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Payday 3 is not the explosive hit many people the place anticipating. As of writing, it has a 24-hour Steam peak of 1,489 gamers. That clearly does not consider these having fun with it on consoles, the Epic Recreation Retailer or Recreation Cross, however, when in comparison with the 27,099 24-hour peak that serves as Payday 2’s excessive watermark, it paints fairly the image. It is clear to everybody that if the Recreation will ever attain the heights of its predeccesor, it has an extended strategy to go.

Whereas opinions on the Recreation are as plentiful because the payments in its banks, there is not any higher group of individuals to quiz with reference to Payday 3 than the choose few builders who created the Payday collection within the first place. It’s well-known that each Ulf Andersson and Simon Viklund – two thirds of the unique trio who based Overkill – break up from Starbreeze to create model new initiatives like GTFO and the not too long ago revealed Den of Wolves as a part of 10 Chambers. Of this pair, it was Viklund who shared his ideas on the matter in Unity’s Copenhagen places of work.

“I performed it one night with Ulf and a few different founders and we had enjoyable!” Viklund begins. “They’re enjoying to their viewers. They’ve this set up base they usually’re giving extra of the identical. It’s been up to date with some mechanics – getting found if you’re in stealth is a bit fuzzier. When the alarm goes off it’s nonetheless full on sausage till you both fail the heist or succeed.”

At this level, Viklund makes a distinction between the Payday collection and the work that is been occurring at 10 Chambers. GTFO was notably a step away from the heist style. Nonetheless a tactical cooperative FPS, positive. However clearly veering into an alternate course to banks and hostages. “Possibly [Starbreeze] might have innovated extra? It’s enjoying to their strengths and their viewers. It has an enormous viewers! It’s the fitting factor to do. It’s powerful to compete with their very own product the best way that they do. Payday 2 has a lot content material.”

From right here the dialog shifts inevitably in the direction of the state of Payday 3 at launch. The Recreation had fairly the build-up in pleasure from new and previous followers alike, resulting in an all-time peak of 247,628 gamers on Steam alone. Nonetheless, on account of server points and a wide range of different lacklustre points, this quantity rapidly fell. Viklund, whereas overtly sympathetic to the devs who labored on the Recreation, states this sympathy is certainly not bottomless.

It is a exhausting lesson discovered – that first impressions are every thing at the moment.

“I don’t really feel unhealthy for them, an excessive amount of. It’s demoralising clearly to work exhausting on this Recreation, launch it, and for it to have 500 gamers. I feel we checked earlier right now because it occurs. It could sound like we’re checking day-after-day, however we simply occurred to examine! However there have been like 30,000 [players] on Payday 2 on the similar time. I don’t really feel too unhealthy for them, as a result of Payday 2 is their Recreation. They’re nonetheless getting cash from DLC for that Recreation. So so long as they take that cash and put that in the direction of extra content material in Payday 3, they’ll flip it round.”

With reference to the Recreation‘s preliminary server points, and the lack of momentum that got here in consequence additional perception was offered by Viklund, in addition to communications lead Robin Björkell, who described the scenario as “fairly brutal”.

“[It] found the end line,” Viklund provides. “I feel that they had some points within the beta that they held near launch, they usually didn’t repair that. Or they didn’t have the time to repair that, as a result of that they had already selected the discharge date. That’s powerful. That’s like a pointless beta. In the event you don’t anticipate the beta to be buggy and have sufficient time to repair these potential bugs, it’s kind of a window-dressing beta. It’s a advertising and marketing factor to get folks [hyped up] greater than it’s an precise testing setting.”

At this level, Robin jumps in together with his personal take: “There’s a lot stuff that should work that they perhaps weren’t used to. Payday 2 launched simply [on] Steam proper? They’ve by no means carried out a cross-platform Recreation earlier than. There’s a lot that wants to enter that. It’s on Recreation Cross too – what number of gamers does that generate? There are like 30 million Recreation Cross subscribers – so it’s exhausting to know what number of would play the Recreation at launch.”

Regardless of the gentle criticsm, Viklund re-emphasises his total stance of wishing the group at Starbreeze effectively. “We want them effectively and hope it goes effectively, for positive. Over time as they put content material into Payday 3, it can kind of shift so folks flip to that Recreation extra. I assume for individuals who put plenty of {dollars} into DLC for Payday 2, it’s exhausting to desert all of that to begin enjoying a Recreation the place you don’t have anything.”

“I’m not wishing that they tank. If they’ve a superb product, which means we’ve got to push for a greater product.”


Den of Wolves is the upcoming first particular person futuristic heist Recreation from 10 Chambers. Whereas it has no launch window but, we have spoken to the devs on the company free-for-all the Recreation will place you in, in addition to how the Steel Gear Rising composer helps Viklund create a soundtrack “heavier” than Payday.

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