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       #Post#: 1572--------------------------------------------------
       My review of Saints Row The Third
       By: Matthias King Date: December 6, 2011, 9:11 pm
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       Review of Saints Row The Third: Beware Spoilers Ahead
       Initially, I wasn't going to bother doing a detailed review of
       SRTT, but after thinking about it for a while, I changed my
       mind.  I've seperated it out into four sections.  The Good, The
       Bad, and The Ugly, the ugly being the worst aspects of the game.
       And then minor gripes which are mostly nitpicks.
       The Good:
       Steelport: The design of the city looks great.  The art
       direction is excellent.  All the textures on the buildings and
       streets look uniformly great, and streets, buildings, alleyways,
       etc... all seem to make good sense.  The city by itself seems
       like the aspect of the game that had the most work and thought
       put into it by far.
       Graphics: SR1 blew me away in terms of graphics back in 2006
       when it came out.  Then, two years later, SR2 actually seemed to
       take a step backwards in a lot of ways graphically.  Now SRTT
       finally looks like SR2 should have.  It's kind of funny though,
       SRTT looks only slightly better than SR1, but it's just enough
       that it's satisfying.  And finally having wet pavement when it
       rains is a big improvement.  It finally looks like a game on the
       current console generation should.
       Control Scheme: The control scheme is only slightly altered from
       past SR games, but the changes they made are great.  The things
       that already worked stayed, and the things that didn't work so
       well were shuffled around until what we're left with is a much
       more intuitive and functional scheme.  Switching to the left
       trigger instead of clicking the right analog stick to zoom is a
       huge, much needed improvement.  Swapping RB for LB for sprint
       works better, and losing the food/drug inventory was a small
       price to pay for mapping the dedicated off-hand grenades to RB.
       And finally making the controls for shooting when you're in the
       passenger seat of a car the same as they are when you're on foot
       is a no-brainer.  I've thought it should be that way since back
       in SR1.
       Driving/Vehicle Physics: The handling is slightly improved over
       past SR games, and the drifting adds something too.  And
       thankfully, they FINALLY eased back on the rubber-band vehicle
       physics for persuers, and also, it's a relief that other
       vehicles have a more realistic weight when you hit them, instead
       of every vehicle you hit having the mass of a tank.
       New Game Mechanics: Things like the diveroll and the Bo-Duke-En
       hijack are nice additions that help gameplay.  And the
       improvements made to hopping over fences and barriers is good
       too.  It's just kinda stupid that three games in and we STILL
       can't climb a fucking ladder.
       The Bad:
       Weapon Variety: It's severely lacking.  Only 2 choices for
       pistol, 2 choices for SMG, 2 choices for assault rifle, 2
       choices for shotgun, not counting the STAG weapons, mainly
       because you don't even get them until you're damn near finished
       with the game.  Where's the Vice9? The beloved Tombstone and 44
       Shepard?  The GAL 43 and T3K Urban?  Where's the AR40 Xtnd???
       And the AR50 XMAC?
       
       Upgrades Can't Be Deselected: This speaks for itself.  Once
       earned and purchased, any and all upgrades should be able to be
       selected and deselected at anytime at the player's will.
       
       Needing to Earn Dual Wield: This is unnecessary and should not
       have been part of the upgrade system at all.  The MC could dual
       wield in SR2.  Did he forget how?  But even forgetting that,
       you're dual wielding SMG's in the first fucking mission!  And
       going back to my last point; upgrades that can't be deselected.
       Once you unlock dual wielding and select it, it can't be undone.
       You can't go back to single wield, period.  It should have been
       the way it was in SR2, where you go to your weapon cache and
       choose your pistol or SMG and choose to single or dual wield it.
       
       Needing to Earn Infinite Sprint: I just feel this is outdated.
       Just give us infinite sprint from the outset and be done with
       it.  This should just be a given at this point.  Not to mention
       that you're more than halfway through the game before you even
       have the option to unlock it.
       
       Customization:
       1) Clothing is quite lacking.  This speaks for itself.  There's
       simply not enough variety, and all the clothing is pre-combined
       into mini outfits, taking a lot of creativity and customization
       out of the player's hands.
       2) Tattoos are lacking in variety and what little actually is
       there is mostly piss poor.  The billboard for Rusty's Needle
       looks awesome and looks like it had 10 times more thought and
       effort put into it than the actual tattoos in that store.
       That's pretty sad.
       
