Tag Archives: Deep Silver

Saints Row IV Review: Saint Nothing Wrong With That

Saints Row IV

Somewhere between using my mind to throw a guy dressed up in an energy drink can costume into a black hole I just shot at an alien on a hoverbike and playing a bananas text adventure involving a black not-a-raven parrot, I realized Saints Row IV might be onto something. It reminded me of when a friend of mine recently noted that people that take a “fuck it” attitude towards looking like a god damn maniac to try new things are often the best sorts of people. If that’s the case—and it is—then Volition, Inc. is the tops.

Saints Row IV is ostensibly the capper to the Saints Row saga wherein a ground of gangsters originally known as the 3rd Street Saints rise from banging around less-than-fortunate neighborhoods to running the entirety of the United States through the country’s executive branch. If you think they skipped a couple of steps, that’s because they most definitely did, but the series also skipped a lot of steps to become a worthwhile franchise, and the latest in Saints Row IV really just kind of seals the deal.

You play as the Boss of the Saints in this continued third-person open world game. You’ve recently become President of the United States and even more recently become victim of an alien invasion-abduction combo, courtesy of the Zin Empire. Their leader, Zinyak, has placed pretty much everyone you know into a Matrix-like simulation of Saints Row: The Third‘s Steelport and now you must figure out how to get free, release everyone else, and put an end to that pompous alien’s shenanigans.

Now, if I could just describe everything insane that happens from the start of the game to the end, that would probably be a pretty good review. It would also be entirely pointless because a lot of crazy things happen in the game. But the opening is a pretty good indication of what’s to follow. I don’t want to ruin it for you, but if you thought Saints Row: The Third‘s opening missions where you skydive through a plane and then in a tank were crazy, just know that Saints Row IV gets weirder (for the better).

Once you enter the alien simulation, you’re back in Steelport of old. It’s pretty much the same except now there are giant Zin towers all over the city, which kind of reminds you that this game did in fact start out as an expansion of Saints Row: The Third. There is, however, one crucial and immense difference: you have superpowers. You can run super fast, jump super high, punch super hard, and glide super…glidey.

This has, of course, been done before. Crackdown and Infamous were both open world games where you had superpowers, but neither of them felt as good as Saints Row IV does. If you hold down the left trigger, you just start going. You run faster than any car can drive. And if you hold down jump, you’ll rocket straight up into the air something like 30 stories. And then if you press and hold left trigger again, you’ll air dash and then start gliding. Landing on walls allows you to run up along them, too, if you don’t feel like jumping.

Saints Row IV

It’s all so easy and intuitive that sometimes I couldn’t believe that I was doing all of that without even really thinking. All I had to focus on was picking where I wanted to go and plotting out in my mind all the big buildings along the way so I could get back up into the sky as quickly as possible once I floated back down to Earth. If you can recall what it was like knowing you could get anywhere you wanted in Spider-Man 2, it feels an awful lot like that. It’s so empowering both in as the character and in being the player.

All of that adds an incredible amount of verticality to the game. While you may be in the same basic city of Steelport, you are now experiencing it in an entirely different way. Outside of the first couple of missions before you get your powers, I never drove a car unless I had to steal one for a mission. And many of my fights now took place on rooftops instead of in the streets. Steelport is way more interesting when you can climb a skyscraper in a matter of seconds.

This does, however, make some of the game’s lingering designs a bit strange. The entire upgrade system is almost exactly the same as it was before where you unlock things by leveling up and then activate them by spending money (or cache, in this case). Cars still have a nitrous boost upgrade and can still get repaired at body shops, but now that’s almost entirely pointless when you can sprint everywhere. And your ability to speed up to an enemy and one-hit kill them makes most short range weapons useless.

Saints Row IV

Being inside a simulation, though, does also have its benefits. You know, besides the superpowers. You can listen to the radio anywhere you’d like, which makes shooting a water gun assault rifle at guys dressed in neon bear costumes all the more fun. And if you do decide to hop in a vehicle, instead of driving it to a garage and saving it, you just press down on the D-pad and it automatically saves.

And that might be Saints Row IV’s greatest strength. This is a game that facilitates your desire to do anything you want. Both cache and upgrade data clusters are so easy to come by that they’re mostly courtesy requirements for you to upgrade your character and your powers. If you unlock a new ability—say, crashing down from the sky with the force of a two-ton bomb—then either immediately or in a few short moments, you will be doing just that. And it will be fun.

