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** Despite the ''Rock the Cradle'' heist straight up telling you not to raise the alarm since the crypto wallet will be wiped, it won't actually end in failure if you screw up. While Shade will lament that they failed Vlad, the new objective will instead turn to robbing the place, allowing the player(s) to still benefit from this less-than-ideal outcome.

to:

** Despite the ''Rock the Cradle'' heist straight up telling you not to raise the alarm since the crypto wallet will be wiped, it won't actually end in failure if you screw up. While Shade will lament that they failed Vlad, the new objective will instead turn to robbing the place, allowing the player(s) to still benefit from this less-than-ideal outcome.outcome, albeit at a lower profit margin.



*** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure areas" (which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.

to:

*** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), suspicious so long as you aren’t caught doing something illegal), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure areas" (which will incite hostile actions if a caught player is spotted), to be cuffed and security to go to maximum), making it ''much'' more nuanced than before.



* EvilVsEvil: What the game’s plot boils down to. Sure, you’re a gun toting maniac who robs banks and other such establishments, but the owners of said banks and establishments are massive scheming assholes who’ve decided to kick the hornets nest by screwing over the Payday Gang.



* NonStandardGameOver: Usually, the only way to lose a heist is if your entire crew goes down. In ''Road Rage,'' however, failing the beginning objective will result in the heist ending in failure, either due to the driver changing his route due to civilians sounding the alarm, or simply reversing out of the ambush since the EMP hasn't been placed.

to:

* NonStandardGameOver: Usually, the only way to lose a heist is if your entire crew goes down. In ''Road Rage,'' however, failing to complete the beginning objective within the time limit will result in the heist ending in failure, either due to the driver changing his route due to civilians sounding the alarm, or simply reversing out of the ambush since the EMP hasn't been placed.



** As per the previous games, killing civilians will result in money being taken from your account, which persists even if you restart the heist.
** At one point during stealth in ''No Rest for the Wicked,'' you have to force one of the three executives hanging around the bank to authorize entry into the vault. If you don't care about the money deduction, you're free to kill the first two, and Shade will scold you for making it harder get into the vault. Getting too trigger-happy and killing the third executive will force the gang to use thermite to break into the vault, which will automatically trigger the alarm.

to:

** As per the previous games, killing civilians will result in money being taken from your account, which persists even if you restart the heist.
heist. ''Unlike'' the previous games, instead of paying a flat fee for civilian kills, the new cleaner costs now take a percentage of ''the entire heist’s total profits'', meaning even one civilian death is a substantial ding to your Payday, and killing too many will gut your profits extremely quickly.
** At one point during stealth in ''No Rest for the Wicked,'' you have to force one of the three executives hanging around the bank to authorize entry into the vault. If you don't care about the money deduction, you're free to kill the first two, and Shade will scold you for making it harder get into the vault. Getting too trigger-happy and killing the third executive will force the gang to use thermite to break into the vault, which will automatically trigger the alarm.alarm, breaking stealth.
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Grammar


* YouDontLookLikeYou: Unlike ''PAYDAY 2'', the face models do not appear to be based on their VA's (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry from his likeness in the second game.

to:

* YouDontLookLikeYou: Unlike ''PAYDAY 2'', the face models do not appear to be based on their VA's VAs (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry from his likeness in the second game.
Is there an issue? Send a MessageReason:
None


** While shooting civilians is a no-go, you're free to melee them all you want since it won't kill them. In fact, meleeing them (if moving them via human shield isn't an option) can be preferable to shouting at them to get down, since it has a good chance of alerting anybody else in close proximity.

to:

** While shooting civilians is a no-go, you're free to melee them all you want since it won't kill them. In fact, meleeing them (if moving them via human shield isn't an option) can be preferable to shouting at them to get down, since it shouting has a good chance of alerting anybody else in close proximity.

Added: 2057

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** The RandomEvent nature of the game, while still present, locks its random elements per lobby. This works for and against you however; it lets the player have a string of consistent, learnable events, even if you restart, so long as the lobby itself remains up, but the random events you get may also not be the best (getting good escape van [=RNG=], but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random and was frequently criticised for it, especially in stealth, so this is a nice middle ground for players.

to:

** The RandomEvent nature of the game, while still present, locks its random elements per lobby. This works for and against you however; it lets the player have a string of consistent, learnable events, even if you restart, so long as the lobby itself remains up, but the random events you get may also not be the best (getting good escape van [=RNG=], but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random and was frequently criticised criticized for it, especially in stealth, so this is a nice middle ground for players.



*** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while cameras and pagers are still present, the former can be hacked with a smartphone, while the latter can be answered while dragging the body out of sight.

to:

*** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; cameras. here, while cameras and pagers are still present, the former can be hacked with a smartphone, while the latter can be answered while dragging the body out of sight.



*** With the RandomEvent changes to only randomise a level setup upon a total lobby restart (and not per run), this now makes stealth gameplay significantly more consistent under these new randomisation rules, avoiding the issue ''2'' had with stealth where restarting ''in any way'' reset the level setup, making for a frustrating chore of TrialAndErrorGameplay. Here, it's now something that's actually learnable and feels beatable from the offset.

to:

*** With the RandomEvent changes to only randomise randomize a level setup upon a total lobby restart (and not per run), this now makes stealth gameplay significantly more consistent under these new randomisation randomization rules, avoiding the issue ''2'' had with stealth where restarting ''in any way'' reset the level setup, making for a frustrating chore of TrialAndErrorGameplay. Here, it's now something that's actually learnable and feels beatable from the offset.offset.
* ArtificialStupidity:
** While the [=NPCs=] are usually competent at noticing suspicious activity, human shields are something they struggle with on stealth. To put it simply, you can run up to someone to use them as a shield and nobody will notice unless you do it right in their line of sight, even while the person ''exclaims in fear right next to them.''



