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baharrothbluu · 1 year
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The payday 3 experience
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bloodorangesunrise · 7 months
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Listening to payday youtubers now is fucking depressing. They are crying and begging for support or at least a show of properly good intent that never fucking comes.
At the height of Payday 3 Hype they all sounded jovial and excited, ready to take on this new game OVERKILL was finally putting out after 10 years.
And now. They just sound depressed. Like. It gets sadder and sadder with every new piddly ass piss update and they can't even maintain a facade of happiness about it anymore.
I get it. I really do. I want this game to be good so bad because I am so unbelievably tired of Payday 2. But. The way this game is being handled won't cut it.
It really is as depressing as it sounds to be a fan of this series right now.
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e3khatena · 11 months
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so whats the deal with overkills the walking dead?
I'm glad you asked! (approx. 2,300 words)
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So our story starts during Payday 2's first anniversary, the Fall of 2014. Players had to attain certain community goals to get new things to play with during their first annual Crimefest event, and the last two prizes were secret. They wound up being John Wick as a playable character, and the trailer for a new game Overkill was working on, based in the world of The Walking Dead comics. The premise was simple: it was set in the same part of the world as Payday 2, Washington DC, and would involve players trying to keep themselves and their camp alive during the zombie apocalypse made popular in Robert Kirkman's graphic novels and the AMC TV show. Given the fact that Payday 2 had proven to be a tremendous cultural hit around this time, getting the likes of Giancarlo Esposito and making cameos in the Wick movies at the height of their popularity, and given how at the moment it is very possible to argue that Payday 2 might have sold more copies than Super Mario Brothers 3, it would seem that OTWD was in good hands.
The problem, though, was their CEO. Bo Andersson used pressure he conjured up in Varvtre AB, a holdings company he was on the board of directors for, to become the CEO of Starbreeze when they acquired Overkill Software, the makers of Payday: The Heist and Payday 2. This also moved Bo from a role within the games industry alongside his brother to being his brother's superior and putting him in a firmly business role. This was good for Bo, because it would allow him to scrape capital from Overkill on their pursuit into superstardom to fund his own dream project: Storm.
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Storm was a concept that Bo had been working on since 2008, the idea of bringing virtual reality back from being a curious novelty we played with in the 1990s into a mainstream competitive eSport. Players would wear tactical vests with computers built into them and a 5K resolution HMD that Acer would develop with the aid of Starbreeze in a massive bespoke arena, and using a combination of LIDAR scanning, realtime texture mapping, and the Valhalla game engine Starbreeze paid $8 million for, their physical arena would turn into a sci-fi deathmatch where players would cooperate to eliminate the enemy team and seek victory.
Bo Andersson was paying tens of millions of dollars to invent Laser Tag.
But how does this tie into The Walking Dead? Well, as a proof of concept, the work that Overkill had done in their in-house game engine, Diesel 2.0, would be ported into Valhalla to bring Overkill's The Walking Dead to life. Overkill's employees had long complained that Diesel could not compete visually, and even incorporating proper normal maps and bumping up the texture quality could not shake the appearance of a Source Engine or early Unreal 3 title. Despite releasing in 2013 and with the game now moving into 2016, onto the 8th generation of consoles, Payday 2 was not a looker and Overkill's The Walking Dead faced the same fate.
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The problem, though, is that Bo Andersson bought the Valhalla Engine, which was being designed for VR first and foremost, much too early. The engine was literally incomplete, and the programmers had to write tools for the engine before they could write any code for the game itself. After nearly a year of work, they did bring Valhalla into a usable state, and used its VR prowess to power Payday 2's VR version. Bo also proposed a VR demo of Overkill's The Walking Dead to be hosted in Dubai, at VR Park (now titled PlayDXB), to demonstrate the game, the headset, and the VR technology to Middle Eastern investors who could free Bo from the shackles of Scandinavian game development and make him the worldwide name in VR. This delayed their actual non-VR Walking Dead game, which had serious funding from Skybound Entertainment and Robert Kirkman, past its intended 2016 street date. The game was nowhere near finished as Overkill staff were pulled back and forth to so many different projects within the studio. They received an extension to their deadline, Fall 2017, and work continued on the Valhalla Engine and the VR demo.
