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- Mar 31, 2008
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Saints Row IV (not 4)
Sonereal must really hate this game if he was disappointed by Saints Row 3. After all, if SR3 merely jumped the shark, Saints Row IV jumped the shark, took it, and clubbed some baby seals with it. 6/10? 5/10?
No, 9/10.
Wait, what?
I'm giving it a 9 out of 10.
And before going on, note that there are going to be some light spoilers in the game.
Pop-in isn't gone, but if you're flying (or gliding) around, you can now actually bomb things on the ground. Saints Row 3 had the problem of going so high, nothing on the ground would spawn. In IV, they will spawn.
Amazingly, Professor Genki's side missions are toned down in this game. They're easier, but still pretty fun. Mayhem missions come in standard, tank, mechsuit, and telekinesis. Escort missions are gone, but that means so are the drug dealing missions where you sat passenger while the dealer drove around and you protect him or her. It makes sense within the context of the game (which says something), but still.
Side missions are no longer rolled up into the main story line. Instead, characters will offer you rewards for performing a group of missions, such as clearing out enemies somewhere, TK mayhem, Professor Genki stuff, etc. The rewards are typically worth it and at this point of time, I have finished the game with 91% completion, including all side missions finished (though not gold in each).
Between story missions and the side mission strings your crewmates offer, there are also Loyalty Missions. Loyalty Missions are special missions you perform with a crew mate in the simulation. Loyalty missions are typically creative and fun.
I have 21 hours logged into the game, and I was doing somewhat of a speed run. The 24 hours I have in SR3 include the hours I spent just goofing around not doing anything related to anything except shooting Deckers. The 21 hours in SRIV was mostly doing the side missions, main missions, loyalty missions, and collecting as many collectibles as I could find.
These were two basic problems I had with the last game.
Before going on, the story needs a bit of explaining.
Since the events of the third game, you have become President of the United States in a way that points to the "good" ending of SR3 being canon. Several of your partners in crime are members of your cabinet. Benjamin King is your Chief of Staff and Pierce your...well, it doesn't matter. Keith David is also your Vice President.
In any case, after the introduction mission, there are story bits and walking around the White House where you learn that you've been president for a while, and that your approval rating is less than 20 points. It seems like it would be a normal day of being POTUS when theFire Nation Zin Empire invades Earth.
Long story short, most of the game takes place in a simulation and because of that, you have superpowers.
Ok, first of all, the Zin Empire?
Yeah. In every Saints Row previous this one, there was the Rule of Three. First game has three gangs to take down. Second game had three gangs to take down (and Ultor if they count). Third game had three gangs to take down (and then STAG shows up and ruins everything of course). Fourth game has only the Zin Empire.
The Zin Empire is, by all means, the most technologically advanced thing in the universe and this really means something in game terms. In the simulation, provided your wanted level is low, the highest human response you can expect in the simulation during normal player is the humble police officers armed with pistols. They ride around on motorcycles, but usually drive cars. These guys would, in any other Saints Row game, only be a mild threat. In IV, there is now way you're going to lose to cops. You can wipe fifty cops off the face of the earth without firing a bullet thanks your powers.
Pistol meet fire ball is what I'm getting at.
However, the Zin will quickly step in. Zin troops are armed with weapons similar to the ones used by STAG in 3, but these come in more varieties and are more effective at what they do. At first, the basic Zin troop will arrive to the scene in red hover cars, but very soon you'll be dealing with portals. Zin troops jump out of portals. Zin troops shoot you. Portals not your friend.
There are also, again, the STAG-inspired Zin unit with the riot shield. However, that is where the comparison ends.
If you're playing the game on normal, and you've played the last few games, or maybe just are good at games like this, you'll realize quickly the need to amp the difficulty up to hardcore.
Hardcore, which I consider the mode the game should be played on (powers make normal really really really really easy), can ruin your day quickly when dealing with higher level enemies. Sniper troops with super jumping abilities, drones that can make troops invulnerable to your weapons and powers, terminator-esque rapid-firing murderbots, and superpowered Wardens: large beasts that have the same abilities you do.
The game, early on, can be hellish, ease up in the middle, and then smack you in the mouth in difficulty again later on.
But you won't just fight Zin troops all game, and this is why the simulation aspect of the game actually works. The Zin are clearly the most fleshed-out, important enemies you'll fight, but missions will often give a variety of things to kill.
Also, good news, your gang actually patrols territory you control again, instead of just hanging out at the crib like a bunch of lazy bastards.
