GTFO: Saying Goodbye to Rundown 4

I haven’t written about GTFO since *checks notes* November. That was around the time that Rundown 4 came out and we rejoiced with the addition of difficulty tiers for each mission. I even went as far as to say we might make it to the bottom this time.

That did not happen.

We did make it farther than the last few rundowns ending up in Tier C. Every mission on this tier features some sort of boss creature at the end. We just weren’t prepared for that. We had a few runs that got us to the boss chamber but we never could quite finish the missions off on any difficulty. At least we got to see them!

As a group, we saw our most improvement in this rundown. We learned how to clear rooms quickly without waking them up which lead to shorter runs. A shorter run makes things more enjoyable as we got to the fun part of alarm doors quicker. Don’t get me wrong, it still took us at least an hour and a half to clear a mission but we got it down from 2 hours. We also dropped the Bio Tracker in favor of an extra turret. While it’s helpful to get a rough estimate of how many sleepers are in a room or where a scout is, we found the extra firepower more helpful.

Last night, we did some practice runs on harder missions in preparation for the next rundown. Greg and I got pretty far in C2 “Pabulum” with just the two of us. We made it all the way to the boss door but weren’t preprepared for an alarm on the door.

We did a few more runs of other missions but took them way less seriously. It gave us the opportunity to try out some weapons we hadn’t used all rundown. For the majority of this rundown, I’ve been using the Assult Rifle and combat shotgun and didn’t really try any of the other weapons. It turns out, the Hel Revolver was really fun to use last night. I’ll definitely do some early experimentation with all the weapons in Rundown 5 this time around.

This is one of the more intriguing notes about the upcoming rundown:

System Updates – This is a major feature that we’ve been working hard on. A lot of progress has been made and so far is coming along well. The goal with this feature is to give you more reasons to play, and change up the gameplay a bit, even if when you die!

I’m interested to see what additional reasons they’ll be adding to play even when you die. My guess is some sort of cosmetics. I’ll suffer through just about anything to get a cool hat or weapon skin….But there’s also the bit about changing up the gameplay. I have no thoughts on what this could mean but if I’ve learned anything from GTFO it’s that things can always get more difficult….

Rundown 5 releases April 29th. I’ll let you know how it goes!

GTFO Rundown 4: A Much Needed Change

I haven’t written about GTFO in a while. We’re still playing it once a week to varying degrees of success. Sometimes it’s fun and sometimes, sometimes we lose, and sometimes we feel like we’ve wasted 2 hours of our night. For the most part it’s fun hence why we’ve played it for 6 months now.

This will be our groups third rundown together and there’s a good chance we’ll make it to the bottom this time. That’s because this run down brings some difficulty scaling with bulkheads. Instead of each level having a flat difficulty, bulkheads let you choose which degree of torture you would like to inflict on your group.

With the difficuly slider compes a new way to unlock tiers of the rundown as well. No longer do you need to complete each level in a tier to unlock the next. Now, you need only need to clear enough levels on the required difficulty. For example, Tier C is unlocked after doing 2 High Bulkheads and 1 Extreme bulkhead. You can only complete one bulkhead a level so if you really hated a level you could skip it and do another one on a higher difficulty. At least this is how I think it works I can’t confirm until we do an Extreme Bulkhead.

I think this is awesome. I know GTFO is a “hardcore” game but it’s nice to have a bit of a choice on how “hardcore” we want to be. It would be great to at least see all of the levels in a rundown without getting carried through by one of our friends who is much better at progressing.

So far we’ve completed A! and A2 on the high difficulty. It was noticeably easier. We got to the end and were expecting the worst when the level just ended. We were all in the lobby saying “That was it?” So far we’re thinking A2: Foster will be the level we go for the Extreme bulkhead.

But just because it’s a bit easier doesn’t mean RNG and sloppy play still won’t end your run. This week we did B1: Malachite. You’re tasked with putting batteries in power supplies. There’s also thick fog accross the whole level. Once someone finds the fog turbine, you’re down one man in fights if you don’t want your whole party infected.

I’ll admit, this week I played badly. I kept alerting whole rooms on accident either stumbling into enemies or forgetting to turn off my flashlight. That lead to us using more ammo than we needed to. But the bad ammo spawns also didn’t help. We made it through to the last alarm door on the level and only found 2 ammo packs.

In the end, we ran out of ammo and couldn’t clear the second to last alarm door. Here’s to hoping next week turns out better.