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Payday 2’s stealth holds up better than its shooting, 13 years on

Payday 2 review: Overkill's four-player heist shooter, its stealth rules, seven difficulty levels, Crimewave Edition, and why it earns 7.5 of 10.

By mitch·7 min read
Four masked criminals stand before a vault door during a bank robbery.

Payday 2 arrived in August 2013 with four masks, a Washington, D.C. map and a simple promise: get in, get the loot, get out. Overkill Software built the game as a four-player co-op shooter, and 505 Games published it for Windows, PlayStation 3 and Xbox 360. The Crimewave Edition followed in June 2015 for PlayStation 4 and Xbox One, and a Nintendo Switch version landed in February 2018. It is a sequel to 2011’s Payday: The Heist, and the second game in the Payday series.

The critical aggregate sits at 7.5 out of 10 across 17 outlets. That is the right number. Payday 2 is a game with a genuinely good idea, a lot of content, and a set of systems that fight the player more than they should.

Trailer, via PAYDAY.

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Washington, D.C. and the Crime.net Menu

The premise is straightforward. Two years after the first game, the Payday gang moves to the Washington, D.C., metropolitan area for another heisting spree. The player picks one of the gang’s twenty-two members and runs heists alone, with AI, or with up to three teammates online.

Heists include bank robberies, shop robberies, armored car jobs, drug trafficking runs, rigging an election and stealing smuggled nuclear warheads. The level selection screen is styled as a fictional website called Crime.net, where contracts pop up periodically on a map of Washington, D.C.

That menu is one of the game’s better ideas. Contracts appear and disappear, and the player can grab an open one, join a contract someone else started, or buy one outright with in-game money held in an offshore bank account. It gives the whole thing a loose, opportunistic feel that fits the fiction.

Seven Difficulty Levels, One Bad Night

Payday 2 runs on seven difficulty levels: Normal, Hard, Very Hard, Overkill, Mayhem, Death Wish and Death Sentence. Higher difficulties pay more money and experience.

Some contracts stretch across multiple days, with each day built as a separate level with its own objectives. After certain days completed in “loud” — meaning the alarm has already sounded — the game may throw in an escape level. The original escape gets thwarted, and the crew has to survive long enough to reach a backup getaway.

That structure is where Payday 2 gets its hooks in. A multi-day job turns into a running tally of mistakes, and the escape level is the bill coming due.

Stealth, Pagers and Four Dead Guards

The stealth rules are specific, and they are the best thing in the game. If the player avoids getting caught on camera, evades or silently kills security guards, does not kill more than four guards with pagers, and keeps civilian witnesses from calling the police, the alarm stays silent and the crew earns an experience bonus.

Break any one of those conditions and the job goes loud. From there the crew has to hit its objectives, haul any loot to a drop-off point, and reach the escape under constant police assault waves.

The four-pager limit is a small rule that does a lot of work. It forces coordination. It punishes the player who solos a room without checking the count. It turns a stealth run into a shared arithmetic problem.

Dallas, Hoxton and the Dentist

The plot picks up after Payday: The Heist. Dallas, Wolf and Chains return, along with their operator Bain. Hoxton, the fourth member of the original crew, is in FBI custody when Payday 2 begins, and the gang’s campaign to break him out is what sets the story in motion.

After a break from criminal activity, the gang starts taking jobs around Washington, D.C. for Bain and other contractors. That draws the attention of “The Dentist,” a middleman for wealthy clients, who offers to help break Hoxton out. The gang proves itself by robbing a bank thought to be impenetrable, and the plan moves: Hoxton gets a retrial, the gang intercepts the transport, then breaks into FBI headquarters to find out who double-crossed him.

The traitor is Hector Morales, a contractor who cut a deal with the FBI for protection. The gang raids his safehouse and kills him. The Dentist’s last job is to steal a mysterious box from the vault of a large casino.