* DamnYouMuscleMemory: Whereas throwing a bag was mapped to G in the previous game, here, throwing bags is mapped to Q. In this game, G instead throws grenades (in the previous game, this was mapped to the 3 key). Cue players of ''VideoGame/Payday2'' accidentally blowing themselves or civilians up when trying to throw down a bag.

to:

* DamnYouMuscleMemory: Whereas throwing a bag was mapped to G in the previous game, here, throwing bags is mapped to Q. In this game, G instead throws grenades (in the previous game, this was mapped to the 3 key). Cue players of ''VideoGame/Payday2'' accidentally blowing themselves or civilians up when trying to throw down a bag.bag, likely triggering the alarm.


Added DiffLines:

* LuredIntoATrap: Some maps have various lures you can interact with to bait the guards into investigating it, allowing you to deal with them in a more secluded location. Throwing knives also attract their attention, allowing you to bait them to go anywhere, like the bathrooms in ''No Rest for the Wicked.''
* NonStandardGameOver: Usually, the only way to lose a heist is if your entire crew goes down. In ''Road Rage,'' however, failing the beginning objective will result in the heist ending in failure, either due to the driver changing his route due to civilians sounding the alarm, or simply reversing out of the ambush since the EMP hasn't been placed.


Added DiffLines:

* VideoGameCrueltyPotential: It's a game about serial killing robbers, what did you expect?
** While shooting civilians is a no-go, you're free to melee them all you want since it won't kill them. In fact, meleeing them (if moving them via human shield isn't an option) can be preferable to shouting at them to get down, since it has a good chance of alerting anybody else in close proximity.
* VideoGameCrueltyPunishment:
** As per the previous games, killing civilians will result in money being taken from your account, which persists even if you restart the heist.
** At one point during stealth in ''No Rest for the Wicked,'' you have to force one of the three executives hanging around the bank to authorize entry into the vault. If you don't care about the money deduction, you're free to kill the first two, and Shade will scold you for making it harder get into the vault. Getting too trigger-happy and killing the third executive will force the gang to use thermite to break into the vault, which will automatically trigger the alarm.
Is there an issue? Send a MessageReason:
None


** Despite the ''Rock the Cradle'' heist straight up telling you not to raise the alarm since the crypto wallet will be wiped, it won't actually end in failure if you screw up. While Shade will lament that they failed Vlad, the new objective will instead turn to robbing the place, allowing the player(s) to still benefit from this.

to:

** Despite the ''Rock the Cradle'' heist straight up telling you not to raise the alarm since the crypto wallet will be wiped, it won't actually end in failure if you screw up. While Shade will lament that they failed Vlad, the new objective will instead turn to robbing the place, allowing the player(s) to still benefit from this.this less-than-ideal outcome.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Despite the ''Rock the Cradle'' heist straight up telling you not to raise the alarm since the crypto wallet will be wiped, it won't actually end in failure if you screw up. While Shade will lament that they failed Vlad, the new objective will instead turn to robbing the place, allowing the player(s) to still benefit from this.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* InterchangeableAntimatterKeys: QR Codes will open any QR reader on the map, but will only work once.
Is there an issue? Send a MessageReason:
None


A gameplay trailer can be see [[https://t.co/eNhRShjjDO here]], as well as other videos and dev diaries can be found on [[https://www.youtube.com/@PAYDAYGame the PAYDAY YouTube channel]]. The game released on Windows via UsefulNotes/{{Steam}} and UsefulNotes/EpicGamesStore on September 18th, 2023 for anybody who bought the Silver or Gold Editions, and is set to release for everyone else on September 21st, 2023. It has full cross-platform play with UsefulNotes/XboxSeriesXAndS and UsefulNotes/PlayStation5.

to:

A gameplay trailer can be see [[https://t.co/eNhRShjjDO here]], as well as other videos and dev diaries can be found on [[https://www.youtube.com/@PAYDAYGame the PAYDAY YouTube channel]]. The game was released early on Windows via UsefulNotes/{{Steam}} and UsefulNotes/EpicGamesStore on September 18th, 2023 for anybody who bought the Silver or Gold Editions, and is set to release for everyone else on September 21st, 2023. It has full cross-platform play with UsefulNotes/XboxSeriesXAndS and UsefulNotes/PlayStation5.

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Changed: 434

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It's out now for anybody who preordered the silver or gold edition.


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The upcoming sequel to 2013's ''VideoGame/Payday2'', made by Starbreeze Studios, and published by Deep Silver Studios. It is set to continue the escapades of the PAYDAY Gang, coming out of retirement, moving from UsefulNotes/WashingtonDC to UsefulNotes/NewYork, where the crew, now upgraded with more modern technology, pull more heists in a changed world of modern technology.

to:

The upcoming sequel to 2013's ''VideoGame/Payday2'', made by Starbreeze Studios, and published by Deep Silver Studios. It is set to continue the escapades of the PAYDAY Gang, coming out of retirement, moving from UsefulNotes/WashingtonDC to UsefulNotes/NewYork, where the crew, now upgraded with more modern technology, pull more heists in a changed world of modern technology.



A gameplay trailer can be see [[https://t.co/eNhRShjjDO here]], as well as other videos and dev diaries can be found on [[https://www.youtube.com/@PAYDAYGame the PAYDAY YouTube channel]]. The game is set to release on Windows via UsefulNotes/{{Steam}} and UsefulNotes/EpicGamesStore on September 21st, 2023, with full cross-platform play with UsefulNotes/XboxSeriesXAndS and UsefulNotes/PlayStation5.

to:

A gameplay trailer can be see [[https://t.co/eNhRShjjDO here]], as well as other videos and dev diaries can be found on [[https://www.youtube.com/@PAYDAYGame the PAYDAY YouTube channel]]. The game is set to release released on Windows via UsefulNotes/{{Steam}} and UsefulNotes/EpicGamesStore on September 18th, 2023 for anybody who bought the Silver or Gold Editions, and is set to release for everyone else on September 21st, 2023, with 2023. It has full cross-platform play with UsefulNotes/XboxSeriesXAndS and UsefulNotes/PlayStation5.



