18 people found this review helpful
4 people found this review funny
2
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3
Recommended
3.9 hrs last two weeks / 1,854.9 hrs on record (15.8 hrs at review time)
Posted: 21 Sep, 2023 @ 8:02am

After six years of anticipation, the third installment of the PAYDAY franchise is finally here. Let me start by saying that this game surpasses its predecessors in terms of quality and game design.

Internet connection requirement is not universally supported, it's important not to let one negative aspect overshadow the many positives. This requirement doesn't detract from a game that emphasizes teamwork.

Cross-play is a significant positive. It broadens the player base and extends the game's lifespan. PAYDAY is already critically acclaimed and has broken records on Steam. However, this doesn't diminish the importance of cross-play. Console players, who previously missed out on the series, can now fully partake in the experience. Moreover, with a more adaptable engine that doesn't require complete overhaul to port the game on different platforms, OVERKILL is committed to providing the same experience across all supported platforms. Console owners need not fear long matchmaking times. More players mean more opportunities for cooperation and enjoyment. Registering an account, a process that takes merely seconds, should not deter anyone from experiencing this.

Not only that, but now people who own multiple platforms can play the game without sacrificing their progress thanks to cross-progression with Starbreeze Nebula. Your saves will be stored in the service, not just on your computer or your platform's cloud. This is also a great way to test the game, especially since it's already available on subscription services. If you like it, you're not forced to keep playing it on that platform.

Now, let's discuss the most significant change – an overhaul that touched every aspect. PAYDAY 2 experienced multiple shifts over its long lifespan, with changes in development teams and directors leading to various directions. Initially, it improved upon its predecessor, originally inspired by heist movies. PAYDAY 2 aimed to offer more specialization, introducing RPG elements, varying heist layouts and objectives, and even multiple outcomes based on player choices.

However, not all heists felt like action movies; some focused on small-time markets instead of capital banks or dramatic escapes. While this approach encouraged replayability, it didn't fully capture the excitement. In contrast, a game like Crime Boss: Rockay City, often seen as a PAYDAY clone, executed a similar premise better.

Unfortunately, this era didn't last long. The game gradually shifted away from these elements. Many more elements were gradually neglected, especially when the entire Kataru storyline unfolded. Heists became more linear, and while some linear heists were welcomed, the story took a turn towards making players not just heisters, but heroes saving the world. A complete gameplay rebalance occurred to make the game more accessible. The skill system was reworked once again, overpowered systems and weapons were introduced, and, to be honest, from this point onward, I disliked playing the vanilla game.

I didn't enjoy watching everyone running around, jump-crouching, and mindlessly shooting with laser weapons, without the need for precise aiming. OVERKILL attempted to address this with the addition of the One Down difficulty, which made enemies bullet sponges and wasn't particularly enjoyable to play. They rebalanced it again, but it felt like a struggle to balance the game with all its complex content.

So, I've provided this extensive overview to emphasize that PAYDAY 3 has a clear direction. It doesn't add features just because it can. In the early days, there weren't as many drastic system changes, such as multi-day or Pro Job additions. They simply removed unnecessary content that didn't fit the gameplay. Now, heists offer pre-planning features, are non-linear, and many elements remind me of the peak era of PAYDAY 2. The story revolves around heists and remains grounded; we're not stealing Mayan gold to resurrect our contractor as a president. Whoever wrote that story definitely wasn't a fan of the series in the first place.

Stealth in this game feels natural and isn't just "the easy way" on higher difficulties, as increased difficulty affects both stealth and loud approaches in various ways. PAYDAY 2 has turned stealth into a well-thought-out mechanic. For example, the Road Cradle Nightclub heist feels like an immersive simulation level with numerous stealth options. You can print a VIP card to enter, create a distraction, or sneak your way into the VIP lounge. These options offer multiple approaches, and there are even more possibilities within each choice.

Also, this time the soundtrack progressively gets better while completing the objectives, so it's not just typical - you can stealth this heist, but you'll be missing out on the banger soundtrack we've made.

And yes, the soundtrack. Gustavo really delivered, and I'm not even a fan of his work on PAYDAY 2. I didn't like it; it didn't feel like it fit with the rest. But now? I can even say I like his work on PAYDAY 3 more than Simon's work in PAYDAY 2. When you bought this game, I can safely say you're buying an absolute banger of a soundtrack with a very well-thought, action-movie like heisting gameplay.

Of course, there are some drawbacks, like the UI not feeling very user-friendly and the need for more quality-of-life improvements. However, this doesn't change the fact that the game has solid design, with all core mechanics playing well. While some nagging negatives persist, they become less significant once you dive into the actual gameplay. I'm not saying they're irrelevant, but they're simply not as important.