The bad news is that you don't need homies, or even vehicles. In Saints Row 3, homies were valuable meatshields because, for all intents and purposes, you were human. Not in Saints Row IV. Basic homies are worth their weight in nothing. For starters, non-super homies simply can't keep up unless you're driving.
And not once, during freeplay or during a mission when required, did I drive a vehicle. Why drive when you can leap tall buildings, run faster than any vehicle in the game, and use gateways to get around if you're feeling exceptionally lazy? Because regular vehicles are worthless, regular homies, you can't leap tall buildings with you, just don't make the cut.
Likewise, whereas I spent hundreds of thousands of dollars customizing vehicles in 3, I spent only $150 in SRIV in a required tutorial.
However, whereas three non-powered homies are underwhelming, having three supers with you is downright diabolical and impossible to counter, which is why its actually rather difficult to do iin missions.
But back to the Zin Empire and past gangs, one of the complaints I had with 3 was that because of the linear missions and low characterization of two of the three gangs in the game, there was a real missed opportunity in terms of the Deckers and Morningstar factions of that game. In IV, there is only one enemy: the Zin. Who are the Zin? The bad guys. Why are they bad? It becomes quickly apparent why they're evil and why you need to kick them down the well.
The leader of the Zin Empire, Emperor Zinyak, is a lot more fleshed out as a villain. Unlike Lorren of the Morningstar and Matt Miller in Saints Row 3, the entire game fleshes out Zinyak's character, his sense of humor, the kind of person he is. Matt Miller gets his time to shine in IV as a member of the human resistance.
So while the Zin Empire has only one named, major character, it isn't nearly as bad as the problem one one-character gangs in the last game.
Another complaint I had with 3 is that it jumped the shark. IV happens years after 3 and because of the whole thing about the simulation, I'm not even sure that that is a bad thing at this point.
This is what it says on the Steam page.
And Jesus Christ, has never a phrase not been ever truer. Like with any game I really want to play, I ignored reviews, comments, everything I could about the game. I already knew that you would gain superpowers, become the President of the United States, fight an alien empire, and gain access to the most insanely awesome weapons of the franchise. I knew all this going in.
Yet I was not ready. Every time you feel lulled into the idea that there is a status quo in the HSQ, something happens that just makes the number go off the charts again. While going through the storyline, I was at a complete loss in how to process it. Is this game Saints Row 1/2? Not at all. Is the story bad? No, not even that. I actually liked the story a lot more than I liked the one in the last game.
Saints Row IV is the wham episode of the series and marks a progression in your character because this is the same character you started off with in the first game.
This series, this franchise, began when you were minding your own business after a movie and you got caught up in a drive-by. You joined the Saints, who started life as a response to the gangs and called an abandoned church in the poorest part of the city its HQ.
Since then, you have taken over a city, been to prison, came back to lead the Saints to retake the city and clear out the gangs, turned the Saints in a multi-billion dollar corporate machine, taken over another city, fought the government to a stand still, and became President of the United States.
Serial escalation at its finest.
Overall, liked the game.
Gunplay is improved upon and there are weapons for everybody's taste. I ended up sticking with the reliable souped out Bounce Rifle (shoots orbs that bounce from target to target, and fully upgraded can wipe out waves of enemies in a full salvo before needing to cool down) and the Dubstep Gun, a musical cannon that uses the amazing power of dubstep to destroy everything in technicolor musical awesomeness. However, the game has some limited customization for weapons and in a pinch I used the reliable Heavy SMG and Heavy Pistol.
The powers are fun to play with, but make me wish there was a new Destroy All Humans! You unlock powers over the course of the game, like super jump, speed, energy blasts, stomping, telekinesis, etc. Each power can be upgraded further by gathering data clusters to upgrade them, which is where your super jump really comes in handy. Doing side missions for your crew unlocks elements for powers, such as fire blasts and mind control for your energy blasts, and lightning telekinesis for your regular telekinesis.
The only useless powers were life stealing for telekinesis and maybe the shrinking power ability for the stomp.
The bad?
This game is definitely not for everybody. The humor is back to Saints Row levels, and the game, in my opinion, does a better job of mixing comedic bits with serious bits. If you're expecting Grand Theft Auto IV or V in seriousness though, or even SR2, you're in a rude awakening. But like I said, I laughed. I had fun, and isn't that what really matters for a $50 game?