* AcceptableBreaksFromReality: As with the first two games, the police would absolutely ''not'' [[IFoughtTheLawAndTheLawWon send wave after wave of cops to take down four crooks]], especially if they were being cut down like blades of grass. They would ''definitely'' hesitate to take action if they had civilian hostages (not hesitate as in "delay the next assault by X minutes", more like "surround the building until they have a solid attack plan to save the hostages"). On the other hand, normal people can't take several hundred bullets to the chest and still keep going. Banks also ''do not'' have several hundred thousand dollars in cash, gold and other trinkets on hand, specifically ''because'' of the possibility of getting robbed.
%%* AKA47: The Taser units from ''2'' have been renamed to the "Zapper" (as Tazer is trademarked).
* AntiFrustrationFeatures:
** Zapper units do not activate their electric stun immediately; their battery can be shot out and cause them to fall back.
** Taking a Human shield allows you to cut off and disable certain spawns, diverting the cops to other, more manageable places.
** The RandomEvent nature of the game, while still present, locks its random elements per lobby. This works for and against you however; it lets the player have a string of consistent, learnable events, even if you restart, so long as the lobby itself remains up, but the random events you get may also not be the best (getting good escape van [=RNG=], but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random and was frequently criticised for it, especially in stealth, so this is a nice middle ground for players.
** It's like Stealth gameplay was ''designed'' with this trope in mind:
*** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while cameras and pagers are still present, the former can be hacked with a smartphone, while the latter can be answered while dragging the body out of sight.
*** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure areas" (which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.
*** With the RandomEvent changes to only randomise a level setup upon a total lobby restart (and not per run), this now makes stealth gameplay significantly more consistent under these new randomisation rules, avoiding the issue ''2'' had with stealth where restarting ''in any way'' reset the level setup, making for a frustrating chore of TrialAndErrorGameplay. Here, it's now something that's actually learnable and feels beatable from the offset.



* KillStreak: Getting enough kills will award the player with a OVERKILL weapon, a advanced weapon of your choice (such as a grenade launcher or thermal scoped sniper rifle) that has limited use, yet can deal with cops with impunity.
* LaserSight: Present and accounted for here, the snipers all have laser sights so the player can identify them from long range. The beams are also noticeably thicker too.




%%No citation* AcceptableBreaksFromReality: As with the first two games, the police would absolutely ''not'' [[IFoughtTheLawAndTheLawWon send wave after wave of cops to take down four crooks]], especially if they were being cut down like blades of grass. They would ''definitely'' hesitate to take action if they had civilian hostages (not hesitate as in "delay the next assault by X minutes", more like "surround the building until they have a solid attack plan to save the hostages"). On the other hand, normal people can't take several hundred bullets to the chest and still keep going. Banks also ''do not'' have several hundred thousand dollars in cash, gold and other trinkets on hand, specifically ''because'' of the possibility of getting robbed.
%%No citation* AKA47: The Taser units from ''2'' have been renamed to the "Zapper" (as Tazer is trademarked).
%%* AntiFrustrationFeatures:
%%No citation** Zapper units do not activate their electric stun immediately; their battery can be shot out and cause them to fall back.
%%No citation** Taking a Human shield allows you to cut off and disable certain spawns, diverting the cops to other, more manageable places.
%%No citation** The RandomEvent nature of the game, while still present, locks its random elements per lobby. This works for and against you however; it lets the player have a string of consistent, learnable events, even if you restart, so long as the lobby itself remains up, but the random events you get may also not be the best (getting good escape van [=RNG=], but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random and was frequently criticised for it, especially in stealth, so this is a nice middle ground for players.
%%No citation** It's like Stealth gameplay was ''designed'' with this trope in mind:
%%No citation*** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while cameras and pagers are still present, the former can be hacked with a smartphone, while the latter can be answered while dragging the body out of sight.
%%No citation*** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure areas" (which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.
%%No citation*** With the RandomEvent changes to only randomise a level setup upon a total lobby restart (and not per run), this now makes stealth gameplay significantly more consistent under these new randomisation rules, avoiding the issue ''2'' had with stealth where restarting ''in any way'' reset the level setup, making for a frustrating chore of TrialAndErrorGameplay. Here, it's now something that's actually learnable and feels beatable from the offset.
%%No citation* HumanShield: One of the new features for the game is this, which lets you make cops shoot more carefully in your vicinity while you hold a civilian in a choke hold. This is also how you escort [=VIP's=] if you want to open a biometric lock.
%%No citation* KillStreak: Getting enough kills will award the player with a OVERKILL weapon, a advanced weapon of your choice (such as a grenade launcher or thermal scoped sniper rifle) that has limited use, yet can deal with cops with impunity.
%%No citation* LaserSight: Present and accounted for here, the snipers all have laser sights so the player can identify them from long range. The beams are also noticeably thicker too.
%%No citation* SceneryPorn: Unreal 4 is doing wonders for New York City. Gone are the days of 2013-era models and textures, now the game has high-fidelity textures, plants, models and a general sense of making the world feel more alive than before. Several props also appear to react to your destruction mid-heist, making for a more chaotic environment.
%%No citation* YouDontLookLikeYou: Unlike ''PAYDAY 2'', the face models do not appear to be based on their VA's (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry from his likeness in the second game.

to:

