Payday 2: Mo’ Money, Less Problems (Hopefully)

I haven’t played the original Payday, so I asked the current guests at RPS manor to provide an opinion for me. “It was good, but cruelly tough,” claimed Craig Pearson, Scottishly. “It really is Left 4 Dead,” he added, Welshly.

Said Adam: “”
Said John: “”
Said Cara: “”

Therefore my opinion of Payday is that it was good, but cruelly tough. It really was Left 4 Dead. And there’s to be a sequel later this year, with the now Starbreeze-owned Overkill once again on dev duties.

Apparently it’s a bit less shooty-bang-only this time, trying to amp up the heist elements with stealth and “criminal dirtywork,” such as fencing the loot you’ve acquired, and there’ll be persistent characters and unlocks, all of which will hopefully help offset those pesky L4D comparisons. The in-game economy aspect is particularly appealing – while it remains a four-player co-op game at heart, if they really can make it an urban criminal experience rather than merely Men With Guns 2 then I’m very much paying attention.

I’ll rely on our sort-of stablemates Outside Xbox to tell you more about it, as they’ve been to see/play/talk about it already. We haven’t been invited to :(

That’s due out this Summer, on PC and those other things with worse graphics.


  1. Ezhar says:

    Seriously, put on your mask already.

  2. whexican says:

    Payday had a great premise but so-so execution.

    The leveling mechanic was difficult to understand, enemy AI was unbalanced, and the mechanics to coordinate an actual heists were lacking. It was so much easier to use bots on the stealth stealing mission then actual people….

    Despite that, the game had its moments and I think a sequel could really take off if done right.

    • The Random One says:

      To me the worst thing is that the levels were too repetitive. Go up here! No go back down here! Now go back up here again, doing a different thing but still in fact just holding an area while shooting down attacking cops! Now go down here again! And so on for like fifteen fucking minutes. At least on L4D there was a sense of accomplishment because you were physically on the move.

      • Ringwraith says:

        Though on the other hand, the missions with lots of constant moving, Heat Street and Green Bridge, are the worst heists in the game. It’s at its best when you’re trying to contain the streams of guys coming in from increasing numbers of angles.

        • El_Emmental says:

          They were the worst because they required a perfect knowledge of the game dynamics (how the enemy spawn, spread, aim and shoot ; how you’re hit, wounded, recover your armor, etc), a very good timing and flawless teamwork – it’s too much to ask for online co-op. You need people who care about each others AND perfectly know the game.

          It means that playing these levels with your friends isn’t enough (if one of them isn’t really “good” at it, you’re doomed), nor is playing with “pros” online (if one of them don’t care about another teammate).

          I had the very precious and rare chance of playing these levels with complete strangers who cared about each others and were very focused on the game (with a perfect knowledge of it), and it was extremely brilliant and satisfying to play these levels. It’s very probably on these heists that I felt the most stress and immersion in the game.

          I remember managing to survive alone on the Green Bridge (the 3 others were captured – because a bugged cop wouldn’t die), while being in the red (low HP) and almost out of ammo for minutes. I somehow got around capturing 2 cops, then they got a 3rd for our 4th player.

          The same thing happened again with one of them later on the level: we still don’t know how he managed to zig-zag between cars (and Bulldozers) like that and free us. It was really crazy.

          Same with Heat Street, the last part was the craziest thing I’ve ever seen: smokes everywhere, a swarm of Cloakers surrounded us, we were always having a teammate on the ground having to be helped, but we managed to get through it (by staying focused, alert and aware of our entire 360° environment). I thought we were going to lose at any moment for several minutes.

          When the level ended, we had to rest for 10-15 minutes, take a walk, drink some water and have a ciggie (for the smokers). Best unknown teammates ever.

  3. KDR_11k says:

    The first had permanent unlock progression as well and the main difference to L4D was that enemies were shooting, not running at you. Also objectives often had you stay in one area for a while, regularly forced out of your cover by the police disabling something you need.

  4. Cross says:

    I love the fact that Simon Viklund, the guy who does the above interview, is the guy who did all the music for the first game, and presumably for the second, too.

    • stupid_mcgee says:

      As well as being the one responsible for the awesome Bionic Commando: Rearmed soundtrack.

  5. aliksy says:

    I didn’t like it that much. I don’t really like level-up systems (my friends played a lot more so they had all sorts of bonuses). The damage system is weird and.. well, weird. You get shot a lot. Sometimes you’re fine. Sometimes you fall down and then you’re fine. L4D’s damage makes sense because you’re just getting smacked around, but here you’re getting shot in the face but somehow not dying. Also there are so many cops. I don’t think there are that many cops in major cities.