       No Day/Night Cycle: It just takes something away from gameplay
       in a sandbox game not having a day/night cycle.  Not to mention
       that you can get stuck in an endless night which just gets
       annoying.
       
       Almost No Enterable Interiors: This speaks for itself.  There
       are just very few enterable interiors, which takes away from the
       exploration and free-roaming aspects that are inherent in
       sandbox games.
       
       No Multiplayer: Overall I feel like not having a multiplayer
       takes a lot away from the game and hurts it in the long run.  MP
       is one of the key things that extends the life of a game.
       Short Campaign: The game's single-player campaign is just too
       short.  Plain and simple.  And going back to my last point, a
       game with a short campaign and no multiplayer will most likely
       equal many renting instead of buying, and/or seeing many copies
       of SRTT on the used shelves at gamestores within a month or two.
       Also, the lack of Strongholds as they were in SR1 and SR2 hurt
       the campaign a bit too.  They helped supplement the missions a
       lot.  In SRTT they had "Gang Operations" which were somewhat
       like Strongholds, only a lot more simplified and quicker to
       complete, which does nothing to extend the game.
       
       Whored Mode: It's just kind of lacking, and it's made worse by
       the fact that it's only 2 Player instead of 4 or 5 like a proper
       "Horde Mode" Clone.
       
       Weapon Customization: It's pretty lacking, and I think missed
       the point of what people were actually asking for, not to
       mention that this is yet another thing that ties into upgrades
       not being able to be deselected.  Once you have a weapon up to a
       certain level, it can't be undone.  I think people really wanted
       to be able to add AND REMOVE attachments individually, instead
       of a wholesale upgrade, one that can't be undone later no less.
       And the one thing that Volition missed the point entirely,
       people wanted to be able to change the color scheme of their
       guns.  Why have that dull green on the K8 Krukov when you could
       have it blinged out in gold or platinum, or a purple camo
       scheme, or some other thing.  If they would have provided a
       handful of color scheme options I think it would have gone a
       long way.
       
       The Ugly:
       No Mission Replay: This just plain sucks, period.  It's a huge
       misstep, and probably the biggest mistake in the game.
       
       No New Game+: Another big mistake.  No mission replay and no New
       Game+ takes away A LOT of the replay value.
       
       Story and Characters:
       1) The story is poor, badly disjointed, and just kind of sucks.
       It has it's moments and some of the missions are truly kickass,
       but it doesn't make up for the story's weaknesses.  It's like
       they didn't know where to go with the story, and instead of
       deciding, they just went in every direction and didn't worry
       about it.
       2) And the characters are treated very poorly.  Killing off
       Johnny was a mistake, but the even bigger mistake is that once
       they committed to doing it, it was handled so poorly, so
       anticlamactically, that it just spits all over his character and
       the players who loved him, which was just about all of them.
       Then after you land in Steelport, it's almost like Johnny never
       existed.  No one cares or even reacts to him being dead, except
       for Shaundi.  Pierce doesn't give a damn.  The MC, who has been
       rolling with Gat, doing heavy shit for the better part of a
       decade now doesn't even seem to care.  To take an incredibly
       popular, beloved character and kill him off, then to add insult
       to injury, do it in the first mission and in such an
       unceremonious way, off-camera no less, and THEN completely
       no-sell his death afterward just completely devalues character,
       story, and narrative.
       And Phillipe Loren was sold as THE villian.  The main guy we'll
       be going after.  The Lex Luthor to our Superman.  But in
       actuality, he's dead within the first hour of the game, and
       there's no bossfight or anything.  Just a cut scene of him
       getting crushed by a huge round thing, and we don't even really
       see it.  Then, once again it's as if his character never
       existed.
       Sample dialog: Killbane, "Phillipe dead me now in charge for
       some reason!"  Matt Miller + Viola sisters, "U am not qualified
       but Me are ok with it for some reason haha!  Me too!  Who
       Phillipe was?  Cutscene over haha!"
       A lot of the story and the way characters were handled just told
       me that the writers quit trying and didn't care, and in essence
       didn't think we would or even should care either.  The 'Star
       Wars' crawl at the beginning pretty much says it flat out.  The
       great thing about SR1 and SR2 was that despite them being wacky
       and over the top in tone, the story was still played fairly
       straight.  You could still get into it and you actually cared
       when Lin, Carlos, and Aisha died, and it was much more
       gratifying when you finally get to waste Price, Maero, The
       General, Jyunichi, Shogo and Kazuo, Hector and Angelo, Dane
       Vogel, etc...  In SRTT, the developers seem to have lost the
       plot, literally and figuratively.
       Activities as Missions: A handful of the "Missions" are simply
       the first level of activities.  Introducing the activities this
       way is actually a great idea, but counting them as "Missions" is
       just cheap as hell.
       