\n%%No citation* AcceptableBreaksFromReality: As with the first two games, the police would absolutely ''not'' [[IFoughtTheLawAndTheLawWon send wave after wave of cops to take down four crooks]], especially if they were being cut down like blades of grass. They would ''definitely'' hesitate to take action if they had civilian hostages (not hesitate as in "delay the next assault by X minutes", more like "surround the building until they have a solid attack plan to save the hostages"). On the other hand, normal people can't take several hundred bullets to the chest and still keep going. Banks also ''do not'' have several hundred thousand dollars in cash, gold and other trinkets on hand, specifically ''because'' of the possibility of getting robbed.\n%%No citation* AKA47: The Taser units from ''2'' have been renamed to the "Zapper" (as Tazer is trademarked).\n%%* AntiFrustrationFeatures: \n%%No citation** Zapper units do not activate their electric stun immediately; their battery can be shot out and cause them to fall back.\n%%No citation** Taking a Human shield allows you to cut off and disable certain spawns, diverting the cops to other, more manageable places.\n%%No citation** The RandomEvent nature of the game, while still present, locks its random elements per lobby. This works for and against you however; it lets the player have a string of consistent, learnable events, even if you restart, so long as the lobby itself remains up, but the random events you get may also not be the best (getting good escape van [=RNG=], but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random and was frequently criticised for it, especially in stealth, so this is a nice middle ground for players.\n%%No citation** It's like Stealth gameplay was ''designed'' with this trope in mind:\n%%No citation*** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while cameras and pagers are still present, the former can be hacked with a smartphone, while the latter can be answered while dragging the body out of sight.\n%%No citation*** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure areas" (which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.\n%%No citation*** With the RandomEvent changes to only randomise a level setup upon a total lobby restart (and not per run), this now makes stealth gameplay significantly more consistent under these new randomisation rules, avoiding the issue ''2'' had with stealth where restarting ''in any way'' reset the level setup, making for a frustrating chore of TrialAndErrorGameplay. Here, it's now something that's actually learnable and feels beatable from the offset.\n%%No citation* HumanShield: One of the new features for the game is this, which lets you make cops shoot more carefully in your vicinity while you hold a civilian in a choke hold. This is also how you escort [=VIP's=] if you want to open a biometric lock.\n%%No citation* KillStreak: Getting enough kills will award the player with a OVERKILL weapon, a advanced weapon of your choice (such as a grenade launcher or thermal scoped sniper rifle) that has limited use, yet can deal with cops with impunity.\n%%No citation* LaserSight: Present and accounted for here, the snipers all have laser sights so the player can identify them from long range. The beams are also noticeably thicker too.\n%%No citation* SceneryPorn: Unreal 4 is doing wonders for New York City. Gone are the days of 2013-era models and textures, now the game has high-fidelity textures, plants, models and a general sense of making the world feel more alive than before. Several props also appear to react to your destruction mid-heist, making for a more chaotic environment.\n%%No citation* * YouDontLookLikeYou: Unlike ''PAYDAY 2'', the face models do not appear to be based on their VA's (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry from his likeness in the second game.

Changed: 571

Removed: 245

Is there an issue? Send a MessageReason:
None


The upcoming sequel to 2013's ''VideoGame/PAYDAY2'', made by Starbreeze Studios, and published by Deep Silver Studios. It is set to continue the escapades of the PAYDAY Gang, coming out of retirement, moving from UsefulNotes/WashingtonDC to UsefulNotes/NewYork, where the crew, now upgraded with more modern technology, pull more heists in a changed world of modern technology.

to:

The upcoming sequel to 2013's ''VideoGame/PAYDAY2'', ''VideoGame/Payday2'', made by Starbreeze Studios, and published by Deep Silver Studios. It is set to continue the escapades of the PAYDAY Gang, coming out of retirement, moving from UsefulNotes/WashingtonDC to UsefulNotes/NewYork, where the crew, now upgraded with more modern technology, pull more heists in a changed world of modern technology.



A gameplay trailer can be see [[https://t.co/eNhRShjjDO here]], as well as other videos and dev diaries can be found on [[https://www.youtube.com/@PAYDAYGame the PAYDAY Youtube channel]]. The game is set to release on Windows via UsefulNotes/{{Steam}} and UsefulNotes/EpicGamesStore on September 21st, 2023, with full cross-platform play with UsefulNotes/{{Xbox Series X}} and UsefulNotes/PlayStation5.

to:

A gameplay trailer can be see [[https://t.co/eNhRShjjDO here]], as well as other videos and dev diaries can be found on [[https://www.youtube.com/@PAYDAYGame the PAYDAY Youtube YouTube channel]]. The game is set to release on Windows via UsefulNotes/{{Steam}} and UsefulNotes/EpicGamesStore on September 21st, 2023, with full cross-platform play with UsefulNotes/{{Xbox Series X}} UsefulNotes/XboxSeriesXAndS and UsefulNotes/PlayStation5.



* TheBadGuyWins: Any successful Heist done by you and the Payday Gang counts as this, especially if done loud and/or if any civilians was shot.

to:

* TheBadGuyWins: Any successful Heist done by you and the Payday PAYDAY Gang counts as this, especially if done loud and/or if any civilians was shot.
shot.



















* HumanShield: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so.

to:

\n* HumanShield: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so. \n




* VillainProtagonist: Once again, the Payday Crew; A well armed group of thieves who steal and murder several times over for their own gain.


to:

\n* VillainProtagonist: Once again, the Payday Crew; PAYDAY Gang; A well armed group of thieves who steal and murder several times over for their own gain.

gain.



%%No citation* YouDontLookLikeYou: Unlike Payday 2, the face models do not appear to be based on their VA's (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry from his likeness in the second game.

to:

%%No citation* YouDontLookLikeYou: Unlike Payday 2, ''PAYDAY 2'', the face models do not appear to be based on their VA's (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry from his likeness in the second game.
game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DamnYouMuscleMemory: Whereas throwing a bag was mapped to G in the previous game, here, throwing bags is mapped to Q. In this game, G instead throws grenades (in the previous game, this was mapped to the 3 key). Cue players of ''VideoGame/Payday2'' accidentally blowing themselves or civilians up when trying to throw down a bag.
Is there an issue? Send a MessageReason:
None


A Technical Test ran via Xbox and Steam as a closed beta from 2nd - 7th August 2023.

to:

A An initial Technical Test ran via Xbox and Steam as a closed beta from 2nd - 7th August 2023, with a second test set to start on Steam between the 8th - 11th September 2023.
Is there an issue? Send a MessageReason:
None


TheBadGuyWins: Any successful Heist done by you and the Payday Gang counts as this, especially if done loud and/or if any civilians was shot.