This is a game that means to make sure you are doing something new every second you are playing it. As often as you are discovering new things you want to try in the open world, you are also engaging in missions that you didn’t know you wanted to do (but totally do) under the stricture of story progression. At a certain point, I was playing a top-down tank battle game. And then at another part I was escaping an alien base in a spaceship, barrel rolling my way out of danger. And then I was fighting zombies. And then and then and then. (Remember when I said I wanted to just rundown everything I did in the game?)

Saints Row IV

And all the while, you’ll be smiling. One, from how fun it is to play through all of that nonsense. Two, from how well-written it is. It’s not always “holy shit I’m rolling on the ground laughing and taking notes so I can bring it up with my friends later so we can laugh and roll on the floor together like friends do” funny, but I can hardly remember a moment when something was happening and I wasn’t grinning. The story itself is fairly interesting and feels way more thought out than a game with a dubstep gun should be (though it does feel like it pulls some punches with a few key characters), but all of the tiny little in-jokes and big uproarious goofs add up to be essentially nonstop.

You do, however, need to know some stuff about some stuff. You’ll probably be best off if you played Saints Row: The Third and watched and played a heavy number of movies and games in the past 10 years. Actually, make that the past 15 years. Well, a cool 20 to be safe. Like, if you didn’t play Mass Effect, romance will elude you. And if you didn’t watch The Matrix or Supernatural, you’ll also be a bit lost. And if you don’t know who Nolan North and Johnny Gat are, then, um, yeah. You’re going to be scratching your head a bit.

Lastly, if you have a choice between playing on a PC or a console, for the love of god, choose PC. I played on all three platforms and both the Xbox 360 and the PlayStation 3 versions had severe issues. Frame rate was atrocious which affected shooting dudes in the head and capably landing on things from hundreds of feet in the air and the PS3 one kept freezing (on both a fat and a slim model). The PC one, however, ran without a hitch and looked pretty good, to boot.

Saints Row IV

Saints Row IV is a game that revels in being whatever it wants to be so it can be whatever you want to be, but it does it so well that you don’t realize it. Much of the writing and jokes are very much on the nose (if you know it, anyways), but that contrast with the subtly of the design makes both sides work. And make no mistake; there is a significant amount of nuanced design in this game. When you throw everything into a bucket and rattle it around, a game doesn’t come out by accident. Things happened inside that bucket.

Think back to college and that guy who looked like he had perennial bedhead. He never wore matching socks as he stumbled from class to class, still covered in glitter from last night’s party. Little did you know, that guy just aced his fifth test that week and was preparing to defend his thesis on Monday. That’s Saints Row IV. So prepare to party, guys. It’s gonna be a fun one.

+ Superpowers make everything better
+ Exceptionally funny writing and fantastic voice acting to go along with it
+ You are doing something new every few minutes and it’s all gravy
+ The music and radio DJs are pretty much just what you need as you run and dive through Steelport
– Performance issues on the consoles almost ruin the entire thing for those versions

Final Score: 9 out of 10

Game Review: Saints Row IV
Release: August 20, 2013
Genre: Open world action-adventure
Developer: Volition, Inc.
Available Platforms: PC, PlayStation 3, Xbox 360
Players: singleplayer offline, multiplayer online
MSRP: $59.99
Website: http://www.saintsrow.com/

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An Unanswered and Unasked Question

An Unanswered and Unasked Question

One of my favorite movies from last year was Looper. It had Bruce Willis and Joseph Gordon-Levitt playing the same character separated by 30 years in age but coexist in a drama about changing yourself and your past, all of which occurs in the year 2044. If that brief synopsis didn’t tip you off, it’s a sci-fi flick about time travel. Well, correction: it’s a sci-fi flick with time travel. Director Rian Johnson said as much, saying that he wanted to avoid the traditional “chalkboard scene,” a trope where the characters explain everything that’s happening and why it matters and blah blah blah.

Johnson fixed it all with a single line. Seated in a café, the two get down to brass tacks. “I don’t want to talk about time travel.” That’s all Old Joe has to say as Young Joe questions whether his future-borne counterpart knows what’s going to happen. “We’ll be here all day…making diagrams with straws.” It’s fitting because Looper really isn’t about time travel at all; it’s just a color Johnson paints into his portrait of a man learning to live.