Sonereal must really hate this game if he was disappointed by Saints Row 3. After all, if SR3 merely jumped the shark, Saints Row IV jumped the shark, took it, and clubbed some baby seals with it. 6/10? 5/10?
No, 9/10.
Wait, what?
I'm giving it a 9 out of 10.
And before going on, note that there are going to be some light spoilers in the game.
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.
Pop-in isn't gone, but if you're flying (or gliding) around, you can now actually bomb things on the ground. Saints Row 3 had the problem of going so high, nothing on the ground would spawn. In IV, they will spawn.
2.) Boring Minigames. Besides Professor Genki's Super Ethical whatever, 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.
Amazingly, Professor Genki's side missions are toned down in this game. They're easier, but still pretty fun. Mayhem missions come in standard, tank, mechsuit, and telekinesis. Escort missions are gone, but that means so are the drug dealing missions where you sat passenger while the dealer drove around and you protect him or her. It makes sense within the context of the game (which says something), but still.
Side missions are no longer rolled up into the main story line. Instead, characters will offer you rewards for performing a group of missions, such as clearing out enemies somewhere, TK mayhem, Professor Genki stuff, etc. The rewards are typically worth it and at this point of time, I have finished the game with 91% completion, including all side missions finished (though not gold in each).
Between story missions and the side mission strings your crewmates offer, there are also Loyalty Missions. Loyalty Missions are special missions you perform with a crew mate in the simulation. Loyalty missions are typically creative and fun.
I have 21 hours logged into the game, and I was doing somewhat of a speed run. The 24 hours I have in SR3 include the hours I spent just goofing around not doing anything related to anything except shooting Deckers. The 21 hours in SRIV was mostly doing the side missions, main missions, loyalty missions, and collecting as many collectibles as I could find.
These were two basic problems I had with the last game.
Before going on, the story needs a bit of explaining.
Since the events of the third game, you have become President of the United States in a way that points to the "good" ending of SR3 being canon. Several of your partners in crime are members of your cabinet. Benjamin King is your Chief of Staff and Pierce your...well, it doesn't matter. Keith David is also your Vice President.
In any case, after the introduction mission, there are story bits and walking around the White House where you learn that you've been president for a while, and that your approval rating is less than 20 points. It seems like it would be a normal day of being POTUS when the
Long story short, most of the game takes place in a simulation and because of that, you have superpowers.
Ok, first of all, the Zin Empire?
Yeah. In every Saints Row previous this one, there was the Rule of Three. First game has three gangs to take down. Second game had three gangs to take down (and Ultor if they count). Third game had three gangs to take down (and then STAG shows up and ruins everything of course). Fourth game has only the Zin Empire.
The Zin Empire is, by all means, the most technologically advanced thing in the universe and this really means something in game terms. In the simulation, provided your wanted level is low, the highest human response you can expect in the simulation during normal player is the humble police officers armed with pistols. They ride around on motorcycles, but usually drive cars. These guys would, in any other Saints Row game, only be a mild threat. In IV, there is now way you're going to lose to cops. You can wipe fifty cops off the face of the earth without firing a bullet thanks your powers.
Pistol meet fire ball is what I'm getting at.
However, the Zin will quickly step in. Zin troops are armed with weapons similar to the ones used by STAG in 3, but these come in more varieties and are more effective at what they do. At first, the basic Zin troop will arrive to the scene in red hover cars, but very soon you'll be dealing with portals. Zin troops jump out of portals. Zin troops shoot you. Portals not your friend.
There are also, again, the STAG-inspired Zin unit with the riot shield. However, that is where the comparison ends.
If you're playing the game on normal, and you've played the last few games, or maybe just are good at games like this, you'll realize quickly the need to amp the difficulty up to hardcore.
Hardcore, which I consider the mode the game should be played on (powers make normal really really really really easy), can ruin your day quickly when dealing with higher level enemies. Sniper troops with super jumping abilities, drones that can make troops invulnerable to your weapons and powers, terminator-esque rapid-firing murderbots, and superpowered Wardens: large beasts that have the same abilities you do.
The game, early on, can be hellish, ease up in the middle, and then smack you in the mouth in difficulty again later on.
But you won't just fight Zin troops all game, and this is why the simulation aspect of the game actually works. The Zin are clearly the most fleshed-out, important enemies you'll fight, but missions will often give a variety of things to kill.
Also, good news, your gang actually patrols territory you control again, instead of just hanging out at the crib like a bunch of lazy bastards.