ConspicuousGloves: The playable heisters are seen wearing blue surgical gloves alongside their attire regardless of the mission and situation. Obviously they’re to prevent leaving fingerprints, but when the heist go loud, the gloves stay on.

CoolMask: Each heister brings a custom mask for heists.

DelayingAction: When a heist goes loud and first responders arrive, the player can release a specified amount of hostages to delay the Assault Phase by a few seconds.

FacelessMooks: All the SWAT units and Specialist enemies have their faces covered by helmets, and when those go flying off they still have balaclavas underneath.

GunAccessories: Weapon modifications make a return with guns being able to be customized with sights, grips, suppressors, and even colors.

HumanShield: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so.

SentryGun: These return from the previous game as deployable guns on tripods used by the player.

VillainProtagonist: The Payday Crew; A well armed group of thieves who steal and murder several times over for their own gain.


to:

TheBadGuyWins: *TheBadGuyWins: Any successful Heist done by you and the Payday Gang counts as this, especially if done loud and/or if any civilians was shot.

ConspicuousGloves: *ConspicuousGloves: The playable heisters are seen wearing blue surgical gloves alongside their attire regardless of the mission and situation. Obviously they’re to prevent leaving fingerprints, but when the heist go loud, the gloves stay on.

CoolMask: *CoolMask: Each heister brings a custom mask for heists.

DelayingAction: *DelayingAction: When a heist goes loud and first responders arrive, the player can release a specified amount of hostages to delay the Assault Phase by a few seconds.

FacelessMooks: *FacelessMooks: All the SWAT units and Specialist enemies have their faces covered by helmets, and when those go flying off they still have balaclavas underneath.

GunAccessories: *GunAccessories: Weapon modifications make a return with guns being able to be customized with sights, grips, suppressors, and even colors.

HumanShield: *HumanShield: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so.

SentryGun: *SentryGun: These return from the previous game as deployable guns on tripods used by the player.

VillainProtagonist: The *VillainProtagonist: Once again, the Payday Crew; A well armed group of thieves who steal and murder several times over for their own gain.

Added: 384

Changed: 759

Is there an issue? Send a MessageReason:
None


TheBadGuyWins: Any successful Heist done by you and the Payday Gang counts as this, especially if done loud and/or if any civilians was shot.



CoolMasks: Each heister brings a custom mask for heists.

FacelessMooks: All the SWAT units and Specialist enemies have their faces cover by helmets, and when those go flying off they still have balaclavas underneath.

GunAccessories: Weapon modifications make a return with sights, grips, suppressors, and even custom colors.

HumanShields: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so.

to:

CoolMasks: CoolMask: Each heister brings a custom mask for heists.

DelayingAction: When a heist goes loud and first responders arrive, the player can release a specified amount of hostages to delay the Assault Phase by a few seconds.

FacelessMooks: All the SWAT units and Specialist enemies have their faces cover covered by helmets, and when those go flying off they still have balaclavas underneath.

GunAccessories: Weapon modifications make a return with guns being able to be customized with sights, grips, suppressors, and even custom colors.

HumanShields: HumanShield: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so.

Added: 573

Changed: 167

Is there an issue? Send a MessageReason:
None


* Conspicuous Gloves: The playable heisters are seen wearing blue surgical gloves alongside their attire regardless of the mission and situation. Obviously they’re to prevent leaving fingerprints, but when the heist go loud, the gloves stay on.

* Cool Masks: Each heister brings a custom mask for their heists.



to:

* Conspicuous Gloves: ConspicuousGloves: The playable heisters are seen wearing blue surgical gloves alongside their attire regardless of the mission and situation. Obviously they’re to prevent leaving fingerprints, but when the heist go loud, the gloves stay on.

* Cool Masks: CoolMasks: Each heister brings a custom mask for heists.

FacelessMooks: All the SWAT units and Specialist enemies have
their heists.


faces cover by helmets, and when those go flying off they still have balaclavas underneath.

GunAccessories: Weapon modifications make a return with sights, grips, suppressors, and even custom colors.

HumanShields: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so.

SentryGun: These return from the previous game as deployable guns on tripods used by the player.

VillainProtagonist: The Payday Crew; A well armed group of thieves who steal and murder several times over for their own gain.

Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Conspicuous Gloves: The playable heisters are seen wearing blue surgical gloves alongside their attire regardless of the mission and situation. Obviously they’re to prevent leaving fingerprints, but when the heist go loud, the gloves stay on.

* Cool Masks: Each heister brings a custom mask for their heists.


Added: 688

Changed: 6727

Removed: 637

Is there an issue? Send a MessageReason:
None


%%
%%
%% Speculative troping is not allowed on TV Tropes.
%%
%% We trope what DOES happen in works, not what MIGHT happen or is LIKELY to happen.
%%
%% For unreleased works where all we have to go on is advertising and other supplemental materials, we have some detailed guidelines, which can be found at Administrivia/CreatingAWorkPageForAnUpcomingWork.
%%
%% NOTE - these rules also mean that unreleased works should only have one page image, and that image should NOT be changed again until the work is released.
%%
%% If you have questions, please consult the Unreleased Work Speculation Cleanup thread at https://tvtropes.org/pmwiki/posts.php?discussion=15514631230A64268600
%%
%% Thank you.
%%
%%



[[foldercontrol]]