To that point, it allows you to bridge over a lot of what you might want to call “plot holes,” a subject expertly dissected by Film Crit Hulk. Time travel movies generally invite that sort of investigative slant from the audience, but the immediate reciprocation of cause to effect in the film skews it towards a bit of the “magical” interpretation, as Primer director Shane Carruth put it. In fact, one of the few plot holes Johnson is willing to acknowledge is that the safe in Joe’s apartment would be inexplicably protruding into the unit below, which would undoubtedly raise questions from the tenants.


I began to think about this last night as I was playing Saints Row IV. (Speaking of which, it’s a great game and I’ve got a review forthcoming. Hold tight!) After a troubled publishing and muddied development story, we’re finally back with the 3rd Street Saints and the Boss. The absolutely bonkers campaign left from Saints Row: The Third is taken to its logical conclusion and we see the Saints as the leaders of the United States. The Boss is the President and everyone else is your cabinet.

It does, however, get more…unconventional than that. In the opening moments of the game, aliens attack and abduct everyone. You fend off the attack and watch the rest of the Saints get pulled up into the alien mothership. It culminates with you getting into a futile fistfight with their leader Zinyak, eventually dropping into some sort of digital simulation of Steelport run by said extraterrestrial. There’s some silver lining, though, since the simulation can be hacked by Kinzie to allow for you to earn superpowers like super speed and super jumps.

In a stroke of genius, developers Volition, Inc. decided to co-opt Crackdown‘s single greatest contribution to the superpower video game lexicon: agility orbs. Or rather, data clusters in this case. You collect these precariously placed pickups from all over the world. Some will be on rooftops and others will be stuck along a billboard. As you get more and more, you can spend them on upgrades to your powers so you can glide in the air (think Infamous) and run into things without taking damage.

Saints Row IV

There’s a narrative layer to them, though. Kinzie describes them as lingering bits of code that will allow her to modify the simulation. The Boss questions, then, as to why Zinyak’s forces don’t use them, too, so as to boost their powers. She responds with the fact that since Zinyak runs the show, he doesn’t need them. But then why would they leave them lying around? They’re strays. Accidents. So shouldn’t they collect them anyways so I can’t get them?

The Boss has a lot of questions, and most of them fair. Kinzie also has a lot of answers, and all of them check out. But, just as time travel logistics don’t really matter to Johnson and Looper, these questions don’t hold any sway in Saints Row IV. That’s just not what this game is about. Those are fair questions posed by the Boss, and it seems Kinzie has all of the answers, but why get bogged down in the details? Young Joe had fair questions, too, with Old Joe fully capable of answers or at least taking a stab at them, but that would take a quick, character-based drama to a sudden halt.

Saints Row IV is the kind of game where you choose to either cure cancer or solve world hunger with a press of a button, each one via bills appropriately named Fuck Cancer and Let Them Eat Cake, respectively. Saints Row IV is the kind of game where you every car has nitrous because why the fuck not? You can already run at like a hundred miles an hour, so it doesn’t make a lot of sense to have you buy it every time you find yourself in a car. It’s the kind of game that gets mired in espousing to you the reasoning behind the insanity and would much rather spend that time letting you get lost in its nutso reality.

Saints Row IV

To point out that Saints Row IV is a game with a lot of unanswered questions is entirely accurate because there are a lot of unanswered questions. But it, like many other artistic or entertainment endeavors (or at least the ones worth considering), it aims for a singular purpose. If its purpose was to fill your mind with a rich tapestry of complex narrative folds and weaves, then it would be a valid complaint. But this is not Tinker Tailor Soldier Spy. This is a game with a dubstep gun and the ability to choose Nolan North as your character. So those answers you’re looking for? They’re not here. No one even bothered to ask.

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Hands-on with Saints Row IV

Hands-on with Saints Row IV

There’s a little over a dozen of us, and we’re all seated on plush purple cubes. The room is dimly lit with purple mood lighting and the producer next to me is wearing a purple Saints Row shirt. In the room adjacent is a Saintsified interpretation of “Washington Crossing the Delaware” and a couple of presidential podiums with more purple cubes strewn about the floor. Saints Row IV and its marketing is, above all else, about its presentation. It just so happens that it’s also a terrifically fun game to play.

