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In most first-person shooter games these days, more and more games are using its tech and set-pieces to let people…

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In most first-person shooter games these days, more and more games are using its tech and set-pieces to let people know that their game is the next big thing and uses said features to be their games’ main selling points.

This isn’t the case with Overkill’s Payday franchise. Payday is, of course, the heist-driven FPS game that surprised many when it launched digitally in 2011.

In an exclusive interview set to be published later this week, we asked Payday 2 game director David Golfarb if he was surprised Payday 1 did as well as it did given the glut of shooters already out on the market.

I think we were excited that you didn’t have to be a shooter with a collapsing building to excite people. The world needs things that are different. Payday: the Heist was different and unique. And different in this market of sameness and risk aversion is always a stronger position from a sales and team investment perspective.

Goldfarb, who used to be the lead designer for Battlefield: Bad Company 2, is obviously referencing Battlefield 4 (or even Call of Duty: Ghosts since they are implementing “dynamic maps” now) and he might have a point. Games should still be fun without set-pieces or other “gimmicks,” right?

Be sure to keep an eye out for the entire interview where Goldfarb talks about Payday 2’s features, what he thinks of the FPS landscape and more.

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