Está viendo la página Spain versión del sitio.
Le gustaría cambiar a su sitio local?
4 MIN TIEMPO DE LECTURA

Post Script

Co-founder and game design director Hjalmar Vikström on making horror a service

GTFO is out of Early Access, but there’s still plenty of monstrous evolution in store for the game and its players. Game design director Hjalmar Vikström (right) talks grinding, tabletop influences, and COVID parallels.

How do you retain atmosphere and surprise for players who’ve sunk many hours into GTFO?

We just believe in changing things up. We treat GTFO as almost like an old-school roleplaying game where we’re the dungeon masters, and, well, maybe that’s not a good analogy, but we throw a wrench into the machinery to see how people react. What if we put in this new feature? Or this new enemy? One of the reasons we made the expeditions the way we made them is that we as developers wanted a game that can surprise us. Because if you work on the same level, the same expedition for three years, you learn it by heart, and it’s not really scary any more. It’s not really challenging. But by creating a game where we can change things up, as we do with new expeditions, with the new rundowns and some randomised elements – that’s the most awesome feeling when I jump into an expedition I haven’t played before, and even though I worked for years on this game, I have no idea what’s going on. I don’t know where to go. We recognise that each rundown will naturally taper out in interest, so we want to give new experiences to players regularly.

Desbloquea este artículo y mucho más con
Puedes disfrutar:
Disfrute de esta edición al completo
Acceso instantáneo a más de 600 títulos
Miles de números atrasados
Sin contrato ni compromiso
Inténtalo €1.09
SUSCRÍBETE AHORA
30 días de acceso, luego sólo €11,99 / mes. Cancelación en cualquier momento. Sólo para nuevos abonados.


Más información
Pocketmags Plus
Pocketmags Plus

Este artículo es de...


View Issues
Edge
March 2022
VER EN TIENDA

Otros artículos de este número


EDGE
We want the good stuff but please: not too much of it
In the beginning, bigger was always better, mostly
Knowledge
Back to reality
Has waning hype freed VR to shift up a gear in 2022?
A war of words
Could a blend of Scrabble and PUBG really amount to more than a gimmick?
A plague tale
The story behind a historical game about an eerily familiar pandemic
SMASH CUT
Past and present collide in this cinematic visual novel
Soundbytes
Game commentary in snack-sized mouthfuls
ARCADE WATCH
Keeping an eye on the coin-op gaming scene
THIS MONTH ON EDGE
When we weren’t doing everything else, we were thinking about stuff like this
Dispatches
DISPATCHES MARCH
Issue 367 Dialogue Send your views, using ‘Dialogue’
Trigger Happy
Shoot first, ask questions later
Unreliable Narrator
Exploring stories in games and the art of telling tales
Hideous corpus
Body horror is discomfiting in any medium, but
Hype
SLITTERHEAD
Silent Hill and Siren’s director promises a completely new strain of action-horror
THE ANACRUSIS
This successor to Left 4 Dead risks getting lost in space
FORSPOKEN
Square’s open-world action game finds its magic in movement
99 FAILS
Surrealism and grief combine in a nightmarish puzzle-platformer
SEA OF STARS
The team behind The Messenger realises a childhood dream
SWORDSHIP
Duck and dive in a shoot-’em-up where you can’t fire back
DEATH TRASH
Meat your doom in this postapocalyptic RPG
ROUNDUP
HORIZON CALL OF THE MOUNTAIN Publisher SIE (Guerrilla
Features
DARK SECRETS
The exclusive inside story of Jumpship’s mysterious sci-fi adventure Somerville
PLAYED BY EAR
From interactive podcasts to 3D RPGs: why the growing audiogame scene is demanding that you listen in
COLLECTED WORKS JAKE SOLOMON
The journey from underqualified graphics programmer to master strategist
UNPACKING
A moving story in more ways than one
ONE MORE LEVEL
How Ghostrunner breathed new life into a Polish developer in need of a hit
Practical magic
Videogame designers are problem solvers by trade –
Lost Odyssey
How Sakaguchi’s clash of past and present created a true final fantasy
Dead cells
A progress report on the games we just can’t quit
Play
Final Fantasy XIV: Endwalker
Developer/publisher Square Enix (Creative Business Unit III) Format
Post Script
Pondering Final Fantasy XIV’s possible future paths
GTFO
Developer/publisher 10 Chambers Format PC Release Out now
Praey For The Gods
Developer/publisher No Matter Studios Format PC (tested),
Nobody Saves The World
Developer/publisher Drinkbox Studios Format PC (tested), Xbox
Windjammers 2
Developer/publisher Dotemu Format PC (tested), PS4, PS5, Stadia,
Below The Ocean
Developer/publisher Ismael Rodriguez Format PC Release Out
Filmechanism
Developer Chemical Pudding Publisher Phoenixx Inc Format
Aeterna Noctis
Developer/publisher Aeternum Game Studios Format PC (tested),
Dungeon Munchies
Developer/publisher Majaja Format PC, Switch (tested) Release Out
Chat
X
Soporte Pocketmags