Along the way the crew takes bigger contracts — a famous diamond, nuclear weaponry, heavily guarded buildings — and recruits more members. Law enforcement and government officials grow frustrated as the crime rate climbs. The gang stays elusive.

Bain is later captured by the Dentist and an unknown faction. The mercenary Locke helps the crew uncover the conspiracy, free Bain, and set up a final heist: infiltrating the White House to steal presidential pardons. In an alternate ending, the gang finds a secret ancient machine beneath the White House and activates it, with Bain seemingly transferring his consciousness into the President’s body.

That alternate ending is a lot. It is also the most interesting thing Payday 2 ever does with its own story.

What the Crimewave Edition Added

The Crimewave Edition is the version most people will run into now. It offers improved graphics, new content and some downloadable content, and it shipped for PlayStation 4 and Xbox One in June 2015. The Switch port followed in February 2018.

An accompanying web series was produced to promote the game. The game was profitable from pre-orders alone.

Version Platforms Release
Payday 2 (original) Windows, PlayStation 3, Xbox 360 August 2013
Payday 2: Crimewave Edition PlayStation 4, Xbox One June 2015
Payday 2: Crimewave Edition Nintendo Switch February 2018

The table tells its own story. Payday 2 launched on hardware that was already on the way out, then got a second life on the consoles that replaced it, then a third on a handheld. Very few co-op shooters from 2013 managed that.

Where Payday 2 Actually Stands

Here is the honest read. Payday 2’s stealth system is the reason to play it, and the loud system is the reason to stop.

The stealth rules reward patience and communication. Four pagers, cameras, witnesses — every one of them is a clear, legible constraint. When a crew pulls off a silent bank job, it feels earned because the game told you exactly what would break it.

The loud game is a different animal. Once the alarm goes, Payday 2 becomes a wave defense with loot hauling attached. The objectives do not change. The pressure does. Constant police assault waves are meant to be the tension, but over a multi-day contract they turn into a grind, and the escape levels — where the getaway is thwarted and the crew has to survive to a backup — read as punishment rather than escalation.

The customization is the other pillar. Payday 2 differs from its predecessor by allowing far more player customization, both aesthetic and gameplay-wise, with a somewhat improved graphical interface and experience, more variety and playability in levels, and reworked stealth mechanics. That is real. It is also uneven. More options do not automatically mean better choices, and the game rarely tells you which of its many moving parts actually matter.

The twenty-two playable gang members are a symptom of the same problem. It is a big roster. It is not a roster where every entry changes how you play.

The Dentist and the Case for the Story

Giancarlo Esposito plays the Dentist, and the game uses him well. The Dentist is a middleman, not a villain with a monologue, and the Hoxton breakout arc gives the campaign a spine that the first game never had.

The White House heist is the right ending. Stealing presidential pardons is a clean, absurd escalation of everything the gang has done, and it lands because the game has spent hours establishing that these people will take any contract that pays.

Then the alternate ending happens. A secret ancient machine under the White House, and Bain apparently moving his consciousness into the President’s body. It is a swing. It is also tonally adrift from a game about pagers and drop-off points, and it undercuts the cleaner ending sitting right next to it.

The 7.5 Out of 10

Payday 2 earns its 7.5. The stealth design is sharp, the Crime.net contract system is a smart piece of framing, and the game has more content than most co-op shooters of its era. The Crimewave Edition kept it alive across three console generations, and the fact that it turned a profit on pre-orders alone says something about how badly people wanted a competent four-player heist game.

The problems are just as clear. The loud game wears out its welcome. The difficulty ladder from Normal to Death Sentence is a numbers climb more than a design climb. The story cannot decide whether it wants to be a crime thriller or something stranger, and the alternate ending picks the stranger option without earning it.

Play Payday 2 for the silent runs. Play it with three people who will call out pager counts. Skip the escape levels when you can, and treat the White House machine as a curiosity rather than a conclusion.

7.5 of 10.

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