HomeGaming NewsPayday designers’ 10 Chambers is about to be ‘brutally honest’ about Den...

Payday designers’ 10 Chambers is about to be ‘brutally honest’ about Den of Wolves


Years before the players intended to have it in their hands, 10 cameras became strong with the lound of wolves. Since 2023, the long -awaited return to the genre of robberies of the creators of Payday 1 and 2 has enjoyed two consecutive explosions of the game awards, including a spectacle of massive and dramatic drones about Los Angeles.

However, what follows for a game with two of the louder trailers than these middle -aged ears have endured, seems to be ready, in 10 words of cameras, “brutally honest.”

At some point in the near future, Den of Wolves will enter the early access in a pre -mayor state, as well as the previous game of 10 chambers, GTFO, in 2020, giving players a direct line to their development. Along with this, the study has revealed that it is planning to premiere a long documentary video series, do the game, which says that it will document the development process behind the game, warts and everything.

“We do not want to follow the standard play book just because it is what everyone else does in the industry,” says Communications Director Robin Björkell to VGC. “For us, it is about starting early; we think about it as a subway system: you pass through different stations and collect new passengers on the road. Building a new IP is very different from working with an established, and having as long as possible is a great advantage.

“When it comes to [the] game [documentary]It is our way of capturing something real. It is not about pretending that everything is perfect. We have faced challenges in our mental health and in the construction of a company, and we have also experienced huge victories. We wanted to be open about both. ”


Watch our Den of Wolves game video …


For a more recently known study by its bold and striking marketing, do The game is a surprising approach change but welcome to the real and human cost required to make triple-A video games. 10 Chambers said he wants to show players a “honest” version of the games industry, and an unilcomoted story of what he was destined to build the lound lair.

“The Docuseries focuses more on the struggles of people behind the game, instead of directly in the Lobos den as a technical development project,” explains Björkell. “After doing GTFO, we felt, fuck, why don’t we documented the process anymore? That were a couple of intense years, very fierce. And there were many stories to have that development process: human stories. That is why the cameras were introduced to the beginning; then the project evolved on the road.”

10 Chambers says that he has been filming for five years, since its most humble origins as an indie of ten people, to their modern configuration as a study of 100 people financed by Tencent. Soon more details will be revealed, including where the game will be transmitted, but assuming that Frank evaluation that your promise of spokesman could offer an invaluable vision of the reality of a modern games developer, in an era in which many are not sure of what enters a triple-a production.

“I hope that the game speaks with others, for people who want our honest opinion of the industry, who feel curious about how games are made, future developers and entrepreneurs who start something their own,” says Björkell.

“We believe that it is valuable to give people an idea of ​​how challenging it is to create a game. With luck, it will make the players better understand why a game can be delayed, for example, or why it is not so easy to simply add a new feature. It is so many factors involved in each development phase. We have a saying that” each game is sent is a miracle.


The wolves at the door

The Wolves Den game trailer of the last game of the awards made fun of a convincing combination of Cyberpunk and Payday. Fortunately, the change to science fiction seems to be much more than a reskin of the last work of the 10 cameras.

The game takes place at the end of 21street Century, when AI advanced, has made digital security a fundamental problem for the richest companies in the world. Its solution is Midway City, a mega unregulated city and an ‘innovation zone’ controlled by corporations in the middle of the Pacific Ocean, where its vaults are blocked by a new type of safety system based on the human brain, which is considered “inacacitation.”

As with all the historical proclamations that incorporate the piracy community, Midway attracts all espionage fans and an avant -garde street fashion to their coasts, which soon build a criminal network of mercenaries to sneak in corporate computers in exchange for a hard booty.

The plot sounds quite adequate given the world climate: Is that deliberate?

I know, it’s almost scary! However, to tell the truth, when we conceived the story of Den of Wolves, this was long before the ‘AI Revolution with Chatgpt and its associated developments. Many could probably see that this happens, and is deliberate in the sense that we want the world in the loude of Lobos to feel solid and credible. And with recent developments … maybe we are successful almost too well.

There is a district at the launch: What is the plan beyond that?

