Saints Row: The Third
Score: A Disappointment out of 10. (7/10)
Let me start by saying I'm a huge fan of Saints Row. Years ago, on my birthday, someone got me a used Saints Row 1 game. I thought, "Oh Gee, a GTA clone." Dozens and dozens of hours later, it became one of my favorite games. So, when Saints Row 2 came out, no question I would get that.
Saints Row 2 built upon the first game successfully and in every possible way. So, years and years later, Saints Row IV is announced and I figured it was time to buy the III while it was on sale.
Awesome stuff, awesome stuff, awesome stuff, and then we run into the problem.
Saints Row lost its way.
The franchise, before III, wasn't exactly know for being serious in story, but the game did have its dramatic moments and the story was good enough to allow yourself be invested. The characters were memorable, the story and humor were there, the actual gameplay solid, and while there were some technical hiccups with things like pop-in, you had hours of fun.
Not so with Saints Row 3. Not only is the story the most railroading one in the series, and not only does it have two different endings, the game clocks in as hours shorter than the previous games. I finished Saints Row 3 in 18 hours, and that's counting the amount of time I spent screwing around.
The Good
1.) The Gangs
The three enemy gangs are the Deckers (high-tech British-anime...guys and gals), the Luchadors (explosion loving wrestlers), and the Morningstar (generic-generic). The game introduces really cool sub-bosses for each faction. All three have Brutes, which are gigantic foes with high health and sometimes very heavy weapons.
The Deckers have a roller-skating girl with a huge weapon called the Shockhammer which will ruin your day. Those girls are fast, and easily the coolest of the sub-bosses.
The Luchadors have a armored big guy with a rapid-firing grenade launcher. The grenades from it don't do much damage to you compared to others (for balance, given he can fire off a dozen in a few seconds), but when you're caught in the explosion, the screen shakes and your PC takes a second or two to recover.
The Morningstar have sniper guy who doesn't really matter. I don't like the Morningstar.
I like the aesthetics of all three factions, since they're easy to distinguish. However, that is not to say that the gangs don't have problems, which will be revealed in a moment.
2.) Underlying Mechanics
The game gives you plenty of moneysinks this time around, ranging from vehicle customization to weapon upgrades, to personal upgrades. In the previous games, increasing respect only unlocked new missions. In SR3, they open up personal upgrades such as increased sprinting, ammo capacity, health, number of gang followers you can have, and a slew of other options. It is a very nice touch.
You can also go around buying property, which increases your hourly in-game income. Combat is a lot more hectic and less easy than previous games thanks to aforementioned sub-bosses.
The Bad
1.) Technical issues, such as pop-in. I played this game on PC and I am extremely surprised how bad pop-in is and how bad the draw distance is. Vehicles will pop in and out in front of your very eyes too often. This is the same problem that existed in SR1 and 2 and should not exist in Saints Row at this point.
This is really a problem if you're using air vehicles since its very possible you fly so high that you can't see any cars on the ground because the game won't make them appear.
Draw distance shouldn't even be an issue at this point. Crackdown was released for Xbox and had excellent draw distance.
2.) Boring Minigames. Besides Professor Genki's Super Ethical whatver, there isn't a lot of variety. Mayhem, tank mayhem, escort missions, etc. All the unique-to-Saints Row minigames are gone, and that's rather sad.
3.) Tanks are awful. I have no idea if it is just me, but the main cannons on tanks don't like shooting where you want them to go. There doesn't appear to be an immediate drop on the projectile, so the fact it'll explode three dozen meters in front of the target is baffling.
4.) Zombies. Just zombies.
5.) Robbing stores, and stores in general, are boring. You used to be able to walk into a tattoo parlor or gun store, point a gun at someone, and they'll walk to the safe, unlock it, and a bunch of other stuff. Nope, not anymore. They'll just hand you the money outright. Also, if you own a store and walk in, all your notoriety is erased. There are several things wrong with this, which'll be explained in the next section.
The Ugly
1.) YOUR GANG DOESN'T PATROL THE STREETS. At NO point driving around will you ever seen your gang walking the streets. In the early game tutorial, this is handwaved by saying the Syndicate (the Decker-Luchador-Morningstar Alliance) won't attack your property because that'll give you the OK to attack their property or some stupid crap like that. THE PROBLEM WITH THAT is that this works on police too, and there are NO missions involving the normal police. This works on STAG, the new faction that pops up later as a police replacement in some areas, which makes NO SENSE given the things you see STAG do.
It makes less sense given that your gang doesn't patrol the streets, but are hold up in a handful of HQs you steal from factions. [There are also less stronghold missions in SR3 than SR2].
It is hard to take the idea that you're growing in power in Steelport when you see gangs with eradicated leadership more prominent on the streets than Third Street.
2.) Story is a mess. You no longer have a choice in which gang you target first, making the story extremely linear which wouldn't be bad if the story line was developed. The fact the storyline is, on average, eight to twelve hours shorter than previous games means it isn't developed.
And while in gameplay the factions have more personality in combat, in the story, they aren't. In previous games, gangs had more than just one important character in them. The Ronin, Brotherhood, Los Carnales, they FELT like major criminal organizations each with major power players. In SR3, the Deckers have only ONE character. The Luchadors have ONE character. The Morningstar has ONE character and two minor characters, one of which becomes major but not within the context of Morningstar.
In other words, while the visual distinctiveness of each gang might have seen an increase in combat, in terms of actual depth, it has it the lowest mark in the franchise. That is not to say that the characters are not strong, because they are (except the main Morningstar guy). However, the overall gangs lost some flair, drive vehicles that are pretty much all the same but recolored, and the fact that all the other gangs start off in an alliance makes things a little sadder.
3.) SR3 jumped the shark with refrigerator skis. We're supposed to believe that five years has pass since SR2 and SR3. Fair enough. However, we're supposed to believe that between the events of SR2 and SR3 the United States had built a
and equipped the federal anti-gang task force with lasers, VTOLs that shoot lasers, and laser tanks? The fact that something like STAG exists doesn't seem that weird given you're running an organization that killed thousands of people in Saints Row 2 (at least, my character did in SR2) and has since become Vice Kings+. However, the fact that STAG is as heavily militarized as it is doesn't make too much sense.
Also, zombies. These aren't slow zombies either. They're fast zombies and while they are confined to one island, they're annoying and don't add much to gameplay or to the story. After they're brought up, they're quickly ignored once more once their short part in the story is finished.
The Deckers and Morningstar play EXTREMELY minor roles in the story. Because the story is linear, both gangs are come and go and not a lot is established for either gang other than the Deckers are high-tech and the Morningstar is sophisticated and European.
Final Verdict
If this game had been released by itself with no expectations, like a new IP, it would've been fine. However, this is the sequel to a popular franchise and it fails to live up to the legacy. The announcement of Saints Row IV and the announced story of IV shows that the series has lost its way in a big way.
If IV is anything like III, or worse than III, than I see no reason to get SRIV over GTAV. Saints Row, a series created in response and gained popularity because of the gritty realism GTA IV tried to create, will now lose players back to Grand Theft Auto because they want some kind of semblance of seriousness and story telling in their games.
For the money you could spend on SR3, you could pick up SR1 and 2 for the same.