game is meant to be played with four players. [[LordBritishPostulate This hasn't stopped the fans from doing the levels on their own.]]

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* SoloCharacterRun: The game is meant to be played with four players. [[LordBritishPostulate This hasn't stopped the fans from doing the levels on their own.]]]]
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* SoloCharacterRun: The game is meant to be played with four players. [[LordBritishPostulate This hasn't stopped the fans from doing the levels on their own.]]

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