    • dE says:

      The levelsystem also lead to elitism of the worst kind.
      Other Players: “You can’t do x before you’re level z *kick*”. With each passing day, z was increased by at least one level. I didn’t play a month and got kicked from just about every game, despite having beaten the difficulty before.

      To further emphasize, this reached the point where people demanded you grind hours upon hours using bots only, to be allowed to play on normal difficulty.

      • Ringwraith says:

        Though normal is tricky as a low level, and the game does scale according to the number of players (against number of bots) and their average level.
        Though really, it’s a game for playing with your friends, I’ve never even joined a random lobby ever.

      • Amun says:

        A neat way around that would be a tutoring system for your characters — let the high level people give the low level people one of their weapons and one of their skills so that the party as a whole is more even.

        Doesn’t get around the bullshit of “LOL SCRUB” *kicked*, but nothing can, really.

        • dE says:

          You know what could have gotten around that? No leveling system.

          • Ringwraith says:

            Considering how difficult the game is to get the hang of even without all the extras, I don’t think removing the levelling system would make it any better in that regard.
            Plus, the game gets harder (usually by spawning more specialists) the higher level you are, so it would be insanely difficult.

          • aliksy says:

            Considering how difficult the game is to get the hang of even without all the extras, I don’t think removing the levelling system would make it any better in that regard.
            Plus, the game gets harder (usually by spawning more specialists) the higher level you are, so it would be insanely difficult.

            What does the leveling system add to the game? I can tell you some problems it brings. Specifically grindiness and dividing players. I guess it adds that hollow thrill of filling up progress bars.

          • x1501 says:

            “What does the leveling system add to the game? … I guess it adds that hollow thrill of filling up progress bars.”

            As opposed to pointlessly repeating the same thing over and over again without any sense of progression? At least, with the leveling system you could look forward to unlocking desired upgrades, and being hopelessly stuck on a mission meant that you could try it again at higher levels without lowering the difficulty.

          • Jahkaivah says:

            “As opposed to pointlessly repeating the same thing over and over again without any sense of progression? “

            I guess you couldn’t possibly just play the game because it is fun, that is crazy talk!

          • x1501 says:

            Have you actually played the game? The low-budget downloadable game has 7 relatively short missions in it. Without the brutal difficulty, you would sleepwalk through all of them in a couple of hours and probably would never touch the game again (like I did with CoD:MW). Without the unlock-based progression, repeatedly losing each mission without getting absolutely anything in return would also get old really fast. I’m usually not a big fan of grinding mechanics, but in cases like this, it’s a cheap and simple way of improving the game’s longevity that works.

          • Ringwraith says:

            Also you can choose which of the three (now four with DLC) perk trees to advance down, so you can mix and match as you desire, and it requires some diversification, especially as each tree as locked tiers that require a certain level before you can continue down the same tree, even forcing you to diversify anyway.

          • DonDrapersAcidTrip says:

            Left 4 Dead worked pretty well without a leveling system

          • aliksy says:

            As opposed to pointlessly repeating the same thing over and over again without any sense of progression? At least, with the leveling system you could look forward to unlocking desired upgrades, and being hopelessly stuck on a mission meant that you could try it again at higher levels without lowering the difficulty.

            Uh, if it’s not fun to play for its own sake that’s a pretty big problem.

            Also, you can have specialization and skills without leveling.

          • x1501 says:

            Left 4 Dead worked pretty well without a leveling system.

            Left 4 Dead is a high-budget $50 ($60 on consoles) game created by a Valve subsidiary. Payday: the Heist is a low-budget $20 downloadable game created by an inexperienced indie developer. A tiny bit of difference there.

          • aliksy says:

            Left 4 Dead is a high-budget $50 ($60 on consoles) game created by a Valve subsidiary. Payday: the Heist is a low-budget $20 downloadable game created by an inexperienced indie developer. A tiny bit of difference there.

            I’m not sure that’s relevant. We’re talking about a fundamental design decision. I don’t think you need a big budget to see the problems the leveling system introduces.

          • Ringwraith says:

            If you’re playing to level up so much, something’s probably gone wrong somewhere.
            I was more just playing to see if we could beat the damn things, as my group only got to sometimes beatings things on Hard (and there’s two more difficulties above that).