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Fast forward another year. Starbreeze puts out Raid: World War II, a Diesel 2.0 title in which four players steal from the Nazis in almost exactly same manner as in Payday 2, starring John Cleese as the handler for the crew, and some trailers commissioned for their Walking Dead game using virtually zero actual in-game assets, and Skybound makes them an ultimatum: if the game is not out by November 2018, then they lose the rights to the license. They have wasted the rights holder's time and money for too long, and the project is dragging its heels with a CEO seeing it as a low priority to get their contractually-obligated co-op FPS for PCs and consoles out versus his ambitions of filling an entire space in Dubai with his name, his brand. Overkill developers, who had been clamoring for years to use an actual engine that makes sense for FPSes, finally get their wish, and Bo Andersson invests in commercial licenses for Unreal Engine 4. The problem now, though, is that the staff have a year to make the game in Unreal, with the caveat that they have zero experience in the engine. If they had made this move two years ago, they'd have the time to commit to learning the ins and outs, but they don't.
Overkill goes into crunch, with staff sleeping in the offices and working 100-hour weeks to learn Unreal and take what the documentation and tutorials offer them and implement it into their Walking Dead title, reverse-engineering the concepts they had implemented into the Diesel and Valhalla versions of the game and dropping them into Unreal. Bo Andersson, all the while, is going on vacations and not coming in on the regular, spending his time playing zombie games for inspiration and coming to the staff with his own ideas for the game based on them. Glory Kills, Special Infected, robust base maintenance mechanics and the ability to command teams of non-player survivors on missions all wound up in the game with little actual regard for how these pieces fit together. By the time that he realized he should be more actively hands-on, he only had a scant few months to spend with the staff at the final mad dash to make a playable product. The game was playable at E3, with two demo levels, and one of them playtested so poorly that the staff had to pull it from the rotation, but when Bo heard this feedback he would not tell his staff. He told them the game was testing great at E3, that people loved it.
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Overkill's The Walking Dead released on the 7th of November, 2018, a week after Payday 2 ended support by letting players kill fallen angels and solve a giant puzzle wheel about the in-game lore in order to turn Bain, the player's main contact, into the US President via a body-swapping artifact used by the ancient kings of Kataru, who were gifted immortality at the same time common man was gifted the knowledge of good and evil at the Garden of Eden. While the clown-themed robbery game ended on a confusing note, Overkill's The Walking Dead was getting started to a whole heap of roughness. The game's combat was frustrating, with hordes of walkers that had to be put down one clumsy charged melee swing at a time and human enemies who fired off AKMs and MP5s with reckless abandon. Their noise would draw hordes, which would need to be contended with via your own noise, as dealing with a few dozen enemies with melee combat was awkward and difficult.
Being grappled by a zombie cost a health bar and a half in a game where your starting character had on average four healthbars to their name, and the underlying gameplay, despite being completely linear missions in level and objective design, were just Payday heists at the end of the day. Hell or High Water involved you raiding a camp owned by The Family, an antagonistic gang your camp is at war with, and stealing their supplies. In turn, they arrive at your camp and you kill five waves of them in Worse Than Walkers, in a move no different than Payday 2's Safe House Raid mission, with no zombies in sight. The camp-building mechanics, which were tied to player level and their ability to tend to the needs of their workers, were a confusing mess of UI elements that did not mesh together, and all weapons were earned in a gachapon-style case system and would degrade over time, requiring the player unjam them, fix them with the supplies they need to keep camp morale up, or watch them fall into disrepair. There was also no tutorial mission, with the game opening with The First Shot, the E3 demo mission that tested so poorly they stopped running it.
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Overkill's The Walking Dead performed poorly, both critically and commercially, and Starbreeze went right into damage control. The game's high price tag to low gameplay ratio was combatted with a $30 version that required paying for the missions $60 players got for free. Season 2 went into production very quickly, with fixes to the base game, new weapons, and new survivors being promised within the coming months. Unfortunately, this was too little, too late, as Skybound issued a cease and desist to their business partner after just three months of sale, and by February 2019, Overkill's The Walking Dead was just as much a corpse as the undead shamblers present in the video games.