The bad news is that you don't need homies, or even vehicles. In Saints Row 3, homies were valuable meatshields because, for all intents and purposes, you were human. Not in Saints Row IV. Basic homies are worth their weight in nothing. For starters, non-super homies simply can't keep up unless you're driving.
And not once, during freeplay or during a mission when required, did I drive a vehicle. Why drive when you can leap tall buildings, run faster than any vehicle in the game, and use gateways to get around if you're feeling exceptionally lazy? Because regular vehicles are worthless, regular homies, you can't leap tall buildings with you, just don't make the cut.
Likewise, whereas I spent hundreds of thousands of dollars customizing vehicles in 3, I spent only $150 in SRIV in a required tutorial.
However, whereas three non-powered homies are underwhelming, having three supers with you is downright diabolical and impossible to counter, which is why its actually rather difficult to do iin missions.
But back to the Zin Empire and past gangs, one of the complaints I had with 3 was that because of the linear missions and low characterization of two of the three gangs in the game, there was a real missed opportunity in terms of the Deckers and Morningstar factions of that game. In IV, there is only one enemy: the Zin. Who are the Zin? The bad guys. Why are they bad? It becomes quickly apparent why they're evil and why you need to kick them down the well.
The leader of the Zin Empire, Emperor Zinyak, is a lot more fleshed out as a villain. Unlike Lorren of the Morningstar and Matt Miller in Saints Row 3, the entire game fleshes out Zinyak's character, his sense of humor, the kind of person he is. Matt Miller gets his time to shine in IV as a member of the human resistance.
So while the Zin Empire has only one named, major character, it isn't nearly as bad as the problem one one-character gangs in the last game.
Another complaint I had with 3 is that it jumped the shark. IV happens years after 3 and because of the whole thing about the simulation, I'm not even sure that that is a bad thing at this point.
This is what it says on the Steam page.
The American (Fever) Dream – Play as the President of the United States in a story that spans countries, space, and time. Saints Row IV is to Saints Row: The Third what Saints Row: The Third is to Do The Right Thing. You’re not ready.
And Jesus Christ, has never a phrase not been ever truer. Like with any game I really want to play, I ignored reviews, comments, everything I could about the game. I already knew that you would gain superpowers, become the President of the United States, fight an alien empire, and gain access to the most insanely awesome weapons of the franchise. I knew all this going in.
Yet I was not ready. Every time you feel lulled into the idea that there is a status quo in the HSQ, something happens that just makes the number go off the charts again. While going through the storyline, I was at a complete loss in how to process it. Is this game Saints Row 1/2? Not at all. Is the story bad? No, not even that. I actually liked the story a lot more than I liked the one in the last game.
Saints Row IV is the wham episode of the series and marks a progression in your character because this is the same character you started off with in the first game.
This series, this franchise, began when you were minding your own business after a movie and you got caught up in a drive-by. You joined the Saints, who started life as a response to the gangs and called an abandoned church in the poorest part of the city its HQ.
Since then, you have taken over a city, been to prison, came back to lead the Saints to retake the city and clear out the gangs, turned the Saints in a multi-billion dollar corporate machine, taken over another city, fought the government to a stand still, and became President of the United States.
Serial escalation at its finest.
Overall, liked the game.
Gunplay is improved upon and there are weapons for everybody's taste. I ended up sticking with the reliable souped out Bounce Rifle (shoots orbs that bounce from target to target, and fully upgraded can wipe out waves of enemies in a full salvo before needing to cool down) and the Dubstep Gun, a musical cannon that uses the amazing power of dubstep to destroy everything in technicolor musical awesomeness. However, the game has some limited customization for weapons and in a pinch I used the reliable Heavy SMG and Heavy Pistol.
The powers are fun to play with, but make me wish there was a new Destroy All Humans! You unlock powers over the course of the game, like super jump, speed, energy blasts, stomping, telekinesis, etc. Each power can be upgraded further by gathering data clusters to upgrade them, which is where your super jump really comes in handy. Doing side missions for your crew unlocks elements for powers, such as fire blasts and mind control for your energy blasts, and lightning telekinesis for your regular telekinesis.
The only useless powers were life stealing for telekinesis and maybe the shrinking power ability for the stomp.
The bad?
This game is definitely not for everybody. The humor is back to Saints Row levels, and the game, in my opinion, does a better job of mixing comedic bits with serious bits. If you're expecting Grand Theft Auto IV or V in seriousness though, or even SR2, you're in a rude awakening. But like I said, I laughed. I had fun, and isn't that what really matters for a $50 game?