Indsendt: 25. marts
Since I came to the realization that my previous review of this game was more of a generic complaint explicitly directed towards DLC, I've decided to redo it. Be warned, while I wrote this thing in under an hour, it is a LONG read. I actually had to put the full thing in a pastebin, linked at the bottom, due to the issue of reaching the maximum character limit.
That being said, welcome to hell. No refunds.
Where to start?... Payday 2, it was a great game. However, it suffered a slow, but sure downhill ride ever since around the beginning of 2014, a couple months after I first played the game. I had fun with it. I even would've called myself a 'Payday 2 fanboy' at a certain point when I was still under its spell. But any rational person who has played the game long and often enough will tell you that the fun and quality in this game has been burnt out for him/her. Here's why:
Not starting with that this time since people will likely assume that I'm just whining due to being poor
I could get over the heinous and obnoxious players in public games, and overall awful in-game community. The majority are morons while a small minority are 'professionals' who believe they know best (and, coincidentally enough, in the case of this game, they usually do. However, this is only because the game is largely and insidiously easy
. I'll elaborate on that further in a bit). This is a problem that just about every game, especially those which are free to play, has to terrifying extents, but it's still easy to get used to it.
What I don't like, and am perfectly justified in not liking? Lack of host migration. Inexcusable connectivity issues. Unfair loss of progress as a result thereof.
Even the oldest and most infamous of online multiplayer of games have host migration. Warcraft III has it. EVEN CALL OF DUTY OF ALL THINGS HAS IT. Every online multiplayer game of this day and age which doesn't use dedicated/listen servers interchangably or explicitly and is at least somewhat heard of has host migration, and there is absolutely no reason why Overkill/Starbreeze (I don't know who would be responsible for an addition like this, and I do not care) can't take a slight bit out of the tens of millions of dollars they're raking in every year to quell a big portion of complaints players have. Wouldn't you be upset if, for a hypothetical instance, you were one of the four record-setters for the Deathwish X-mas heist challenge (if you don't know what I'm referring to, get out. You're too new/unexposed to the game to even understand this review), and after so much trial-and-error, so much work of tossing tens of bags all around the map to kite cops and get them all to the pick-up area, only for the host to suddenly have a power outage JUST as the last heister is about to step into the escape zone? Or maybe in a public lobby, the host just decides he's "bored" when a heist you've been working on with him is about to be completed successfully, and that same host just decides, 'well, meh, nuts to them!'
As for connectivity issues, and why they are completely unforgivable, have you ever noticed other players' latency? Oh, you haven't? Well, that's the right answer! Because Payday 2 has no way, shape, or form of displaying others' strength of connectivity. The only way to get an actual 'ping' is to mod, or, dog for bid, hack your game. In my experience using pocohud for the short time that I did before quitting, I never found anyone who had under a 150ms ping. And when I say short time, it was really more of 100-200 hours (take note of my playtime) of constant hosting/joining other players games (WITH MY PLAYERS FILTER SET ON "NEAR," BEFORE YOU QUESTION IT). In actual gameplay, actual 'lag' doesn't seem to affect much at a glance. However, it is very, very easy to take note of irritating issues such as cops shooting you through walls before they actually come within line-of-sight on your screen, extended delay between throwing/picking up bags and other interactive items, etc. This kills the game for me, as it defeats the purpose of taking cover or playing defensively at all since you can always just be sniped and meatshotted by an enemy's gun that may as well be several seconds into the future for anyone who isn't the host.
I'm not disputing that this game does get quite a bit added to it on a fairly regular basis; although, I am not content with the 'new' content. The fugitive skill tree is a laughable excuse of a lazy combination between the mastermind and ghost trees that also encourages running around and generally being a nuisance. I never liked the last-minute throw-in of a 'perk deck' system which is just another thing to grind for in order to take advantage of on the side. Every 'new' heist is either 'steal that,' or 'destroy/kill that object/person,' making it feel as if the game lacks any intuitive feeling even more than it already does. Every patch is a force-fed shovelling of bloated/expensive content, which makes the game more unstable, that also has minimal to nonexistent bugfixes alongside it.
There is a reason why there are practically memes now which compare Overkill to EA. The game doesn't get supported or improved, it just gets more content. While that might seem nice, think about what you're missing out on. Would you rather have one slice out of a pure wheel of cheese, or the whole wheel of cheese after it's sat out in the sun for weeks and become spoiled and moldy? More is not better when what you're adding to is already a structure that is barely up to code and can only have so much at once in the first place. One must find a balance between quality and quantity, or just go all out on quality and make it so impressive that players will be left WANTING more. The best updates to Payday 2, however, involve one single 'new' heist, while the worst, and most common updates are nothing more than a few reskins of current weapons/weapon mods with superior stats which have to be paid for, which technically makes the game unquestionably pay-to-win to a degree. Yes, it really does. If you don't believe that, you seriously need to do some comparing between free, community, and paid-for weapons/weapon mods. Or, perhaps, you can try one of the newer shotguns with explosive rounds so you can stunlock the toughest enemy in the game at will, and throw all other enemies up in the air (INCLUDING CLOAKERS AND SHIELDS, which are SUPPOSED to require tactical teamwork and clever initiative to defeat) all just by giving Overkill another one of your $5 bills. Tell me THAT isn't a freemium model, I dare you, I WANT to see you make a fool of yourself by insinuating otherwise. Furthermore, please don't give me any "you don't need it to play" or "don't like it, don't buy it" comments, or anything of a similarly snide and unhelpful nature, because I've already heard this excuse many times. You really do need the DLC if you want to fully experience the game or not be completely alienated from the playerbase. Additionally, I already paid the full $30 for this game, and seeing the cash cow still being milked in the same way after all this time is a metaphorical kick to the balls and a loogie to the face. It's absolutely insulting and revolting to be blatantly treated like a walking wallet to be empited on a game developer's whim. Overkill does NOT -need- all the money that they're making, they're just being greedy and overextending themselves. Even if I didn't -need- the DLC, it still doesn't make what's being done with it right.(The rest of the review has been cut off due to the Steam character limit. You can read the full, unrevised, and original review in its entirety here[pastebin.com].)