This game offers an exceptional shooting experience. Each gun feels remarkable and serves a specific role on every difficulty level. Even the cops pack a punch, and the environment dynamically reacts to everything you shoot. The reloading mechanics have been taken to a new level, allowing you to cancel your reload with a melee strike and continue from where you left off whenever you wish. With OVERKILL WEAPONS, the three-weapon setup is back, but now, if you want a powerful weapon, you have to earn it. Secondary weapons have reverted to being just pistols, and this small tweak in the gunplay system illustrates their commitment to balance; you can't simply take a great spot indoors; you have to move outside - where chopper can drop your well-earned gun.

The skill system is excellent. There's no need for the illusion of "being unique with this perk deck" anymore. It's relatively straightforward: you research one to unlock a tree, then use that tree to progress. As you progress, you'll gain new skills that can be equipped without requiring the core tree skill. Crucially, these skills don't make you inherently better, and that's a welcomed change. PAYDAY 2's meta can get stale, with most players running builds focused on the Inspire and Swan Song skills. In this game, both game design and skills are harmonized, working well together and allowing everyone to carve out their unique niche while keeping skills as optional as possible. In essence, you're free to tackle the hardest difficulty even without any skills, and you can succeed if your personal skills are up to the challenge. Your skills do not define your gameplay; your skills do.

You're pitted against cops who are significantly smarter. They know how to corner you, whether in loud or stealth scenarios. However, there's one unit that stands out, vastly improved from its previous incarnation - Cloakers. These adversaries hide in shadows, behind walls, or wherever they choose to catch you at your most vulnerable moments.

In summary, this game truly feels like a worthy successor to PAYDAY: The Heist. If you enjoy co-op games or are a fan of PAYDAY, you'll be missing out if you pass on this experience.
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12 Comments
kyuketsuki★ 13 Dec, 2024 @ 4:12am 
The major problem, they seem overly reactive, where new content or fixes are added on the go, introducing more problems. This cycle makes it hard to have a completely working version where everything feels complete and functional, but I can't remember if I ever said it on past year.

There is an uncertainty about the game’s long-term vision, especially regarding its tone and direction. While I appreciate the more serious tone, it’s unclear whether this is a definitive choice or just part of an experimental phase. All updates so far have felt inconsistent about this.

And the elephant in the room, features or improvements that should have been priorities are delayed because of the inclusion of new content in each update.

However despite those problems, I still enjoy it so far and I look forward for more.
kyuketsuki★ 13 Dec, 2024 @ 4:04am 
The progression system feels like a joke now. Reaching max level doesn’t carry much weight anymore, as they’ve introduced a post-level system called Renown. It makes some sense only when shown in the HUD, but at least it’s now visible in the party menu, so you can gauge if a player is seasoned or not.

Soundtrack is still banging, and Gustavo still delivers.

They are moving in the right direction, slowly but surely. While they’ve started dipping into PAYDAY 2 territory, likely to appeal to a larger community, I worry they may lose the balance that made this series unique.
kyuketsuki★ 13 Dec, 2024 @ 4:04am 
Gameplay has taken a step back, in my opinion. Overpowered weapons and a butchered armor system make damage feel irrelevant with adaptive armor or trauma-replenishing skills. While some skills have reverted to a PAYDAY 2-like design, they’re not as problematic as they were in that game. On the bright side, the new skill lines introduce entirely new playstyles.

Eight new heists have been added since release. While I have a few nitpicks, they are solid additions overall. Stealth gameplay, in particular, has seen significant improvement, along with stealth-to-loud transitions in heists. Planning a heist that starts quietly and then explodes into chaos is an unmatched experience!
kyuketsuki★ 13 Dec, 2024 @ 4:04am 
I still recommend the game, but not as strongly as I initially did. Over the past year, many aspects have changed. Some for the better, and others for the worse.

The game still requires an internet connection, but they’ve introduced a solo mode. This allows you to host your own server while playing alone, and it works quite nicely. A bonus is the ability to use gameplay-changing mods freely in this mode.

Cross-play has improved with the addition of VOIP and chat support. Since the UI update, lobbies and social systems have been revamped for the better. However, quality-of-life features like renown or level-limiting lobbies are still missing. At least hosts now have the ability to kick players.
Not Versusia 13 Dec, 2024 @ 3:05am 
It is pleasing to see that someone has actually taken the time to write a cohesive review of the game.
However, a lot has changed since that time. Do you still recommend the game the way it is now, in 2024, nearing 2025?

While I am somewhat on the fence about this question, I am disheartened by the recent developments.
Anti-Toast Penguin 2 Jan, 2024 @ 12:20pm 
honk honk clown boy
kyuketsuki★ 10 Nov, 2023 @ 9:33am 
oh, do those developers are in the same with room with us?
Dr_mus 10 Nov, 2023 @ 8:22am 
devs have said modifying stats not modding, its cheating, you are promoting a "mod" that changes stats
kyuketsuki★ 10 Nov, 2023 @ 8:09am 
when did i support cheating in second game lmao
Dr_mus 10 Nov, 2023 @ 6:56am 
-rep, the supports cheating in the second game, dont see why they wont cheat in teh third