
PayDay 2 Preview: Behind The Mask
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Aoife Wilson We get a hands-off demo of the sequel to Overkill Software’s downloadable blockbuster, and talk to the team about lessons learned from last time.Published on Mar 12, 2013 If ever we decide to rob a bank, we want the guys at Overkill Software on speed dial. The developers of PayDay: The Heist have learned a thing or two more about planning big scores, and as a result its sequel, PayDay 2, is aiming to be tighter, more tactical and more tense than its predecessor. After viewing an early demo level of the game and talking to a few members of the team, it’s clear they want the differences to be obvious from the second you sit down to play. The new CRIMENET interface works like a contract database hub taking the form of a city map, and lets players pick, play and share available missions. “It’s something we wanted to do in the first game, but we didn’t have the time and we wanted to focus on just building a good foundation [with] the first person, the action parts of the game. And then now we have the ability to expand upon that stuff outside of the action experience more,” says Overkill designer, Karl Andersson. Missions are offered through various unlocked contacts- characters that the team say will inject additional story into the game, as well as giving new multi-staged missions more structure. In the short demo level we saw, a Ukrainian mobster had Wolf and Dallas raid a jewellery store in search of a tiara for his wife, but any additional loot that they managed to bag and bring with them in the getaway was theirs to keep. “…In PayDay 2 we have this economy, so the money that you steal, you actually get to spend – on the weapon crafting and stuff like that,” says Viklund. There are, of course, new masks, mask parts, and optional paint jobs - meaning you can personalise your own mask to make a more distinctive mark on every job you do.
“In the first game, you could max out your level trees, so if you and three of your friends played the games for 30 hours, then you had all the weapons. Everyone had everything, so no-one was specialised. But in this game, in line with the idea that choices should matter, you can’t max out everything,” says Viklund. “You can’t be a jack of all trades, so you want to team up with friends - or strangers - and play the game with them, and see where your combined skills and items and gadgets and weaponry can take you.”
“There’s so much to tap from in terms of movies and TV shows,” Viklund states. Breaking Bad was mentioned as an inspiration, as were the biker gangs from Sons Of Anarchy. “There’s a guy that looks just like Opie, has the gun, knife everything – it’s fantastic.” Says Andreas Hall, QA at Overkill.
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