Sunday, 3 November 2013

PAYDAY 2

Introduction
         After the successful post of the first game review covering Dota 2, there’s no time to stop. The next game review will be of…

PAYDAY 2 is a cooperative FPS game released on the 13th of August this year. It was developed by Overkill Studios and is a sequel to the first, known as PAYDAY: The Heist.
It has improved on its predecessor by having better visual graphics, gameplay mechanics, and gunplay than the first, and also gives players new abilities that also help to improve the gameplay experience. All of this, along with a diverse amount of weapons, equipment and masks makes this a truly solid game.
Gameplay picture

Four players, comprised of either friends or random players in a lobby, are tasked to perform audacious bank heists and robberies, and when this is successfully done, the players receive their “payday”, namely, the loot stolen from finishing any of the 12 heists that are currently available in the game, and a huge chunk of the loot is sent to an offshore account (for that retirement party woohoo!), and the remaining is given to the player for him/her to spend on new weapons or masks. 
A successful heist!



In the first PAYDAY, there was a need for teamwork among the four players in order for them to pull each heist off. In PAYDAY 2, this is no different, and in fact is emphasized even more than the first, and it is in this teamwork element mixed with the gameplay elements that make this game unique from the other first-person shooters.

A level-up system is utilized in this game. Players gain experience from successfully pulling of heists, and depending on the scale and difficulty of the heist, they may be rewarded substantially more. When enough experience is gained, players level up, and are rewarded with skill points (elaboration below) and on certain levels, unlock new weapons.

Skills are also present within the game, and they are divided into four classes known as Mastermind, Enforcer, Technician and Ghost. These classes have six tiers each. Each skill has a “basic” effect (having a small/moderate impact) from spending 1 point (or 3 in higher tiers), and an “ace” effect (having a high/substantial impact) from spending 3 points (or 6 in higher tiers). As the level cap currently is 100, players are given only 120 points and it is up to them to use these points wisely, and is for them to choose what they wish to specialize in.




The four different classes.

The different classes (and thus, skills) mean there is usually some uniqueness to every player’s character, one guy might be the demolitions expert (Technician class), blowing up doors and safes but lacking in other areas such as lockpicking and evasion (Ghost class). Another guy could’ve mastered everything within the Mastermind class (pun intended), gaining unique abilities such as reviving downed teammates just by shouting, but lack the tankiness that the skills in the Enforcer class provides.

And that about raps up the introduction of this review (unlike the last time), now it is time to delve into what makes this game good (or bad)!