Everything You Always Wanted To Know About Hei$t

Remember how the guys who made The Bard’s Tale were making a bank robbing game called Hei$t for next-gen consoles? Well, FiringSquad has an interview with the game’s senior designer Sean Patton, in which he spills some intriguing details about how things will go down. Players are presented with the banks’ obstacles and options on […]

Heist02

Remember how the guys who made The Bard's Tale were making a bank robbing game called Hei$t for next-gen consoles? Well, FiringSquad has an interview with the game's senior designer Sean Patton, in which he spills some intriguing details about how things will go down.

Players are presented with the banks' obstacles and options on how to overcome them. The player can choose to acquire the means to blow up the vault or choose to build the skills of his safe cracker to break into the vault. Blowing the vault is faster, but the risks in getting the explosives are normally higher. Also when an explosive goes off in a bank, someone is going to report it, so the player better be prepared to get out quickly or deal with a barricade of police outside. On the other hand, cracking a safe takes more time, so the player will need to ensure that they have the patrons, tellers and guards covered during that duration, otherwise, they will set off the alarm.

As I've said, I like this concept (especially since it's set in an open-world San Francisco). Let's hope it lives up to the promise.

Hei$t Interview [FiringSquad]