I think that played into the scheme that publisher Deep Silver had set up for us here. We’re all seated shoulder-to-shoulder so that we can easily see what those around us are doing. The opening bit is actually what appears to be the opening mission for the game. The leader of the Saints has been elected President of the United States and, quite frankly, isn’t coping well with the lack of degenerate activities. Walking through a hallway to a press conference, you see some familiar faces and set about making some World Leader-type decisions including whether to cure cancer with a bill entitled Fuck Cancer or solve world hunger. It was fun seeing everyone beside you pause as you considered your options and laugh along with the results.

As you approach the stage, Kinzie is trying to hold back the onslaught of White House press questions only to be greeted by a new front when aliens drop from the sky and descend upon the presidential platform. The Zen leader Zinyak abducts Kinzie and then proceeds to lay waste to the general area. You fall back to the Oval Office to stock up on weapons (natch) and then go about mowing down aliens while your Cabinet is also abducted. They’re somewhat bullet sponges, but it’s fun nonetheless.

Saints Row IV

You eventually make your way to a, uh, Presidential Turret and gun down some alien ships in perhaps the most ridiculous way possible (you don’t actually appear to be using your hands for anything besides being absurd). The last ship comes crashing down in front of you and you proceed to bash your way into the cockpit and engage Zinyak in fisticuffs. Things don’t go so well as you quick-time event your way through the cutscene and you are, by and large, defeated. Fade to black and…

We’re now several hours deep into the game. The conceit is that the Zen abduct people and put them into a virtual world that they control so as to break their collective bounty’s will. The thing is that the Boss is kind of a badass so he fights back and ends up with lots of guns and superpowers. We’re reminded before the demo starts that the left bumper is important because it controls all the cool stuff like super speed, gliding, and whatnot.

However, something catches my eye. In fact, it probably catches all of our eyes in the room. In my periphery, I can see at least the two people around me pause on the weapon select wheel (it returns from Saints Row: The Third)—on one weapon in particular, actually: the dubstep gun. Almost in unison, we use it, and we smile. It is, in fact, supremely awesome. There’s also a black hole gun that sucks everything together, a laser sword that chops things up real nice, and a burst rifle customized to look like a Super Soaker. And then there are some regular ol’ guns, but I’ve already decided to not use those at all for this demo.

Saints Row IV

The superpowers are pretty super. Running at super speeds is pretty fun, allowing you to crash into pedestrians and cars with reckless abandon. If you hold down the jump button, you charge your jump and can reach Hulk-like heights before pressing the left bumper again to engage in an Infamous-esque glide. It all feels incredibly slick and enables you to get where you want to go really easily. It adds a verticality that previous games simply didn’t have (I was able to get to the top floor of the 3 Count casino in a matter of seconds).

What they neglected to mention, however, was the B button (we were playing on Xbox 360s). It allows you to use your offensive, non-traversal powers like telekinesis, freeze power, rock slam, and a fire buff. You assign it in the weapon selection wheel with the D-pad and each power has its own individual cooldown, so you can keep swapping and to keep a constant rotation of active powers. Telekinesis allows you to throw things and people around while the fire buff sets yourself on fire so that if you touch anyone, they are instantly set on fire as well. Freeze power does exactly what it sounds like it would do and the rock slam is a super powerful ground attack that damages and knocks everyone around to the ground. I really enjoyed using that one after a super jump (apparently there is also a move called Death From Above that I missed out on, but here we are).

All we have to do is collect blue orbs that allow us to upgrade our powers, engage in alien outposts (much like you would with gang outposts in Saints Row: The Third), and do a side mission in which you race around Steelport at super speed and super heights. The rest was up to us, so I spent a good amount of time just—for lack of a better word—fucking around. I tried to see every dash-melee combo attack (there are some really good ones), I tried to combine weapons and powers (I liked freezing things and super kicking them), and I tried to steal some vehicles. The problem with the last part is that with the ability to run and jump anywhere I want, what’s the point of driving? Even the hoverbike I stole felt insufficient.

Saints Row IV

But most of the fun I had with the half-hour demo was the same fun I had with Saints Row: The Third. Namely, just messing around. I would shoot things until I got bored, then punch things until I got bored, then run and jump and glide until I got bored, and then I would blow things up until I got bored. Then the cycle would repeat itself.

A lot of the same things both good and bad in Saints Row: The Third appear to be in Saints Row IV except taken to the extreme. Superpowers are a must, and of course you’re the president. Aliens? You got it! The plot is appropriately insane and a knowing nod towards the popular http://deckers.die/ mission of Saints Row: The Third and appears to tickle the same itch as before for absurdity and insanity. It seemed like before, Volition was just lovingly caressing the kitchen sink, but now they’re just abusing it. And it’s amazing.