[[folder:A - Z]]
* AcceptableBreaksFromReality: As with the first two games, the police would absolutely ''not'' [[IFoughtTheLawAndTheLawWon send wave after wave of cops to take down four crooks]], especially if they were being cut down like blades of grass. They would ''definitely'' hesitate to take action if they had civilian hostages (not hesitate as in "delay the next assault by X minutes", more like "surround the building until they have a solid attack plan to save the hostages"). On the other hand, normal people can't take several hundred bullets to the chest and still keep going. Banks also ''do not'' have several hundred thousand dollars in cash, gold and other trinkets on hand, specifically ''because'' of the possibility of getting robbed.
* AKA47: The Taser units from ''2'' have been renamed to the "Zapper" (as Tazer is trademarked).
* AntiFrustrationFeatures:
** Zapper units do not activate their electric stun immediately; their battery can be shot out and cause them to fall back.
** Taking a Human shield allows you to cut off and disable certain spawns, diverting the cops to other, more manageable places.
** The RandomEvent nature of the game, while still present, locks its random elements per lobby. This works for and against you however; it lets the player have a string of consistent, learnable events, even if you restart, so long as the lobby itself remains up, but the random events you get may also not be the best (getting good escape van [=RNG=], but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random and was frequently criticised for it, especially in stealth, so this is a nice middle ground for players.
** It's like Stealth gameplay was ''designed'' with this trope in mind:
*** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while cameras and pagers are still present, the former can be hacked with a smartphone, while the latter can be answered while dragging the body out of sight.
*** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure areas" (which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.
*** With the RandomEvent changes to only randomise a level setup upon a total lobby restart (and not per run), this now makes stealth gameplay significantly more consistent under these new randomisation rules, avoiding the issue ''2'' had with stealth where restarting ''in any way'' reset the level setup, making for a frustrating chore of TrialAndErrorGameplay. Here, it's now something that's actually learnable and feels beatable from the offset.
* HumanShield: One of the new features for the game is this, which lets you make cops shoot more carefully in your vicinity while you hold a civilian in a choke hold. This is also how you escort [=VIP's=] if you want to open a biometric lock.
* KillStreak: Getting enough kills will award the player with a OVERKILL weapon, a advanced weapon of your choice (such as a grenade launcher or thermal scoped sniper rifle) that has limited use, yet can deal with cops with impunity.
* LaserSight: Present and accounted for here, the snipers all have laser sights so the player can identify them from long range. The beams are also noticeably thicker too.
* SceneryPorn: Unreal 4 is doing wonders for New York City. Gone are the days of 2013-era models and textures, now the game has high-fidelity textures, plants, models and a general sense of making the world feel more alive than before. Several props also appear to react to your destruction mid-heist, making for a more chaotic environment.
* YouDontLookLikeYou: Unlike Payday 2, the face models do not appear to be based on their VA's (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry from his likeness in the second game.
[[/folder]]

to:

[[foldercontrol]]

[[folder:A - Z]]
*
%%No citation* AcceptableBreaksFromReality: As with the first two games, the police would absolutely ''not'' [[IFoughtTheLawAndTheLawWon send wave after wave of cops to take down four crooks]], especially if they were being cut down like blades of grass. They would ''definitely'' hesitate to take action if they had civilian hostages (not hesitate as in "delay the next assault by X minutes", more like "surround the building until they have a solid attack plan to save the hostages"). On the other hand, normal people can't take several hundred bullets to the chest and still keep going. Banks also ''do not'' have several hundred thousand dollars in cash, gold and other trinkets on hand, specifically ''because'' of the possibility of getting robbed.
* %%No citation* AKA47: The Taser units from ''2'' have been renamed to the "Zapper" (as Tazer is trademarked).
* %%* AntiFrustrationFeatures:
** %%No citation** Zapper units do not activate their electric stun immediately; their battery can be shot out and cause them to fall back.
** %%No citation** Taking a Human shield allows you to cut off and disable certain spawns, diverting the cops to other, more manageable places.
** %%No citation** The RandomEvent nature of the game, while still present, locks its random elements per lobby. This works for and against you however; it lets the player have a string of consistent, learnable events, even if you restart, so long as the lobby itself remains up, but the random events you get may also not be the best (getting good escape van [=RNG=], but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random and was frequently criticised for it, especially in stealth, so this is a nice middle ground for players.
** %%No citation** It's like Stealth gameplay was ''designed'' with this trope in mind:
*** %%No citation*** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while cameras and pagers are still present, the former can be hacked with a smartphone, while the latter can be answered while dragging the body out of sight.
*** %%No citation*** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure areas" (which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.
*** %%No citation*** With the RandomEvent changes to only randomise a level setup upon a total lobby restart (and not per run), this now makes stealth gameplay significantly more consistent under these new randomisation rules, avoiding the issue ''2'' had with stealth where restarting ''in any way'' reset the level setup, making for a frustrating chore of TrialAndErrorGameplay. Here, it's now something that's actually learnable and feels beatable from the offset.
* %%No citation* HumanShield: One of the new features for the game is this, which lets you make cops shoot more carefully in your vicinity while you hold a civilian in a choke hold. This is also how you escort [=VIP's=] if you want to open a biometric lock.
* %%No citation* KillStreak: Getting enough kills will award the player with a OVERKILL weapon, a advanced weapon of your choice (such as a grenade launcher or thermal scoped sniper rifle) that has limited use, yet can deal with cops with impunity.
* %%No citation* LaserSight: Present and accounted for here, the snipers all have laser sights so the player can identify them from long range. The beams are also noticeably thicker too.
* %%No citation* SceneryPorn: Unreal 4 is doing wonders for New York City. Gone are the days of 2013-era models and textures, now the game has high-fidelity textures, plants, models and a general sense of making the world feel more alive than before. Several props also appear to react to your destruction mid-heist, making for a more chaotic environment.
* %%No citation* YouDontLookLikeYou: Unlike Payday 2, the face models do not appear to be based on their VA's (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry from his likeness in the second game.
[[/folder]]
Is there an issue? Send a MessageReason:
None


*** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure area"(which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.

to:

*** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure area"(which areas" (which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.
Is there an issue? Send a MessageReason:
None


*** As mentioned above, with the RandomEvent changes to be per-lobby and not be affected by restarts, this makes stealth gameplay ''much'' easier for players to grasp on to and learn, instead of being a frustrating chore of TrialAndErrorGameplay where each restart of a run was different.

to:

*** As mentioned above, with With the RandomEvent changes to be per-lobby and only randomise a level setup upon a total lobby restart (and not be affected by restarts, per run), this now makes stealth gameplay ''much'' easier significantly more consistent under these new randomisation rules, avoiding the issue ''2'' had with stealth where restarting ''in any way'' reset the level setup, making for players to grasp on to and learn, instead of being a frustrating chore of TrialAndErrorGameplay where each restart of a run was different.TrialAndErrorGameplay. Here, it's now something that's actually learnable and feels beatable from the offset.
Is there an issue? Send a MessageReason:
The beta ended on the 7th


A Technical Test ran via Xbox and Steam as a closed beta from 2nd - 8th August 2023.

to:

A Technical Test ran via Xbox and Steam as a closed beta from 2nd - 8th 7th August 2023.