We plan to expand Midway City with more districts as we go through early access and version 1.0. Some updates would be free, including the opening of new districts, while others could also be available as paid DLC packages. Our goal is to find a sustainable approach to develop Lobos den. This is a game that we want to keep for a long time.

Do you expect to attract unhappy payment players?

Not particularly. We found nothing to enjoy how payment 3 was received, and we believe there is space for more than a great robbery game. That said, given our background to work on Payment Day 1 and 2, your players base will probably find the Lobos den, and we will do everything possible to comply.

“The types of missions and scenarios that you will touch are allowed to be a tool for corporations and their rivalry,” explains co -founder and audio director Simon Viklund. “That is much more interesting for us as narrators, because it becomes personal among business founders and CEO, of what we find more convincing than military or political conflicts. There are many examples of capitalism in the late stage of what companies make us able to inspire us.”

The suggestion is that 10 cameras have put a pleasant amount of work in the narration of the Lobos den, with each mission of robbery and preparation that serves the construction of the convincing world for its cyberpunk universe, instead of simply using it as a hollow aesthetic.

Den of Wolves’s missions that we could play (some of which you can see in the game video on this page) contained elements that will be familiar for payment fans, a team of four players cooperate in preparation missions, which leads to a completely complete robbery, but it is clear that the change to SCI-FI is not only showcase for the game either.

In a sequence of recognition, for example, all players were able to enter the space of the undercover mission, allowing our team to establish an ambush before recovering the drones and the team we needed for the great mission. Players can also equip several science fiction gadgets, such as micro-translations and portable shield walls, ideal for defending bank vaults that open slowly for their robotic drones that lead to the mission.

10 Chambers says that the movement to science fiction has allowed it to be bolder with its ideas and scenarios, which is not more evident than in the sequence of ‘diving’ at the end of our robbery. With the unlocked bank vaults and the loot taken to an extraction point, a large window that we plan to open with explosives, our crew can open a last mega-vault, revealing a boss with a mini gun and a final challenge: immersion.

The diving, in the den of the universe of the wolves, is when the computer pirates enter the neural networks that AI cannot access, connecting its consciousness to a virtual world. In this sequence, our crew must defend itself against the waves of enemies, while simultaneously deforms in the virtual diving sequence, a head of the head of the head with enough gravity turning to make a nausea hangover journalist. The sequence reminds Raid de Destiny events, and with that type of creative flexibility, you can see why the payment designer Andersson has been anxious to create a science fiction turn in the genre for many years.

“GTFO was the game we had to do, because we had a small financing, but we often say that Den of Wolves is the game we must do, because it is a game that has been in ULF’s mind for more than ten years,” explains Björkell. “You need to get it out of your system, and 10 chambers adapts to doing this type of game … working in the payment day franchise, we feel limited in what we could do, since that game takes place in the contemporary world. Adding the science fiction aspect gives us a much more creative freedom.”

“GTFO was the game we had to do, because we had a small financing, but we often say that Den of Wolves is the game we must do, because it is a game that has been in ULF’s mind for more than ten years.”

10 Chambers will not say when Den of Wolves will enter early access, but when you do, it will be launched with a ‘district’ so that players explore and collect missions. As you approach version 1.0, it says that it will add additional districts and updates, some free of charge and others such as DLC packages paid.

What we played by Den of Wolves, in truth, did not feel like pre-alpha: the game is already polished enough with adjusted and mechanical weapons runs to satisfy a large audience audience of fans of the shooters, not less than those dissatisfied by the most recent payment game. However, as always with any type of access prior to release in the current game climate, it is impossible to foresee exactly how it will be received in nature.

However, we leave our quiet game time, that 10 Chambers is hiding its own path, with a convincing game universe and some unique ideas. While it has never been more difficult to predict success in the game market, one thing seems quite safe: being derived in the modern triple-a space is more often that it leads to failure, and in this sense, Den of Wolves feels more promising than most.

“As you said; the market now favors unique titles, especially smaller studies and even single -man independent developers,” says Björkell. “However, to be completely honest, we do not spend much time investigating the market to find a profitable genre for our games. First, we believe it is extremely difficult to timet the market. When its game ends, which can take a long time, that trend can already be dead.”

It is another frank response from a study that seems ready to follow its theatricality of smoke and spur when it reaches business, delivering those high promises.



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