Perhaps what sealed the fate of the game wasn't its overall quality, as The Walking Dead is home to a large number of subpar games, but its tone and gameplay. Overkill's The Walking Dead is a very staunchly libertarian take on the franchise, pitting the player with the idea that they are to be a colonizing force, destroying an antagonistic camp and treating the other people just trying to survive as cannon fodder not unlike if they were just walkers with guns. This is no surprise given another face at Overkill, executive producer Almir Listo, having a robust fascination with libertarianism and the cult of personality that surrounded fringe Right-wing groups. Almir himself is not a conservative, but he has proven time and time again that he thinks the way Donald Trump talks is funny and has an interest in American conservative viewpoints and conspiracies as an outsider looking in, likely not helped by an unnamed comics writer taking over Payday 2 in its final year to turn the game about robbing banks into one with an ancient conspiracy and Nephilim to mow down with your MG42 or M16.
The Walking Dead is a story about its people and how they're shaped by the conflict, by the apocalypse that surrounds them, and while Kirkman expressed early interest in the sound-based horde gameplay encouraging quiet takedowns and swift, accurate gunplay, it is very possible that the idea of not just a bad Walking Dead game, but a bad Walking Dead game from a popular studio that fundamentally misunderstands the world of The Walking Dead and needs to fall back on generic bandits and raiders to fill its spaces a la Bethesda's open world titles was a bad look. We'll never know for certain, though, as the game has been pulled from sale for ages.
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But this brings us to sometime last week. September 21st marked the launch of Starbreeze Studios' (formerly Overkill Software's) Payday 3. The game features a lot of the stuff they had worked on for The Walking Dead (weapon models, a rework to the Shield enemy, armor working exactly like health in OTWD) but also a ton of its own ideas, and in general the gameplay is very solid. The issue, though, is the progression and a number of bugs that hamper the experience, alongside requiring a Starbreeze Nebula account and online connection to play, with no offline mode to speak of, which caused problems when the servers for the game were down for its first three days after launch. Starbreeze promised a patch was coming shortly thereafter, but on October 21st, a month after the game released, someone with ties to Starbreeze, fed up with the Starbreeze Nebula account requirement and persistent Internet connection to play a game with obvious issues and no Patch 1 release date in sight, released the final build of Overkill's The Walking Dead. This featured a proper tutorial, made the original The First Shot into an optional random encounter a player could take on for additional resources, a slew of new weapons, a wandering trader who could sell you blueprints to the DLC's guns, and the rest of Season 2's missions. The leaked build is not playable online but is DRM-free, running just fine completely offline and preserving the game for future generations to point and laugh at, albeit without any help to ease the difficulty for a game that expected four human players at a time.
Perhaps the weirdest part of the leak is that it brought out a handful of fans from the woodwork who view Overkill's The Walking Dead as an underrated gem buried before it could truly shine, individuals who feel the game could be one of the studio's best with enough polish, and as a result Robert Kirkman has been once again inundated with people asking about the now five year-old game, hoping to give it another chance. I, personally, feel that the clumsy pacing, questionable storyline bearing little similarities to the graphic novels it's based on, and the over-reliance on generic bandits voiced by Payday regulars Josh Lenn and Joseph Balderrama prevent the game from being anything but a really weird footnote in a company's confusing, convoluted history.
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psycho-lizard9 · 10 months
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Sooo I got Payday 3 gold edition, which said the first year of DLCs would be included... yet I still gotta pay for the Syntax Error DLCs? Wat... what did I pay those 50 extra euros for then...
