Shortly after I'd finished Saints Row:
The Third, the 4th installment had been announced. After
the overload of comical violence, memorable characters, and
gang-related mayhem I'd just been exposed to, I was left pondering
one thing about the sequel. “How do you get bigger and more
bombastic than Saints Row 3? Where do we go from here?”
Saints Row IV answered that question
with a resounding “UP” and Volition proved that they could indeed
top themselves within the first 20 minutes of gameplay. After a
short SEAL team-style mission that ends with The Boss disarming an
in-flight nuclear missile, Saints Row IV drops the protagonist into
the White House as Commander in Chief. And what's the first thing
our president does? Fill the cabinet with Saints. Pierce, Shaundi,
and Kinzie are back, accompanied by Matt Miller (former leader of The
Deckers from Saints Row 3) and Benjamin “Motherfucking” King
(from SR1). Keith David also co-stars as himself - as the Boss's VP.
During a press conference in which the
Boss tries to recover from making a statement about how the pledge
should be changed to “one nation under ME”, an all-out alien
invasion begins, and things go to shit. After a brief bout of space
invaders, Boss gets knocked out and wakes up in some fucked up 50's
sitcom version of Steelport.
In a few short moments, Kinzie pipes in
and informs you that you're basically jacked into the Matrix. The
alien invaders (known as the Empire of Zin, or just The Zin) have
recreated a personal hell for each member of each species that
they've abducted from their home planet. Apparently, The Boss's
nightmares are of a 50's sitcom. Kinzie eventually hacks you out of
Leave It to Beaver, and drops you back into a replica of the Saints
Row 3 version of Steelport... just a little more... Matrixy.
Buildings shimmer and bystanders occasionally pixelate or glitch out,
constant reminders of The Simulation.
Now if there's one thing that we all
took away from The Matrix movies, it was the special effects. Keanu
Reeves could dodge bullets, stop time, and fly. Basically,
superpowers. By the end of the tutorial segment, you'll have already
acquired super-jump and super-sprint, which have now effectively
annihilated the usefulness of vehicles. Taking cues from nearly
EVERY Triple-A, open-world, third-person, sandboxy title out there,
Saints Row IV has masterfully combined the best pieces of each:
Jumping around and collecting “clusters” from the tops of
buildings derived straight from Crackdown. Superpowers that have
roots in both Infamous and Prototype. And, of course, all of the
series prior GTA elements remain as well.
Saints Row IV changes the game a little
bit, trading Cash for Cache (real original), and replacing Respect
with XP (which is just calling it what it was). The introduction of
superpowers required its own form of currency, as well as a unique
way to acquire it. Data “Clusters” are located all around town,
usually on top of buildings, but occasionally hidden in walls or
underground. Fortunately, they're abundant and it's not at all
required to collect every single one to max out your abilities.
Side-missions like Mayhem and Fraud
return. However, the addition of superpowers has had a unique effect
on these activities. Fraud still allows you to play in traffic, but
it is significantly more fun and productive to build up a 60mph
running start, jump 10 stories into the air, and THEN start
ragdolling. Shooting fire from your hands and tossing cars around
with telekinesis also adjusts the way that Mayhem is played. In
addition to these classics, there are also superpower specific
side-missions. Trailblazing has been replaced by Blazin, in which
you use your super-legs to run races around town. Professor Genki's
S.E.R.C. has been exchanged for Genki's Mind Over Murder, in which
you're required to throw specific objects (cars, people, and Genki
heads) through different colored targets, before making a mad dash
for the next zone. They've even added a Super Powered Fight Club,
where you take on waves of enemies using only your superpowers, culminating in a super-powered boss fight with an iconic character
from a previous Saints Row game.
However, there is a downside to all
this super-absurd super-fun. Since none of your gang members are
given your gifts, they've basically become obsolete. Sure, it's fun
to wander around town with an army of gimps or hookers, but hardly
productive. Your named homies don't receive any of your powers
either, but thankfully the game has included “loyalty” quests
that expand a bit on the selected character and grants them carbon
copies of your skills. Super-sprint also means that cars are
effectively useless, as anywhere you want to be can be ran and/or flown
to much quicker than driving.