          • stupid_mcgee says:

            @x1501: I’ll give you indie, but not so much on the inexperienced front. The Overkill staff is primarily made from former employees of Grin Software, who made Bionic Commando: Rearmed, the BC sequel, and the PC ports of Advanced Warfighter. The whole backstory of Wolf is based around Overkill and Grin co-founder, Ulf Anderson, and him losing Grin studios. Ulf posed for the pictures as well as lent his voice to the character.

            So, yeah, Overkill may be small and you might be able to get away with calling them indie, but they are hardly inexperienced.

          • x1501 says:

            @ aliksy
            The point is that even though Payday often plays like it runs on L4D’s engine, high-budget L4D could afford to increase its longevity in less grindy ways by implementing a much larger campaign, extra game modes, more gameplay mechanics, modding support, and so on. Payday, being a budget title, probably couldn’t afford to implement any of these things.

            @ Ringwraith
            I was playing just like you, trying to beat the maps on higher difficulty. What I’m saying is that those marginal upgrades could at least provide us with a vague sense of progression and extra motivation to give the bottleneck another go with slightly improved items—something you wouldn’t normally feel after getting your ass handed to you and having to restart the map from scratch for the nth time in a row.

            @ stupid_mcgee
            I only knew that Payday was the first product of a small Swedish studio founded in 2009, but I didn’t know any details about any of its developers. I stand corrected and thanks for the info.

          • zin33 says:

            “Left 4 Dead worked pretty well without a leveling system”

            except that i finished l4d in a week with just bots on expert
            only thing that took a little time were the survival maps and only because the bots sucks when it comes to hold certain positions

            payday on the other hand, HAD to be played with friends since the game is much tougher and it took us literally months to get our gold masks

            and if the leveling system bothers you that much you could always download someones profile with a high level
            leveling didnt matter to us at all because you do need the experience later so leveling is just to make it more interesting while you learn

          • RobF says:

            “except that i finished l4d in a week with just bots on expert”

            I’m not -entirely- sure “finishing” L4D is exactly the point there, man. Yes, it can be done, yes it’s not -that- hard to do for most people who are fairly adept at FPS but it’s definitely, definitely not the point of the game at all. So, it’s not exactly a good point of reference for whether one system is better than the other or where one is more balanced.

            As for Payday, tedious shite for the most part that does what games do because videogames or something. It wasn’t even that it’s especially difficult, it’s just roadblocky and spammy in so many tedious ways. It’s like for every fun and interesting system they plotted out for the game they felt the need to add six hateful things to it to balance it out because videogames and you will work for your supper.

            I don’t hold much hope of that being remedied in the follow up either but we’ll see.

      • whexican says:

        I played pretty straight for a month I still don;t think I ever got the hang of the leveling system.

        • El_Emmental says:

          When you finish a heist (level), you gain money.

          That money is the “XP“.

          Every time you complete an XP level (= reach Y amount of money), you level up in the currently selected branch.

          You can reselect the branch you want to upgrade next at any time (even in the middle of a game).

          You do not need to select a branch to benefit from its upgrades – once acquired, the upgrade is yours (no matter what branch you’re currently upgrading – or what gear you’re currently carrying, unless the upgrade is specific to a weapon or a selectable bonus you pick at the beginning of the heist).

          There is 4 branches (3 without the dlc):

          Assault. Sharpshooter. Support. Technician (dlc).

          Assault’s upgrades are:
          Ammo bag (upgrades = more ammo in the bag ; can initially provide 400% ammo (4 full reload), up to 1 000% ammo (10 full reload))
          – Extra cables ties upgrade (carry more of them if you select that bonus)
          Damage increase for the AMCAR-4 (assault rifle)(M4 carbine)
          – unlocking and upgrading the Mark 11 (uzi)(MAC 10)
          – unlocking and upgrading the Crosskill .45 (pistol)(Colt 1911)
          – unlocking and upgrading the Brenner 21 (machine-gun) (HK 21)
          – Crew bonus (for the other teammates ONLY): +25% (approx) damages or faster reloading.

          Sharpshooter’s upgrades are:
          – Trip Mines (upgrades = more mines are carried)
          – Thick Skin (up to +33% HP)(if you select that bonus)
          Accuracy increase for the AMCAR-4 (M4 carbine)
          – unlocking and upgrading the Locomotive 12 G (short-range shotgun)
          – unlocking and upgrading the M308 (semi-automatic sniper rifle)(M14)
          – Crew bonus (for the other teammates ONLY): increases weapon accuracy or bleed-out duration (+ 5 sec).

