Level Changes

Updated 3 days ago

I've changed aspects of certain levels, almost always with the intention of making things more immersive. This includes restoring cut dialogue from the squad (that was cut for reasons I can't understand) or adding nametags on important zone doors - I believe it helps make Garganta feel more like a real place with important areas being labeled.

Checkpoints

I hope you're ready for a controversial change, because I have removed Checkpoints from the game - now hear me out, as I do have reasoning for this.

Checkpoints in GTFO have many issues. Even if you don't consider their very buggy nature, they make the gameplay experience worse:

  1. They are infinite-use, completely removing the need to fight to survive - why bother when you can just wipe and reset, as many times as you want?
  2. They don't consume boosters. Once players hit a checkpoint, their powerful boosters are 'secured' and won't be consumed until they win or give up completely.
  3. They load things exactly the same every time. This means that players can eventually beat levels just by sheer memorization, bashing their heads against the wall enough times.
  4. Checkpoints were inconsistent, only being found on Rundown 6 and further - except for 1 on R1A1. Even the devs didn't seem willing to commit to them as a mechanic.

Considering these factors, there's no doubt in my mind they worsen GTFO's experience.

While some may have mixed feelings about this, I believe it's for the best. GTFO, at it's core, is about fighting for your life against insurmountable odds - and Checkpoints completely remove that tension.

If you really don't want this change, you could always downgrade to version 1.5.1.

Levels

The most notable change to levels is Rundown 5. I have entirely removed Snatchers from R5, replaced with varying other enemies. The reasoning for this is that their original/intended reveal in Rundown 7 is much better, and ALT://R5 ruins that - the R5A2 reveal is unbelievably lackluster.

Reactors

  • Zones that contain a Reactor now have a prefix on the door, 'REACTOR CONTROL ROOM'.

R1A1 - The Admin

  • Zone 51 'Resource room' door now says Supply Depot instead of Resource room, and doors leading to it will now have a 'Z' instead of just '51'.
  • Zone 52 now has a prefix, 'HSU STORAGE'. (I believe this will help guide new players a little better, while still teaching them about querying to find the key.)

R1B1 - PID Search

  • Cleaned up interrupted_communications very slightly, removing unecessary period.

R2E1 - Crib

  • Zone 603 now has a prefix, 'COLD STORAGE'.

R4C1 - Cognition

  • Tweaked interrupted_communications to be slightly less obvious.

R5A1 - Floodways

  • Replaced interrupted_communications. (It's not 2021, every rundown is in the game, the A1 of every rundown after 1 does not have to re-explain how the game works.)

R5A2 - Recollect

  • Restored the cut audio lines of the squads reactions to hearing their lore logs.
  • Secondary: The squad will now have an annoyed reaction after completing the power reroute.

R5A3 - Mining

  • Restored the cut audio lines of the squads reactions to hearing their lore logs.

R5E1 - KDS Deep

  • Zone 545 now has a prefix, 'KDS DEEP'.

R6A1 - Artifact 7

  • Restored cut audio lines. The squad will now react when picking up the MWP and when returning to Garganta.

R6B1 - Hexahedrons

  • Restored cut audio lines. The squad will now react when attacked in Alpha Two, and also when it comes back with them.

R7D2 - AWOL

  • Zone 219 now has a prefix, 'BIOCOM MAINFRAME'. (Really? This pivotal location didn't deserve a title on the door!?)
  • Updated interaction text in the mainframe.

R7E1 - Chaos

  • Zone 454 now has a unique prefix, 'MAINFRAME REACTOR CONTROL'.

R8E1 - Valiant

  • Zones 527 and 528 now have prefixes, 'HSU DEPRESSURIZATION'.
  • Zone 545 now has a prefix, 'KDS DEEP'.