The interesting gameplay of "Payday" quickly became a topic of discussion among players.
In terms of scale, "Payday" itself was only a small-to-mid-sized game.
Yet it gave players an extraordinary experience.
First came the appeal of its premise. Playing as criminals carrying out robberies gave players the feeling of breaking a taboo.
And as a game, it let players run wild without being constrained by morality or the law, making it one of the best ways to vent their stress.
That was also why so many games under Nebula Games had earned countless nicknames.
Setting aside the stories within the games, Link had become the Hyrule Rascal under the control of countless players, while Arthur Morgan had become a notorious villain in the West...
There were many similar cases. It could be said that this kind of behavior gave players an indescribable sense of satisfaction.
"Payday," meanwhile, had made that the core of its gameplay.
Then there was the realism "Payday" gave players.
In the game, Chen Xu and his team had incorporated many real-life cases and studied plenty of professional knowledge.
Of course, if players really treated it as a robbery encyclopedia, they would definitely learn what it meant to be tired of living.
But many of the game's details had been handled exceptionally well.
Before playing "Payday," many players might not have even known that counters in places like banks usually had one-button alarm switches underneath them. They also might not have known that the glass in bank display cases was not ordinary glass, but bulletproof glass. Forget bullets—even ordinary homemade explosives could not blow it open.
Then there were bank vaults, which generally had two doors and did not contain nearly as much cash as players imagined.
At the same time, banknotes stored in banks also contained