Look for Saints Row IV on PlayStation 3, Xbox 360, and PC on August 20th.

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What to Expect from E3 2013

What to Expect from E3 2013

I’m filled with dread. And excitement. I’m anxious and paranoid. I’m filled with a glut of emotions that I reserve for times when I’m under prolonged duress, and in this case, it’s because I’ll be in Los Angeles for a week for E3. I feel like a hot little turnip of feelings because for six solid days, I’ll be surrounded by tens of thousands of other people in downtown LA (probably more due to the Kings playoff series once again looks to ravage the bustling, hotel-filled area) and set to meet dozens and dozens of them as I talk about and play almost as many games. And for some reason I do this voluntarily.

And that’s because there will be just so much to see. Outside of the tremendous networking opportunities, there’s just a lot of games to get my hands on and share with all of you. If there’s something in particular you want me to investigate or check out, just let me know in the comments or tweet at me and I’ll do my best. Last year, I tracked down Tokyo Jungle for some folks, an adventure that led me to faking a British accent and landed me square in a room full of European press I didn’t recognize. This year, well, who knows.

But here is what I’m looking forward to most.

Xbox One/PlayStation 4 Drama

PlayStation 4 vs. Xbox One

Word on the street is that the Microsoft press event is going to be…aggressive, which makes sense; they were the last next-gen console to be revealed and now they’re going to be the first out of the gate at E3. By all counts, the initial announcement seemed more aimed to appease partners and shareholders, so let’s so what happens when they have the opportunity to set the tone for an entire week of video game coverage. I’m expecting more games (probably some actual gameplay from Call of Duty: Ghosts this time) and “surprises,” as Geoff Keighley put it. Microsoft did, however, cancel the post-conference press Q&A, so who knows what that means.

As for Sony, well, a lot has happened since the Xbox One announcement. They’ve since been able to cultivate a strategic response to the kerfuffle surrounding used games, always-online requirements, and all that goodness, but they will also have to follow Microsoft (and everyone else seeing as how they’re the last presser to take place) next week. How well will they be able to execute a proper PR message turnaround if something unexpected happens? We’ll probably even see the actual hardware this time, too. This will, undoubtedly, be the most exciting pre-E3 press conferences in recent memory.

Saints Row IV

Deep Silver will be there repping Volition’s Saints Row IV and I have two hours set aside to bask in its glory. I don’t know if I need to say anymore. Just look at that trailer!

Nintendo’s Unusual Tact

Nintendo E3 2012 press conference

Nintendo won’t have their usual press event and is instead opting for a Nintendo Direct streaming thing. This isn’t unusual (big news dropped last year in the following online videos while their event skimped on the goods), but it does beg a lot of questions. Has Nintendo given up on mainstream marketing for the Wii U? Do they have latent plans for taking up the E3 news cycle that no one knows about? Last year they had one of the biggest booths with an entire second floor dedicated to appointments and private demos. The Nintendo Direct is also at the same time as a Square Enix Final Fantasy thing, so, um, yeah.

Plus they’ll have all those games demoed at 100 Best Buy stores across the country, saying they’re “making an E3 for the people.” That’s a smart ploy to put games in more gamers’ hands that won’t be at E3 (which is to say the vast majority of people), but it also feels like a concession in the console battle at a pivotal point where giving an inch anywhere is costly.

Franchises, Franchises

We’ll see more of Call of Duty: Ghosts, for sure, along with Battlefield 4 and Assassin’s Creed IV: Black Flag. There won’t be any sign of Grand Theft Auto V at the show, but there will be Super Smash Bros. Wii U, which obviously has a lot of people excited. Rumors have hit an all-time high for Mirror’s Edge 2 and Rare has been teasing a revival of a “historic” franchise (I’m hoping Viva Piñata, but I’m expecting Perfect Dark or Killer Instinct). We’ll see how Batman: Arkham Origins is shaping up and if Bayonetta 2 is just as ridiculous as the first.

Fresh-Baked Games

And then there’s the new IPs that we hopefully get to learn more about. Watch Dogs will be Ubisoft’s ace, probably, as it will likely take over its mantle for new annual franchise. Harmonix recently dropped the news that they are working on Fantasia and Double Fine will be talking about its latest Kickstarter endeavor Massive Chalice (and might show off Broken Age). Sony will also be showing off Puppeteer, one of the most exciting things I’ve seen in a long time, and we’ll finally see some of Bungie’s Destiny. Of course, there’s much more to E3 than that, but you’ll read about it all next week.

