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Home Popular Games

Payday 2, the game that everyone talks about, is evolving slowly

by Meta Games News
21/08/2022
in Popular Games
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Payday 2, the game that everyone talks about, is evolving slowly
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Not all games lend themselves well to an elevator pitch. Imagine trying to secure finance for What Remains of Edith Finch: “You wander around an old house watching family members die”. Or Loop Hero: “It’s kind of a roguelike farming sim about making a circuit board”. Payday 2 is a great game with a simple and delicious premise: bank heists.

The enticing premise that Overkill Software had created for the sequel to the popular game in 2013 was a significant part of the effort. This was an incredibly barebones game, in an era before games regularly stepped out half-dressed as we’re used to now. Steam had only just launched its Early Access program in March of that year, and the novelty of that model is probably the best explanation as to why Payday 2 wasn’t released on it – that and the incredible headache it would cause for the console versions.

This dewy-eyed, wobbly-kneed newborn Payday 2 featured just 10 heists – the current version has 70 – and the persistent systems it has today, like weapon purchasing and character abilities, were nearly unrecognizable. Story mode as we know it didn’t exist – just a campaign map and a few interstitial cutscene bits that barely established the main characters, and offered the briefest insight into their world.

Payday 2 felt mechanically like a proof. If this wasn’t a game about putting on masks, drilling into bank vaults and telling hostages to get down over and over and over again, it would probably have sunk into obscurity pretty soon after launch. It was wildly unbalanced, the stealth didn’t work at all, and above all it was It is really, really hard. 

Unmasked

Payday 2 character in Japanese mask holding a gun with a duffle bag on his back

Image credit: Starbreeze Publishing AB

It was difficult to even understand the difficulty levels. You couldn’t select missions manually in those early days – they just popped up randomly on the Crimenet map. It felt very immersive and was consistent with the idea that Slipknot understudies were taking advantage of opportunities on the dark internet. In practice, this meant that you had to wait for the right heist with the right difficulty rating to be available on the Crimenet screen. There was the inherent difficulty of the mission – in stars out of five – then extra modifiers that ramped up the rating and the rewards further. 

It would have felt a bit Early Access, if we’d known what Early Access felt like back then. In 2013 we just called it “playing the same 10 heists over and over without much incentive”

It felt a little early access, without any seasonal events, crossover content by John Wick, or any structured narrative that would have put the heists into a specific sequence. Or at least it would have done, if we’d known what Early Access felt like back then. In 2013 we just called it “playing the same 10 heists over and over without much incentive”.

Payday 2 was able to make enough money for the Swedish studio, despite its conceptual cable ties. And to reposition it as a more forgiving experience, closer to the hangout space vibe that co-op gamers demanded than the hardcore stealth-infused class shooter its predecessor offered, and which informed Payday 2’s original form.

Not only have the intervening nine years filled Payday 2’s content vault with stuff to do, weapons, every mask design ever imagined by humankind and revised upgrade trees – they’ve seen the game successfully pull off that repositioning. It’s not Clicker Heroes now by any stretch, but its hardest difficulty mode is probably pitched around the middle of the original game’s levels, and it’s much easier to pull off stealthy heists. It’s a game you can give as much or as little focus as you like, and still walk off smiling.

Bank job

Payday 2 bank robber looking down on a bank floor

Image credit: Starbreeze Publishing AB

When you look at Overkill’s financial situation at the time, this turnaround of fortunes is all the more impressive. The studio needed to secure funding from fellow Swedish company Starbreeze in order to begin production of Payday 2 in 2012, although insiders have since described the situation as more like Overkill’s investors taking on Starbreeze’s assets – the net result being that both studios could put out their next release (Brothers: A Tale of Two Sons in the latter’s case) and start generating revenue again.

For a game about psychologically exhausting shootouts that might last hours, and in which you could well walk away with absolutely zero reward, it’s surprisingly friendly

So much revenue, in fact, that Overkill was able to buy back publisher 505 Games’ share of the Payday IP in 2016 and maintain total ownership of the franchise. Had that premise not proved so irresistible that we looked past the heist sim’s considerable annoyances, it could all have been so different.

It’s nearly impossible to grasp the full extent of the game’s lore now, so busy has Overkill been since release – fleshing out its original roster of characters, adding to it, and then drawing confusing timelines of their exploits. John Wick became Houston and Hoxton was Houston. It’s no big deal, but he could find himself fighting alongside Jacket of Hotline Miami. The safehouse has been expanded, changed and filled with so many esoteric easter eggs you will need to watch a YouTube iceberg video. 

More importantly, Overkill has totally reworked every system within its heists, from AI detection behavior – now vision cone based, rather than triggered by whether you’re running, jumping etc – to the way drills and saws work, and how you level your characters. For a game about psychologically exhausting shootouts that might last hours, and in which you could well walk away with absolutely zero reward, it’s surprisingly friendly.

Stealth job

Armed Payday 2 squad in helmets and camouflage clothing

Image credit: Starbreeze Publishing AB

This has happened all without Payday 2 receiving much attention. It’s been hiding in a sort of plain digital sight, always up there in Steam’s most played games in a given 24-hour period. It was there when Dota and CSGO looked impossible to topple, it was there when PUBG and Apex Legends toppled them, and it’s still there now. 17th place according to the most recent player count (opens in a new tab, as I’m writing this: 49,000 players in the last day. 

It’s a great example of traditional games coverage’s blind spot. People care about Payday 2 in a way that they’ll probably never care about Stray, or the aforementioned Loop Hero, or Tunic, with the greatest respect to those brilliant titles. It slips through the cracks because its progress towards greatness has happened an inch at a time – or, less poetically, over the course of 225 separate updates and as many DLC packs. 

If you haven’t played it for a few years, just know that it’s moved forwards quite a lot, and without paying a penny on DLC it’ll feel like stepping into a dauntingly fleshed-out criminal sim. It’s packed with highly-specialized builds, serious heisting, run-and-gun sessions, and run-and gun sessions that you don’t even need to pay attention while Discord chats. 



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