Also notable is that, since your
consciousness is located inside of an alien simulation, the aliens
happen to be the ones enforcing it. What this means is that for a
gang-based crime shooter, Saints Row IV doesn't really have any gangs
to speak of. There is one particular moment in the story where the
simulation starts throwing any and every gang the Saints have ever
encountered at them, in a constant effort to be rid of them, but this
too is short-lived.
The storyline here is paper thin.
Aliens invade Earth. Humans get abducted. Humans break free. Take
Earth back. Saints Row has never gotten accolades for its storyline,
but what's more important are the interesting and diverse characters,
and the humor behind everything. Saints Row IV is dripping with
referential comedy. From the start when you're fending off the
hostile invaders and quoting Planet of the Apes, till the end when
you're rushing headlong into the final battle and Boss quotes Optimus
Prime while Stan Bush's “The Touch” blasts epically in the
background. Though when the game isn't referencing some form of pop
culture, current or otherwise, it's usually referencing itself.
Major moments from Saints Row 1 and 2 have been dropped in as some
form of continuity porn for those who knew Ben King and Johnny Gat
from “way back in the day”. I found this completely unnecessary,
and while you can get away without having any background, I instead
decided I'd go back and play through the first two titles. I expect
the experience to be interesting, grueling and overall not-fun. I'll
let you know how it goes.
Saints Row IV also throws around a lot
of fun parodies which, oddly enough, keep the gameplay interesting.
As previously mentioned, each abductee is being forced to re-live
their own personal hell inside the Zin ship. Over the course of the
game, you'll rescue each one of your crew members by walking them
through the fire – which keeps things fresh. Matt Miller is stuck
in an old-style text adventure (similar to the one in Saints Row 3),
Asha forces you through a Metal Gear Solid/Splinter Cell style level
in which you must first shoot out the lights, and then kill the
guards. There's also a lot of sneaking around in boxes and stabbing
people. Johnny Gat's rescue mission was a major highlight for me as
you're forced to play through the side-scrolling beat'em up “Saints
of Rage” (a reference to the classic arcade brawler “Streets of
Rage). No two rescues are the same and it really shows just how
creative Volition allowed themselves to be.
But nothing comes without a price.
Saints Row IV's biggest draw back is its lack of technical polish,
which can be downright infuriating at times. The frame rate
seriously starts chugging when there's anything more complex than a
firefight going on. For all the emphasis on Tron-esque alien tanks
and flying “saucers”, their neon glow and flashy lasers can cause
some serious slow-mo. Even sprinting down the street starts to cause
lag as cars and pedestrians are tossed about in your wake. In
addition to this, I have also experienced multiple game freezes
(though fortunately only one of those was during an autosave), and
even being stuck in an infinite fall animation. Granted, this seems
to be the curse of many open-world sandbox titles and no matter how
glitchy and how many game-breaking bugs are still around by launch,
if it's stamped with Bethesda, it still gets 9's. Taking that into
consideration, I have a hard time truly criticizing Saints Row IV for
these faults, and find it to be a larger problem with QA and beta
testing.
If that's not enough to rattle you out
of your cage and off to purchase this wonderful menagerie of
sandboxed mayhem and destruction, there's the ever-present co-op as
well, and several co-op exclusive activities (which I still have not tried yet as of this review). Whored Mode from Saints Row 3 was left
on the chopping block, since the whole thing seemed rather tacked-on
anyways.
Prior to launch, Saints Row IV
announced the most pompous, overconfident, self-absorbed titled
collector's edition I've ever heard of. They called it the “Game
of the Generation” edition. And now, after playing through to
completion, I have to wonder if it was really all that arrogant a
thing to say.
I give Saints
Row IV:
A-
A-
Despite some mildly annoying technical
shortcomings, Saints Row IV is an excellent package. It finds a way
to combine the highlights of every other game in its genre into one
thoroughly enjoyable experience. Take notes, games industry, this is
how you do it.
-Nik "Latency" Trumble
-Nik "Latency" Trumble
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