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Eyes-On With Saints Row IV: Aye, There’s The Wub

Saints Row IV

I guess I’m not surprised. Saints Row: The Third was a popular game and media passes are becoming increasingly easier to come across, but come on. Why is there a cosplayer in the room? Why is there someone here who is clapping and Jerry Springer whooping at everything producer Jim Boone says? And why am I repressing the joyful glee within me that makes me want to join them?

Because yes.

Saints Row IV, in a word, is appropriate. It’s logical. It is, from what I can surmise after a seven-minute hands-off gameplay demo video, totally what you would expect from a followup to a game that features exploding pedicabs powered by BDSM gimps. In it, we are shown what Boone calls “the virtual world,” which is explained by the fact that this all takes places in the mind of the head Saint.

Which might also explain why there are aliens and you are the President of the United States and Steelport has become a weird, topsy-turvy, DmC Devil May Cry Limbo-esque version of the one you know and love from SR3. Boone explained that while yes, some of that is taken from the canceled and reappropriated SR3 DLC Enter the Dominatrix (namely the aliens, which are now called the Zen), but he also says that Saints Row IV is still very much a new game. The DLC only helped to facilitate ideas and not necessarily content or mechanics.

Saints Row IV

That may or may not be true, but I can say with absolute certainty that I like what I saw. Coming back are several smaller bits and pieces from past Saints Row games such as deftly executed melee takedowns (like sliding crotch punches), XP bonuses for driving recklessly (which still manifest in that purple circle that fills up and flares up), and, from what I remember, chunks of Steelport. But that’s all old. You’re here for the new.

And boy howdy is there some new stuff. We are shown two new weapons right off the bat, showcased with the same irreverence with a side of appreciation as Insomniac would show off new Ratchet & Clank guns. The first is something called the Inflate-o-ray which, well, you know how when you over-inflate a balloon, it pops? Yeah, that. Then there was the dubstep gun which fired off these beautiful arcing light beams that of course caused the entire world to stutter, the game to play the wubs, and cars to bounce up and down to the broken electro beat. It is pretty fantastic.

There are some actual changes to what the player can do, too, seeing as how it’s all in his head. Volition thought it would be appropriate to give your character super powers, and I would have to agree. You get super speed, super jumps, super strength, telekinesis, and the ability to glide à la Cole from Infamous. In fact, as I watched several minutes of super powered wreckage being produced, my first thought was this was what I wanted Infamous, Prototype, and Crackdown to play like.

Saints Row IV

The world has similarly changed to accommodate your powers, too. Boone said that Steelport had been redesigned to allow for the increased verticality in gameplay (just as the video showed him dashing through a street, jumping six stories in the air, and landing on a rooftop) and is comparatively “massively larger.” This includes the landscape (which has been torn asunder and is shown, um, floating in parts), architecture, collectibles, and the enemies. The Zen will be your primary foe in Saints Row IV, replacing the gangs from SR3. Boone points out, though, that the total variety of Zen definitely outnumbers that of previous games, so don’t worry about having to fight the same thing over and over again.

Of course, new throwaway things are also packed in there like a rocket launcher mod called the Soopa Six that looks an awful lot like the Super Scope 6 and a guitar case called the El Fugitivo as a shoutout to Robert Rodriguez’s El Mariachi. And new perfunctory missions have been added like mech suit mayhem in which the celebration screen shows you doing the robot in said mech suit. Those side bits will also earn you different rewards based on bronze, silver, or gold rankings.

Some inconsistencies with SR3 have also been addressed. Now that the Zen is there, Saints Row IV will have a much more consistent antagonist and less of a meandering narrative as with the multitude of gangs of old. However, if you think that you still won’t get to do a bunch of weird side stuff, then you’re wrong because Saints Row IV gets a little Psychonauts-y in that you will get to explore the psyches of other Saints and see what it’s like in their minds.

Saints Row IV

Going into the presentation, I wasn’t sure what to expect. I knew from other press people that it was still Saints Row, but little else came out of their mouths except maniacal laughter and Skrillex sounds. And after half an hour of videos and Qs being A’d, I still don’t know what to expect except maybe more Saints Row.

Expected release date is August 20, 2013.

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