          Support’s upgrades are:
          Doctor Bag (more “medkits” are inside ; initially 2 uses, can be upgraded up to 5 uses)
          Extra start-out ammo (increase your ammo max pool by 10% for each level, up to +50%)(EXTREMELY useful)
          Magazine capacity increase for the AMCAR-4 (assault rifle)(M4 carbine)
          – unlocking and upgrading the Bronco .44 (revolver)(Taurus Raging Bull)
          – unlocking and upgrading the Reinbeck (pump-action shotgun)(M1 Super 90/R870)
          – unlocking and upgrading the Compact-5 (submachine gun)(MP5)
          – Crew bonus: increases body armor (+ 3.3% of base HP added to body armor).

          Technician’s upgrades are:
          – Sentry Gun (ammo and armor upgrades)
          – Toolkit: reduce the time required for interaction (planting something, opening something, etc)(up to 20%)
          – unlocking and upgrading the STRYK (fully-automatic pistol)(Glock 18C)
          – unlocking and upgrading the AK (assault rifle) (AK47/Type-84)
          – unlocking and upgrading the GL40 (grenade launcher)(M79)
          – Crew bonus: increases max ammo by 15% (approx)

          Spread on the 4 branches: Body armor upgrade (add 3.3% of base HP to the existing armor ; note that Normal is 13.3%, Hard is 6.7%)(EXTREMELY useful) (!) Doesn’t need to be selected to be active = always-on upgrade.

          Source: link to


          – Upgrade the Assault and Support branches first. Why ? You’ll need a decent Ammo Bag and Doctor Bag as soon as possible, to be able to help your teammate properly.

          You’ll also badly need the bigger ammo pool (Support upgrade) and the increased damage for the M4 (Assault), as it’s hard to chain the headshots right from the start (and properly loot ammo) so you’ll burn through your ammunition real fast.

          – The Sharpshooter branch will increase your AMCAR-4 accuracy, so get it to level 5 or 12 (and later 16) when you can, you’ll need it for the headshots.

          – The Technician is too specialized when you begin playing (and is being a DLC pay-wall). Wait until you learn more of the game, or just get it to level 6 for the Body Armor upgrade.

          Once you’ve got your Ammo Bag and Doctor Bag to the max (level 30 Assault, level 33 Support), or at least to the upgrade level 2 (level 19 Assault and level 19 Support), you can freely go for a specific weapon of your liking.

          Last tip: communicate. Not everyone’s a twat online.

          In the lobby/briefing/waiting room, be sure to tell your teammates if you have (or do not have) an upgrade/weapon – if you’re polite and calm, only a few will be stupid enough to not rearrange their loadout to make sure the group has everything it needs.

          It’s always better to know who will be a little behind (= have to be called and covered on a regular basis) and downed more frequently.

          That way you pay more attention to them, cover them as much as you can, and leave some ammo pickups for them. You also check if they’re not having problem with a Cloaker, Shield or Tazer more frequently.

    • Ringwraith says:

      The HUD’s not very clear, the white outline on your mask portrait is your regenerating body armour, when that’s gone, the actual health bar of it starts draining.
      When you get revived after being downed you come back at 80% health or so, and about 20% less for each successive time you’re downed without using a medical bag.

  6. Petethegoat says:

    “Apparently it’s a bit less shooty-bang-only this time, trying to amp up the heist elements with stealth and “criminal dirtywork,” such as fencing the loot you’ve acquired”

    Great! This is exactly what I wanted from the first one.

  7. breakfastcereal says:

    No need for the mask, everyone has already seen your damn face.

  8. SkittleDiddler says:

    Hey Overkill, how about fixing the first game before you start pouring funds into a fucking sequel?

    The Heist had so much potential, but it was completely squandered by the format.

    • derbefrier says:

      huh? what do you mean by format?

      • SkittleDiddler says:

        The grindy “spawning enemies” format, ala Killing Floor. It just didn’t work for me in The Heist.

        • El_Emmental says:

          It is a game design choice, not a bug.

          If it doesn’t work for you, then it means the game isn’t meant for you. I agree I was quite disappointed by it, learned to enjoy it nevertheless, but still found it quite limited. If the sequel is exactly the same thing, I probably won’t get it (unless it’s on sale).

          All games could be “better” if they were more this and less that, but in the end the developers have to make a choice – and sometime the best ideas don’t work out well in actual gameplay.

