The impossible became possible, and after ten long years, another sequel to the now iconic Payday co-op series was released. The second part of the 2013 game is still one of the most popular games on Steam. It’s no surprise that fans were eagerly awaiting a return to the pirate world. However, there is one small problem. Payday 2 had years to develop and add interesting content that would keep players engaged for hours and keep them coming back. Compared to its big brother, however, Payday 3 feels… rather undernourished. The base itself is well-bitten and the developers are definitely going in the right direction, but it also has its drawbacks. And there are actually more such errors than the game can afford.
The Payday series has become a big name in the co-op shooter game these days, where you and three other players go underground to earn a tidy sum of money. It’s the same with Payday 3. It’s all about heists that not only have you robbing banks, but also checking out an art gallery, admiring a luxury apartment, and finally dropping by a party to buy some cryptocurrency. Your task is simple steal, which may have some value. But how you do it is up to you. There are always two main options. Either you rush in with a grenade launcher in your hand and shout “this is a robbery,” or try not to attract attention, slip inside and just as quietly disappear with a missing wad of money and valuables. Both versions of the game offer different gameplay, and Payday 3 is more about choosing your playstyle than ever before. Despite this, players of the two previous parts will feel like fish out of water. The gameplay remains essentially the same, so it’s still more of a shooter than anything else.
This is where Payday 3 makes a small but still significant improvement. The shooting experience here is better than its predecessor. and the shooting became a little livelier. It’s still a pure arcade game, but each weapon is now more individual and you can feel it replacing others. Their numbers are even worse. This one is weaker at release, and I should warn from the start that unlocking the others requires effort after leveling up. So don’t expect to unlock the entire arsenal after a few hours of play. Rather, you will be expanding it over several tens of hours. And why don’t you care so much about guns? No matter, you will also need a level to unlock and select perks. In any case, the second major change we saw in the new part is the way missions can be completed silently. And playing the quiet route feels more than ever like one of the gameplay’s cornerstones, rather than something the developers didn’t quite expect.
Payday 3 is much more user-friendly in this regard and makes silent progression a truly great option for completing each level. With the exception of one ambush at this time, stealth is a valid option in every mission. Being able to choose how you want to act this time around is a huge step forward, and we hope the developers want to move in the same direction in future missions. So, although there are not many of them, and in Payday 2 there are more of them, everything robbery now it’s like two missions in once upon a time, and quiet and noisy progress sometimes have significantly different events.
Perks also give you the ability to play as you see fit. Whereas in the previous game you had to be prepared to move stealthily using special perks, here they rather give you a certain advantage, but nothing that you couldn’t do without, at least on easier difficulties. Every build you create suddenly becomes more versatile. This way you are not very limited in what perks you get in a particular mission. Again – at least on easier difficulties. The more difficult ones definitely require certain tactics and command. However, it’s nice to see that you can always try to complete the levels without much fuss and draw your weapon only when something goes wrong.
The layout of the maps, the functioning of NPC characters, or new mechanics generally fit this style of play. You will no longer have to complete a mission with just a mask on your head. In most cases, this time you can do without it for long minutes. You can use these moments to move through the crowd and survey the area. Or even outside the crowd, and you might try to crawl into a place you shouldn’t be. The guards are no longer inclined to kill on sight, and if they catch you in some restricted area – for example, only for VIPs or somewhere backstage – this does not mean an immediate end to secrecy. If you don’t rebel, you will be taken out with a reprimand in peace. Of course, if you find yourself in a protected area where entry is prohibited, then get ready to be handcuffed, from which you will not be able to get out easily. However, you still can’t do everything without a mask. Namely, you can forget about all sorts of rock climbing and acrobatic stunts, which really irritated me, and usually the mask flies off sooner or later anyway. However, it’s great that the game actually gives you more ways to get loot and ways to play. Even without a mask, you can still benefit your team and some missions are completed too. complete the game without using it.
Overall, I see the increased stealth capabilities as a huge plus and one of the biggest advantages of this entire game. In the same way, when playing gradually and sometimes at first glance, you can notice a bunch of the quality of life improvements that go against the players. It is no longer necessary to crack safes with a drill, but access codes or entry cards can be found on the map. Among other things, they can unlock interesting shortcuts for you. It accompanies lockpicking again mini-game that can be unlocked faster. It’s true that it gets boring after a few hours, but it’s still a nice change from simply holding F at a door to interact. Likewise, there are small safes where you now have to spin a wheel to find the right combination. This, like codes, certain items and certain rooms, every time randomly generated, so playing through the same mission will never be quite the same again. Sometimes a good layout can work in your favor, and sometimes you’ll curse the RNG god because everything is positioned completely wrong. But this generation is only applicable if you actually completely replay the mission. If you just restart it while trying, everything will stay the same and you can learn from your mistakes and try again. Knowing your surroundings also gives you a significant advantage for your next playthrough.
Of course, secrecy is very individual. Some people just want to shoot. And don’t worry, you can always do it. And if you’re playing with random players, you probably will. Although personally, I was very lucky that my teammates at least tried to hide. The whole game is primarily based on cooperation and people with whom you can negotiate. If you don’t have a group of friends who would like to rob a bank with you, then the game loses half of its beauty. However, what’s in the lobby and during the game itself doesn’t help at all. There is no possibility of more detailed communication. Voice and text. What the hell is this? If you join a random team, you simply won’t have the opportunity to coordinate the slightest strategy with your future teammates. All it takes is one person willing to pull out a gun and everything will work out. dill. The developers want to add this in the near future, but its absence from the release is unforgivable. Likewise, the lack of a system similar to that in the second part of Crime.net is inexcusable. So you don’t see which missions are currently being played the most, on what difficulty, and with what tactics. You don’t really know what combination of these three criteria to look for so as not to be doomed to play with AI companions.
Source :Indian TV