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wolfleblack · 7 months
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Starbreeze tosses out current CEO as Payday 3 continues to struggle
Six months after the disastrous release of Payday 3, Starbreeze has chosen to oust its CEO of the last 3 years. Tobias Sjögren became permanent CEO of Starbreeze in March of 2021, having been Interim CEO previously due to former CEO Mikael Nermark resigning for personal reasons, which was later revealed to be cancer. Tobias Sjögren stepped in at a difficult time for the company. Starbreeze had…
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staryoshi06 · 1 year
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🦌payday 2 is like a blorbo to us so we sometimes forget it’s actually a big game that did promos with big budget games and celebrities, and had hundreds of b-grade live-action shorts
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skyboxeye · 3 months
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Capturing the ambience of Syndicate (2012)
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Playing the game
You can enable level-select, and other developer menus, by attaching a debugger such as Cheat Engine to the game process.
On top of this, you can use two console commands (press Tilde + CTRL + ALT to open) to breeze through levels: cmd(giveall) and cmd(godmode). If you don't want to attach a debugger, you can use map <map name, e.g. COOP_11> to select a level.
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Extracting sounds
DragonUnpacker does not work on Syndicate's XWC archives. Use RENIKRILL's BMS script. To append proper file extensions to its outputs, use this batch script:
for %f in (*.) do ren "%f" "%f.ogg"
Identifying sounds
Like other games, Syndicate uses ambient beds with randomized one-shots sprinkled on top. You can look at each level's XW file inside a hex editor to find the asset names it uses. However, I sometimes heard sound assets in-game that I couldn't see referenced by name inside the XW files.
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This isn't nearly as good as the sound viewer offered in retail versions of Riddick. I tried enabling that with the same console command, showSoundToggle, but it didn't work. I also tried adding CON_SHOWSOUND=1 (discovered by browsing the Syndicate EXE in a hex editor) to my environment.cfg file, but this didn't work either. Enabling "debug sound pages" seemingly doesn't change anything. Attaching a debugger seemingly made no difference in and of itself, either. There are no usable debuggable prototypes of the game currently available.
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This was frustrating because many of the other debug commands work, including similarly-named ones.
Capturing footage
Of course, be sure to max out the in-game graphics settings.
During gameplay, open the console and invoke cmd(noclip). This mode allows you to move your player-character and camera through space. There is also a separate debug camera command which fixes the camera while retaining player control. Use cl_toggleshowhud to toggle the HUD off.
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I recommend running the following for ideal graphics settings:
xr_lodscale 0 xr_adaptivequalitymode 3 xr_fxaa 0 xr_selfshadowing 1
There are more settings in your environment.cfg file, namely film grain, DOF and motion blur.
You should also customize the FoV to your liking. Download and install the relevant mod.
Appendix 1: XWC BMS script
idstring "MOS DATAFILE2.0\0" get NULL longlong get ASSETS long math ASSETS += 0x58 goto ASSETS get FILES long get NULL long idstring STRINGS\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0 get NCPOS long # =next chunk position (ABSOLUTE) get NULL long get STRINGTABLE long get STRINGTBLSZ long get STRINGTBLSZ_2 long # same A/A get NULL long set DIR long STRINGTABLE math DIR += STRINGTBLSZ goto DIR log MEMORY_FILE STRINGTABLE STRINGTBLSZ for i = 0 < FILES get UNKNOWN long get UNKNOWN long get FNPOS long get OFFSET long get SIZE long get NULL long goto FNPOS MEMORY_FILE get NAME string MEMORY_FILE log NAME OFFSET SIZE next i
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digitaltariq · 7 months
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Starbreeze CEO Tobias Sjögren abruptly leaves studio following Payday 3's tough launch
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Starbreeze CEO Tobias Sjögren has departed the studio as the corporate searches for "completely different management". In a press release shared on-line on March 12 (through Game Developer), the Payday 3 developer introduced that after three years as CEO, Tobias Sjögren can be stepping down from the position. Board member Juergen Goeldner will take the interim place of CEO whereas the corporate appears to be like for a everlasting answer. "The corporate has a transparent technique centered round creating enticing video games on our personal and licensed IPs," mentioned Torgny Hellström, Chairman of Starbreeze. "The board’s consolidated evaluation is that the execution of technique wants a unique management. Juergen Goeldner has been