          Everyone has a “dream game”, but if it was actually made, it’s very likely it wouldn’t work out well. Everyone want an open-world, persistent environment, extremely complex (= credible) AI characters, RPG stats/professions, full inventory (with available space + weight), massively multiplayer, realistic game dynamics, with top notch graphics and without any lag, game. If such thing existed, it would be an unplayable, unfunny monstrous clusterfuck nightmare.

  9. Feferuco says:

    Oh the endless cop murdering of the first one and all of its moronic objectives. What they should really do is like, randomly generated locations with random objectives, random security measures, random etc.

    Then a first phase where you just have the blueprints and potentially inaccurate intel, so everyone plans and bickers. A second stage of accessing the loot, deadly but 99% less abundant guards. Then a last phase where any of the players may or may not try to cheat friends by grabbing an extra cut or just all of the cash, getting more XP.

    To enhance fun, allow private communication between teammates, so not everything’s mentioned on the public chat.

    Maybe they’re doing that, I couldn’t watch the video so I don’t know anything.

    • Geen says:

      FUND IT!

    • DonDrapersAcidTrip says:

      Yeah I want to put all that effort into a game for someone on my team to be a dickhead at the end.

      • Feferuco says:

        How about this then: sometimes a player may be randomly tagged an undercover cop. When there’s a cop on the team, the heist starts with tons of cops and everyone knows there’s a rat in the group. The cop’s objective is to prevent deaths and arrest his “teammates”, not kill them. Then like, if a teammate is arrested, he loses all communication capability, else he’d spoil the fun. So the cop has to be stealthy.

        Result would be everyone super suspicious of each other, a potential mexican standoff.

    • thelastlambda says:

      That last mode you said was in Kayne and Lynch Dog Days. I like what you suggested though, were things arent clear and easy to go wrong with a lot of options for the player would make this game amazing. Sadly its hard to truly create that level of a game without getting somewhat repetitive.

  10. Slinkyboy says:


  11. Slinkyboy says:


    • Totally heterosexual says:

      Well you can’t have both and the other one takes far more effort to get.

  12. zin33 says:

    omfg cant wait.. we played with my pals the original payday and it was the best co op experience we ever had. especially the 145+ levels that are really tough it was awesome
    cant wait!

  13. Terragot says:

    Rather have Sub Rosa fleshed out into a fully realised idea.

  14. SuperNashwanPower says:

    “our sort-of stablemates Outside Xbox…”
    The cold finger of betrayal made its way down my spine – and inserted itself, icily, in a place it had no business being.

    Of course some japester may now quip that at least it means I can no longer talk out of that particular orifice, but to them I say “butt plugs”

    • The_B says:

      If you thought that was a betrayal I hope no-one ever tells you that by the same token Eurogamer are also sort-of stablemates, and they cover all formats. OH SH- :P

      • SuperNashwanPower says:

        The B. Of course. It stands for BLASPHEMY.

  15. Alextended says:

    He’s saying the right things with how they’re expanding gameplay elements but let’s see how it works in practice first. After all, the original’s “Left 4 Dead with cops instead of zombies” style sounds pretty interesting as well, but it’s actually quite annoying and not very engaging.

  16. Scumbag says:

    Got the original during one of those Free weekends they do. Was not too bad, if a little forgettable.
    Dunno if there was a tutorial or whatnot, but goddamn some people needed to learn not to put the mask on instantly.

  17. OfficerMeatbeef says:

    The first Payday was certainly not without a good share of flaws but I actually ended up enjoying it a LOT more than I expected I would, and certainly more than many who didn’t really give it much of a chance. Left 4 Dead with enemies who shoot at you isn’t a wholly inaccurate statement to be sure, but after a few games I believe I pinned down what truly made it work for me; it’s one of the few FPSs I have played (and almost certainly the only co-op one) that really gives that mythical exciting action movie gunfight feel, particularly at the higher difficulties.

    It’s the simple mechanic of permanent health reduction but quickly recharging “armor”, illogical as it is, that makes this game work so well. Combined with your view/aim being thrown off when you’re being it, it effectively simulates the effect of suppressing fire far better than most games, allowing you to draw fire for friendlies or dart across short areas without being unfairly punished for it but still requiring you to know when to get your damn head down again. The end result of this is consistent big dramatic heist movie shootouts with fire seeming to come from everywhere while you and your team need to constantly be ducking in and out of cover, leapfrogging and sometimes just firing wildly just to move up those precious few more meters.

    A lot of the other mechanics (shooting cameras to lower police surveillance, controlling hostages, etc.) were interesting ideas that didn’t really come together as well, so I’m excited to see how they improve on that sort of thing with their earlier experience.