Added: 701

Changed: 220

Is there an issue? Send a MessageReason:
None


** The RandomEvent nature of the game, while still present, locks its random elements per run. In some respects this works for and against you. It lets you have a string of consistent, learnable events so long as the lobby remains the same, but the random events you get may also not be the best (getting good escape van [=RNG=] but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random, so this is a nice middle ground for players.

to:

** The RandomEvent nature of the game, while still present, locks its random elements per run. In some respects this lobby. This works for and against you. It you however; it lets you the player have a string of consistent, learnable events events, even if you restart, so long as the lobby itself remains the same, up, but the random events you get may also not be the best (getting good escape van [=RNG=] [=RNG=], but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random, random and was frequently criticised for it, especially in stealth, so this is a nice middle ground for players.



*** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while pagers are still present, they can be answered while dragging the body out of sight.

to:

*** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while cameras and pagers are still present, they the former can be hacked with a smartphone, while the latter can be answered while dragging the body out of sight.


Added DiffLines:

*** As mentioned above, with the RandomEvent changes to be per-lobby and not be affected by restarts, this makes stealth gameplay ''much'' easier for players to grasp on to and learn, instead of being a frustrating chore of TrialAndErrorGameplay where each restart of a run was different.
* HumanShield: One of the new features for the game is this, which lets you make cops shoot more carefully in your vicinity while you hold a civilian in a choke hold. This is also how you escort [=VIP's=] if you want to open a biometric lock.


Added DiffLines:

* LaserSight: Present and accounted for here, the snipers all have laser sights so the player can identify them from long range. The beams are also noticeably thicker too.

Added: 1393

Changed: 149

Removed: 680

Is there an issue? Send a MessageReason:
None


* AKA47: The Taser units from ''2'' have been renamed to the "Zapper" (Tazer is trademarked).
* AntiFrustrationFeatures: It's like Stealth gameplay was designed around this trope, [[https://www.youtube.com/watch?v=71JfEzRq2X0 going by the released gameplay footage]]:
** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while pagers are still present, they can be answered while dragging the body out of sight.
** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure area"(which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.

to:

* AKA47: The Taser units from ''2'' have been renamed to the "Zapper" (Tazer (as Tazer is trademarked).
* AntiFrustrationFeatures: It's like Stealth gameplay was designed around this trope, [[https://www.youtube.com/watch?v=71JfEzRq2X0 going by the released gameplay footage]]:
** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while pagers are still present, they can be answered while dragging the body out of sight.
** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure area"(which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.


Added DiffLines:

** Taking a Human shield allows you to cut off and disable certain spawns, diverting the cops to other, more manageable places.
** The RandomEvent nature of the game, while still present, locks its random elements per run. In some respects this works for and against you. It lets you have a string of consistent, learnable events so long as the lobby remains the same, but the random events you get may also not be the best (getting good escape van [=RNG=] but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random, so this is a nice middle ground for players.
** It's like Stealth gameplay was ''designed'' with this trope in mind:
*** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while pagers are still present, they can be answered while dragging the body out of sight.
*** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure area"(which will incite hostile actions if a player is spotted), making it ''much'' more nuanced than before.

Added: 177

Changed: 5

Is there an issue? Send a MessageReason:
None


A Technical Test ran via Xbox and Steam as a closed beta from 2nd - 8th August 2023.



* AKA47: The Taser units from ''2'' have been renamed to the "Zapper" (Tazer is trademarked).



** Taser units do not activate their electric stun immediately; their battery can be shot out and cause them to fall back.

to:

** Taser Zapper units do not activate their electric stun immediately; their battery can be shot out and cause them to fall back.
Is there an issue? Send a MessageReason:
Corrected voice-actor for Dallas (Simon Kerr, as Eric Etebari was only the face model and Live-Action actor)


Gustavo Coutinho is set to provide the soundtrack to the game (following from Simon Viklund and Carl Noren respectively), and while Dallas, Hoxton, and Chains all retain their voice actors from ''PAYDAY 2'' (Eric Etabari, Pete Gold, Damion Poitier), Wolf has been recast due to Ulf Andersson leaving Overkill Software, and is now voiced by Nicklas Berglund.

to:

Gustavo Coutinho is set to provide the soundtrack to the game (following from Simon Viklund and Carl Noren respectively), and while Dallas, Hoxton, and Chains all retain their voice actors from ''PAYDAY 2'' (Eric Etabari, (Simon Kerr, Pete Gold, Damion Poitier), Wolf has been recast due to Ulf Andersson leaving Overkill Software, and is now voiced by Nicklas Berglund.

Added: 233

Changed: 10

Is there an issue? Send a MessageReason:
None


Gustavo Coutinho is set to provide the soundtrack to the game (following from Simon Viklund and Carl Noren respectively), while Dallas, Hoxton, and Chains all retain their voice actors from ''PAYDAY 2'' (Eric Etabari, Pete Gold, Damion Poitier), while Wolf has been recast due to Ulf Andersson leaving Overkill Software, and is now voiced by Nicklas Berglund.

to:

Gustavo Coutinho is set to provide the soundtrack to the game (following from Simon Viklund and Carl Noren respectively), and while Dallas, Hoxton, and Chains all retain their voice actors from ''PAYDAY 2'' (Eric Etabari, Pete Gold, Damion Poitier), while Wolf has been recast due to Ulf Andersson leaving Overkill Software, and is now voiced by Nicklas Berglund.


