10 Chambers Collective is studio of just 9 people, creating one of the most intriguing cooperative survival games we’ve seen this year. Their first project, GTFO is a hardcore first-person shooter, set to release this year on Steam on Early Access. We’ve had the chance to conduct an interview with one of the GTFO developers and get an inside look at what the team’s hopes are for their “maiden voyage”.
During the GTFO interview, Simon Viklund talked about the inspirations for their game as well as the audience they want to attract. He didn’t leave out his opinion on microtransactions and the possibility of the game releasing on consoles. Take a look:
Segmentnext: Why the name GTFO? Do you think that it accurately represents everything your game is about or is it just a witty title? The title of a video game is a very important aspect of illustrating what it’s all about after all.
A: The name refers to what both the in-game characters and the players who control them all want to do while inside the Complex. It’s also a very non-cliché title and one that stands out and – whether you like it or not – is easy to remember!
Segmentnext: A lot of people compare your title to either Left 4 Dead, Payday 2 or a combination of both. Do you like this comparison? Or would you prefer to call it a completely different thing?
A: The comparison is unavoidable considering three of our nine team members worked on Payday 2 (including Ulf Andersson, the brain behind the Payday franchise) and L4D is – after all – the game that started the whole 4-player co-op PvE FPS genre. We’re confident though, that people will realize that GTFO is very different from those games in many ways, but mainly in terms of difficulty, pace and atmosphere.
Segmentnext: On that note. Is there any game you would like to draw any kind of comparisons from? Perhaps even citing what might be an inspiration for example?
A: GTFO is the game we, the developers, would like to play. Mechanic-wise, a lot of inspiration just comes from things we feel are missing from other co-op games. A lot of games claim to be co-op but really only require players to play alongside one another – not truly co-operate. So we wanted to create a game that truly requires cooperation.
Segmentnext: Were you satisfied with the turnout of critics and academies as well as the overall audience response to how your game was? Things like the awards you won in 2018 or the warm reception at the game awards in 2017?
A: Oh yeah, very satisfied and inspired, for sure! We were ecstatic! But we didn’t know whether there was really an audience for the game until we released the first Alpha and got 30k + people playing and got a lot of positive feedback from that too. Then we knew there was an audience.
Segmentnext: What made you click with the sci-fi theme of aliens and extraterrestrial activity for your style of gameplay? The way you’ve combined FPS, teamwork and survival is something you’d usually see in a zombie game.
A: The sci-fi theme allows us to create any game mechanic and justify its existence in the game world by saying it’s the technology of the future. Foam grenades, holographic security scans, futuristic weapons, etc. If we can come up with the game mechanic – we can have the technology needed to realize it in the game – and no one will question it because it’s a sci-fi setting.
Segmentnext: Is there any chance in the near future that we may see your game hit the shelves on other platforms such as the Playstation 4 and Xbox One? Perhaps even the next-gen?
A: With our nine-man development team, a simultaneous multi-platform release is unfortunately impossible. Heck, some big-budget games can’t pull off a simultaneous multi-platform release. So we’ll focus on the PC version first and foremost – and if that version is successful enough, that would give us the opportunity to put it out on one or more consoles. Given the opportunity, we’d, of course, love to do that!
Segmentnext: Speaking of Nextgen, where do you see games going in the future when new techs like the Xbox Scarlett and PlayStation 5 rollout? Will the be able to pump out 4K, 60FPS or more for the games with high graphics quality? A developing studio’s take is always valued.
A: While there is no shortage of talent within our small studio – and we do have quite close relationships with Nvidia and other hardware developers – GTFO is not necessarily a vehicle for the latest graphics features: Our main focus is to innovate on gameplay! Nevertheless, you should never say never!
Segmentnext: What’s the strongest aspect of your game in your opinion? Is it the gunplay? The survival element? The atmosphere? The writing? The multiplayer? Which one are you the proudest of?
A: In my mind, it’s definitely the tense atmosphere and demanding co-op. It all comes together thanks to the survival horror elements (low health, permanent health bar, low ammo, powerful/numerous monsters that easily overwhelm players, etc.) and the long expeditions with no ability to save. It’s uncommon in modern games to raises the stakes like that, and we hear a lot of people talk about how they were having palm sweat and high heart rates as they played the game. It’s not something you’d see from a AAA developer, because they need to be broad market and then the games become sort of vanilla. We know now there’s an audience for something as extreme as GTFO, and it feels amazing.
Segmentnext: Do you plan to continue supporting this game in the long run or are you currently developing something new? Perhaps a sequel or even a different title altogether?
A: Yes, we will definitely keep supporting GTFO post-release with new expeditions, new interior sets, new objectives, new monsters, new environmental hazards, new gear, etc – a huge chunk of the development time has gone into creating the tools needed to do just that.
Segmentnext: Google Stadia is about to release. As an indie developer, what’s your take on the platform? Do you think it will be able to attract indie gaming?
A: Stadia has great potential, and looks to be a platform where players can try and sample a smorgasbord of games – we’re excited about it! We can’t predict whether it will attract indie developers, but we sure hope so.
Segmentnext: As an indie developer, what’s your favorite platform to work on?
A: We develop on PC, so it goes without saying that it’s easier and more accessible to “deploy” the game on PC. Naturally, PC has its own problems because all PCs have different hardware which makes it hard to assure that it runs smoothly on everyone’s system – but developing for consoles presents its own challenges. All in all, PC is more accessible because if we can make it run on our own computers, on which we’re developing the game, we’re already more than halfway.
GTFO releases sometime this year on Steam through Early Access with no clear indication that it might release on consoles some time in the future.