  18. MrUnimport says:

    I’m very disappointed to hear they’ll be focusing on the already-obtrusive RPG elements. The brutal difficulty was initially a bit of a turnoff but became more of a turnoff after I learned I was expected to grind past it. I think the game’s strongest feature is its squad-based police department removal, not its criminal elements, certainly not levelling up. Yes, I said it, L4D with shooty enemies is a spectacularly thrilling experience, especially with the amount of teamwork it takes to keep one’s head above water.

    • zin33 says:

      leveling up didnt take much in payday. besides it had plenty of difficulties and id find it hard to believe you were having trouble beating heists at normal difficulty

      i also dont get whats bad about games that are hard? the feeling me and my friends got after finally beating heat street 145+ was quite unique and i doubt well ever get that again in a co op game again

      if you just beat the mission in a day / few days it really becomes quite a forgettable experience

  19. sharkh20 says:

    Payday is a heist game where everything goes wrong no matter what because the main characters are mentally handicapped. This game would have been so much more enjoyable if it was an actual heist game instead of a “oh shit we set off the alarm now we have to kill 1000 cops” game.

    • El_Emmental says:

      It is an action game, what a crime ! How dare they !

      You perfectly know a stealth game wouldn’t have sold anything (even if that game genre has a very dedicated fanbase – it’s actually way too small), and a “real heist” would have resulted in endless, boring sieges, and erratic failed escapes through the city.

  20. Farcelet says:

    Jesus, this is why I can’t play modern FPS – please, PLEASE keep your goddamned interface out of my actual face. I can’t stand this amount of clutter, little distracts me more from the experience than a giant “PRESS F TO PUT YOUR MASK ON!”

    I agree with what’s been said above, how positively cool would it be to have to actually plan the heist – relying on building schematics and flaky information rather than obnoxious floaty distractions?

    • El_Emmental says:

      Well, it’s not really an immersive game – it’s playing the “Dangerous Heist Goes Wrong” movie fantasy straight.

      The UI is designed so people know what to do next to finish the current mission, on a game like Payday it’s really necessary (as you can’t expect the whole earth to not press the wrong key at a crucial moment). Even milsim players do that, plenty of them are currently throwing grenades to their feet trying to open their inventory in ArmA 3 Alpha.

      • Farcelet says:

        “Well, it’s not really an immersive game”

        Why then the realistic graphics? Why do the guns resemble real guns? Places resemble real places? Doesn’t any game that attempts to represent reality as it is to some extent try to immerse the player?

        Have you played Republic Commando? As far as I can remember, it was one of the few FPS games to do UI right. Half-Life also comes to mind, nothing (as is true in real life) appears on the screen until the player fits on the suit. The player is never left wondering where all this information is coming from, it just makes perfect sense – the suit is giving me this information.

        Intrusive UI is little more than laziness on the part of developers. When one thinks of an immersive game, UI is not even CONSIDERED anymore – a layer of abstraction overlapping all else, spoiling immersion to one degree or another, depending on the player’s sensibility towards these things.

        Now, perhaps blaming developers is not quite right – but we have come to EXPECT these things as one expects credits to roll after a movie, we have now graphics that CAN be indistinguishable from reality. Why, if not to immerse?

        “The UI is designed so people know what to do next to finish the current mission”

        And countless games have done just this without that. What was wrong with employing thought? Can’t I once play a good looking game that’ll also require me to THINK to get through to the end? Games are about interaction – surely there ought to be room for more than pressing the left click and W key and the occasional F to put one’s mask on.

        “Even milsim players do that, plenty of them are currently throwing grenades to their feet trying to open their inventory in ArmA 3 Alpha.”

        100% of which have the ability to reassign key function if the default proves to be too awkward.

        His gun is empty, he doesn’t know it. It goes click.

        Here’s an experience FPS games deny me. Yet it’s one I want. Allow me to make mistakes. Allow me to follow my own path. Please, designers, don’t go by the assumption that I am an idiot. I’m robbing a bank – movies have given me a pretty clear understanding of what a safe looks like, told me that employees have a tendency to press panic buttons and that there are cameras around. Let me play out my own heist, let me make my own mistakes. Let my experience be unlike anybody else’s.

  21. Bfox says:

    Alternate title

    Payday 2 : Cash in

  22. GameDreamer says:

    I was a big fan of the first one, and played a ton with my friends. This one looks exponentially better, and just like a much better quality, and more fun game. I can’t wait to get my hands on it!

    Free CD Key