Added DiffLines:

* KillStreak: Getting enough kills will award the player with a OVERKILL weapon, a advanced weapon of your choice (such as a grenade launcher or thermal scoped sniper rifle) that has limited use, yet can deal with cops with impunity.
Is there an issue? Send a MessageReason:
None


* YouDontLookLikeYou: Unlike Payday 2, the face models do not appear to be based on their VA's (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry frim his likeness in the second game.

to:

* YouDontLookLikeYou: Unlike Payday 2, the face models do not appear to be based on their VA's (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry frim from his likeness in the second game.
Is there an issue? Send a MessageReason:
None


** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure area"(which will incite hostile actions if a player is spotted), making it '''much'' more nuanced than before.

to:

** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure area"(which will incite hostile actions if a player is spotted), making it '''much'' ''much'' more nuanced than before.



* SceneryPorn: Unreal 4 is doing wonders for New York City. Gone are the days of 2013-era models and textures, now the gamehas high-fidelity textures, plants, models and a general sense of making the world feel more alive than before. Several props also appear to react to your destruction mid-heist, making for a more chaotic environment.

to:

* SceneryPorn: Unreal 4 is doing wonders for New York City. Gone are the days of 2013-era models and textures, now the gamehas game has high-fidelity textures, plants, models and a general sense of making the world feel more alive than before. Several props also appear to react to your destruction mid-heist, making for a more chaotic environment.
Is there an issue? Send a MessageReason:
None


The upcoming sequel to 2013's ''VideoGame/PAYDAY2'', made by Starbreeze Studios, and published by Deerp Silver Studios. It is set to continue the escapades of the PAYDAY Gang, coming out of retirement, moving from UsefulNotes/WashingtonDC to UsefulNotes/NewYork, where the crew, now upgraded with more modern technology, pull more heists in a changed world of modern technology.

to:

The upcoming sequel to 2013's ''VideoGame/PAYDAY2'', made by Starbreeze Studios, and published by Deerp Deep Silver Studios. It is set to continue the escapades of the PAYDAY Gang, coming out of retirement, moving from UsefulNotes/WashingtonDC to UsefulNotes/NewYork, where the crew, now upgraded with more modern technology, pull more heists in a changed world of modern technology.
Is there an issue? Send a MessageReason:
Made a new page for upcoming game, set to release in September 2023, precisely 2 months from now.

Added DiffLines:

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/payday_3_cover.jpg]]

The upcoming sequel to 2013's ''VideoGame/PAYDAY2'', made by Starbreeze Studios, and published by Deerp Silver Studios. It is set to continue the escapades of the PAYDAY Gang, coming out of retirement, moving from UsefulNotes/WashingtonDC to UsefulNotes/NewYork, where the crew, now upgraded with more modern technology, pull more heists in a changed world of modern technology.

Gustavo Coutinho is set to provide the soundtrack to the game (following from Simon Viklund and Carl Noren respectively), while Dallas, Hoxton, and Chains all retain their voice actors from ''PAYDAY 2'' (Eric Etabari, Pete Gold, Damion Poitier), while Wolf has been recast due to Ulf Andersson leaving Overkill Software, and is now voiced by Nicklas Berglund.

The engine has also been upgraded, going from the Diesel engine to Epic's Unreal Engine 4, and the developers want to upgrade that to Unreal Engine 5 later on down the line.

A gameplay trailer can be see [[https://t.co/eNhRShjjDO here]], as well as other videos and dev diaries can be found on [[https://www.youtube.com/@PAYDAYGame the PAYDAY Youtube channel]]. The game is set to release on Windows via UsefulNotes/{{Steam}} and UsefulNotes/EpicGamesStore on September 21st, 2023, with full cross-platform play with UsefulNotes/{{Xbox Series X}} and UsefulNotes/PlayStation5.

----
!!PAYDAY 3 provides examples of:

[[foldercontrol]]

[[folder:A - Z]]
* AcceptableBreaksFromReality: As with the first two games, the police would absolutely ''not'' [[IFoughtTheLawAndTheLawWon send wave after wave of cops to take down four crooks]], especially if they were being cut down like blades of grass. They would ''definitely'' hesitate to take action if they had civilian hostages (not hesitate as in "delay the next assault by X minutes", more like "surround the building until they have a solid attack plan to save the hostages"). On the other hand, normal people can't take several hundred bullets to the chest and still keep going. Banks also ''do not'' have several hundred thousand dollars in cash, gold and other trinkets on hand, specifically ''because'' of the possibility of getting robbed.
* AntiFrustrationFeatures: It's like Stealth gameplay was designed around this trope, [[https://www.youtube.com/watch?v=71JfEzRq2X0 going by the released gameplay footage]]:
** In ''2'', most stealth elements relied on answering pagers, avoiding guards, and avoiding cameras; here, while pagers are still present, they can be answered while dragging the body out of sight.
** Very similar to the Franchise/{{Hitman}} ''VideoGame/WorldOfAssassinationTrilogy'', stealth has specific zones where players are allowed to be in; "Public areas" (civilians and players are not suspicious), "Private areas" (this will not out you by itself, but if spotted, you will be asked to follow a guard to go back to the nearest door to a public area), and "Secure area"(which will incite hostile actions if a player is spotted), making it '''much'' more nuanced than before.
** Taser units do not activate their electric stun immediately; their battery can be shot out and cause them to fall back.
* SceneryPorn: Unreal 4 is doing wonders for New York City. Gone are the days of 2013-era models and textures, now the gamehas high-fidelity textures, plants, models and a general sense of making the world feel more alive than before. Several props also appear to react to your destruction mid-heist, making for a more chaotic environment.
* YouDontLookLikeYou: Unlike Payday 2, the face models do not appear to be based on their VA's (where this was true for Dallas, Houston, Chains, and Wolf). While the new design for Chains bears ''some'' resemblance to Damion Poitier, it's a far cry frim his likeness in the second game.
[[/folder]]

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