a part of the board since 2023 and, with over 40 years of business expertise, is a robust interim answer." Starbreeze notes that Sjögren can be out there on the studio for a clean transition and thanked the now-former CEO for his work in the course of the previous three years. "Tobias took over the helm of Starbreeze in a difficult part of its journey and we want him properly in his future endeavors,” Hellström continues. Goeldner additionally shared an announcement saying that after launching Payday 3 "the corporate is well-positioned to leverage the strengths of the group to monetize and develop the IP portfolio" and is "trying ahead to assuming an operative place and, along with the administration, make sure the execution of this technique." Though Payday 3 wasn't talked about in relation to Sjögren's departure, it is troublesome to not correlate the 2, contemplating the sport's disastrous launch solely six months in the past. Payday 3 launched in September and was met with problems with server instability and matchmaking issues throughout all platforms. The issues had been so unhealthy, the sport needed to be quickly taken offline to be fastened. After weeks of ready for the primary main replace, some issues nonetheless caught round, and it wasn't till November that Starbreeze addressed the issues and shared its plans for the sport going ahead. Final month, Sjögren lastly shared an announcement on the sport's scenario, revealing that though the sport’s gross sales and participant exercise “are presently at considerably decrease ranges than we want,” its “absolute precedence” is ensuring it “lives as much as expectations.” For extra, make sure you try our roundup of the greatest co-op video games, in addition to the greatest FPS video games. Read the full article
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brutalgamer · 1 year
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Payday 3's open beta kicks off on September 8th
It’s almost time for the return of Payday’s brand of action, as Deep Silver and Starbreeze prep an open-beta for PC and Xbox.
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drasgondigger · 1 year
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Jogo PS3 n°552
Acho que esse enganou muitos por aí, que compravam sem pesquisar antes, achando que era um jogo de ação em terceira pessoa, mas ao jogar se depararam com um FPS 😂.
Documentário contido no voucher agora pode ser adquirido de graça na PSN (US).
#ChroniclesofRiddickAssaultonDarkAthena #ChroniclesofRiddick #ChroniclesofRiddickPS3 #EscapefromButcherBay #Riddick #RiddickPS3 #VinDiesel #Atari #TigonStudios #StarBreeze #BLUS30156WM #PS3 #PS3Games #Playstation #Playstation3 #Retrogame #Retrogamer #Retrogaming #Game #Games #Gamer #VideoGames #VideoGame #FPS #FirstPersonShooter #FPSDrasgonDigger #PS3DrasgonDigger #ChroniclesofRiddickDrasgonDigger #DrasgonDigger #PS3Brasil #Playstation3Brasil #PlaystationBrasil
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thesplintering · 2 years
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Lovecraftian Roguelike “The Tribe Must Survive” Coming to Steam in 2023
Lovecraftian Roguelike “The Tribe Must Survive” Coming to Steam in 2023 | #gaming #Steam #pcgaming #roguelike #pcgames
Publisher Starbreeze has announced that the Lovecraftian tribe-building strategy game The Tribe Must Survive will launch in 2023 via Steam Early Access. Developed by Walking Tree Games, The Tribe Must Survive is described as a “tribe-builder with a generous splash of survival and rogue-like.” Here’s the official breakdown of The Tribe Must Survive from the game’s Steam page: Set in a gloomy…
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vetersseveraart · 11 months
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Скетчики персонажей Dragonlance - Рейстлина, Стурма, Эльханы.
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bolt-bda · 1 year
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The current state of Payday 3
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psycho-lizard9 · 3 months
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So uh I was playing cook off... on solo mode... and I guess that even solo still relies on those broke ass fucking servers cause uhhh... Well thanks for kicking me out mid fucking cook off... Overkill please let us play offline already I am so sick of this.
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wolfleblack · 10 months
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Starbreeze is making a live-service Dungeons & Dragons game
Payday developer Starbreeze is making a live-service Dungeons & Dragons game codenamed Project Baxter. News comes via the studio itself which announced that it is aiming for a 2026 launch date on “all major platforms.” The new game will,  “carry the signature Starbreeze game cornerstones of co-operative multiplayer, lifetime commitment through a Games as a Service model, community engagement…
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timorpanico · 1 year
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Alhana Starbreeze, Huma & Magius, Raistlin & Bupu ❣️
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