Saints Row IV




-I’ve been majorly excited for this game for quite some time now. While Saints Row The Third had a bit of a mixed reception as some enjoyed it for what it was, a silly, over-the-top action romp, others criticized it for what it wasn’t, a game with a bit of wackiness sprinkled over a serious plot, much like what I’ve heard about Saints Row 2. The fourth entry in the series looked to be continuing the silliness trend from its predecessor, but with a well-needed dose of hindsight with how to improve itself after the last game.

-We start off with a basic tutorial mission that has you teaming up with Shaundi and Pierce from the past as well as MI6 agent Asha Odekar in the field and Matt Miller back at base. Matt being the leader of the cyber-punk Deckers gang from SR3 now having done a bit of growing up and moving over to join the good guys. You run through a basic assassination operation where you have to stop commander Cyrus Temple from launching a nuke at Washington D.C. Afterwards, you land in the oval office and put up your feet. Five years later, you’re the president, with plenty of friends, old and new, to help you out with your new duties as Commander in Chief. As president, you really only make a couple of major decisions, some important…

Image-…and some world changing.



-That doesn’t really last long, though, as not long after the earth is invaded by aliens. After a brief bit of you fighting them off, you and all of your on-hand crew (the four from earlier plus Benjamin “Motherfucking” King from SR1, Kinzie from SR3, and famous actor Keith David, who’s also your Vice President) are abducted by the evil alien overlord Zinyak. Next thing, you wake up in a 50s sitcom called “Leave it to the Saints” complete with a new outfit, although my previously created character kept some souvenirs from the outside world.



-After messing around a bit, you break what turns out to be a simulation, and Zinyak drops you into a simulated version of Steelport from SR3, only now the Saints have no presence, and he runs the show. You soon gain the ability to escape and reunite with Kinzie and Keith. Then Zinyak blows up Earth. You may call that a spoiler, but it happens about two hours into a game that I spent about 19 hours on, so whatever. Now, your job is to use the simulation to mess with Zinyak’s systems and join up with the old crew again to avenge the Earth. Considering the not all that impressive narrative of SR3, 4 is a very pleasant step up. The story sees you fighting the Zin Empire any way you can as you attempt to reunite with your crew to show Zinyak why you don’t fuck with the Saints. There’s some very cleaver and well-done writing all throughout the game that actually sells you on the experience, rather than just being the glorified framework that we were given in SR3.

Image-The gameplay in Saints Row 4 is easily its greatest strength, and it’s easily one of the most raw, no bullshit, straight-up fun games that I have ever played. Through a bit of sci-fi technical jargon, Kinzie is able to harness loose pieces of code in the simulation that give you superpowers. Yes, superpowers. It starts off simple with just super speed and the ability to jump really high, but progression and upgrades net you some really awesome powers, from freeze blasts, anit-gravity ground pounds, mind control, running on water, telekinesis, and so many more.


-The rest of the game has so much variety that I don’t even know where to start. There’s a few mainstay activities, but plenty have been added or at least altered to fit the new play-style more appropriately. There’s Crackdown style orb hunting for the code clusters that let you upgrade your powers, there’s destruction-derby style mayhem missions like before, but the new powers and vehicles make them feel fresh and new again. Then there’s the biggest source of variety, the side missions with your crew. Much like Mass Effect, once you acquire new crew mates, you can take them on loyalty missions to give them new abilities, in this case giving them superpowers when they join you in the simulation. Including *drum roll please* JOHNNY GAT!!!! Now, I haven’t played Saints Row 1 and 2, so I wasn’t quite as broken by his death at the beginning of SR3 as longtime fans were, but that awesome motherfucker saved my life in that game, and having him on hand to kill some aliens and avenge planet Earth felt completely right. 



-Before you can do the loyalty missions, though, you have to rescue your friends, which is done by jumping into their personal simulations and breaking them out, which is usually completely different from anything else in the game. You see, each simulation represents the person’s worst fears realized, and each nightmare is presented in totally unique ways, from an old school text adventure

Image-to a battle with a giant monstrous soda can

Image-to a sidescrolling beat-em-up, with plenty of others making due with just giving you new things to do with the normal gameplay engine


-Before I drift too far away from Mass Effect, there’s also a hilarious take on the Mass Effect “Romance” system, that allows you to have hilariously varied, and on exactly one occasion, an actual emotional personal encounter with the other members of your crew.



-There is so much that I could talk about with this game, if I go on too much longer we’ll be here all day, so I’ll try to wrap things up. Saints Row 4 is absolutely fantastic. It’s fun, it’s engaging, and it’s lasting. There are some minor complaints, like the lacking difficulty if you pursue the super-power upgrades and the uselessness of vehicles once you get the super speed and jump, but it’s a great game with tons of value for your money. You will most certainly need to be familiar with a lot of the Saints Row back-story to “get” some of the finer points of the narrative, but that really doesn’t matter when the game is this much fun.









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