       No Cover System:  People were pretty divided on this one.  Many
       wanted a cover system, just a simple, functional one.  Some
       didn't care one way or the other, and some didn't feel it
       necessary in a run and gun game.  But regardless, it didn't make
       it in.  Here's why I've put this in my "Ugly" section.  After
       Volition addressed this directly, claiming a cover system didn't
       fit into Saints Row, what did they do?  They introduced a cover
       system for EVERYONE BUT YOU!  Your homies/followers can use
       cover, the cops can use cover, the rival gangs can use cover,
       but YOU CANNOT!  Pretty messed up.
       Minor Gripes:
       Vehicle Variety: I found it a little lacking.  I don't like the
       redesigned Bootlegger, and where's the Magma, La Fuerza, and
       Venom Classic?  What about the handful of vehicles from SR1 that
       virtually everyone wanted to see come back like the Venom,
       Rattler, Fer De Lance and Vegas?
       The TOGO13 sniper rifle from the Prima Guide DLC should be in
       the special slot designation like the McManus, not the rifle
       slot.
       The Ultor Assassin outfit from the Prima Guide DLC has stiletto
       heels, even when on a male character.
       Vehicle Audio: Engine Sounds, tires screeching, etc... are
       glitchy, sometimes sounding oddly muffled, sometimes
       disappearing entirely leaving only silence.  However, this is
       something that could and probably will be rectified by a patch,
       making it a non-issue.
       #Post#: 1581--------------------------------------------------
       Re: My review of Saints Row The Third
       By: Aussie Boy Date: December 7, 2011, 1:38 am
       ---------------------------------------------------------
       Good Review bro, this sums up most of my problems with the game.
       I reckon the way Johnny should have gone out was like John
       Marsten style, except he kept firing until he eventually died.
       Again your review, well worth the read and well written.
       #Post#: 1582--------------------------------------------------
       Re: My review of Saints Row The Third
       By: laidbackdude Date: December 7, 2011, 2:02 am
       ---------------------------------------------------------
       Interesting read. We're all entitled to our opinions, and il be
       honest, don't agree with most of it. However, rather than just
       get into some debate with you, il just say that it is very well
       written and you do make some fair points. I miss the GAL, easily
       best gun on SR2. As for the Rattler, yes that was a sweet car
       but we now have the Temptress, so fair trade. Thats all i have
       to say, right now anyway...
       #Post#: 1583--------------------------------------------------
       Re: My review of Saints Row The Third
       By: jameson18 Date: December 7, 2011, 2:41 am
       ---------------------------------------------------------
       I agree completely with a lot of the things you said. Overall,
       the game just took a step back. I also think it's bullshit that
       we have to buy new stuff like weapons and outfits one at a time
       over the course of the "40 weeks of DLC" thing. Why not put some
       of the packs together and selling it for one price and not
       nickel and diming here and there. They say that putting some of
       the stuff on the disc it to ensure that when playing multiplayer
       it makes it so even if the person you're with doesn't have the
       DLC they can still play... What doesn't make sense to me about
       that is what about all of the missions packs that are supposed
       to be coming out? The ones that aren't on the disc yet? If your
       partner doesn't have those then how will they play? The games
       are no longer compatible if on doesn't  have the missions packs.
       I just really don't like how Volition is keeping us in the dark
       about everything and just lying to us about everything else. I
       mean seriously, most of the things in the trailers for the game
       are not even in the game. With all that being said, I'm still
       going to buy every DLC they come out with, but only to make the
       game more complete. I feel like SRTT came to us half-ish done. I
       can't remember who said it, but someone on the SRF made a good
       point, "...is like selling the first few chapters of a book for
       $50 and selling the rest a few pages at a time for $12 each..."
       That kind of thing would NOT work anywhere else so why should it
       for video games? What because they know we'll buy it? I can't
       stand the greed.
       #Post#: 1597--------------------------------------------------
       Re: My review of Saints Row The Third
       By: Wetbizket Date: December 7, 2011, 3:36 pm
       ---------------------------------------------------------
       Yeah yeah, that was a good review with alot of good points put
       to though! To me it sounded like there was going to be more
       weapons we could use in the game, but it looks like were
       supposed to buy them in a DLC, I would live to use the 44. Again
       which was of my favorites.
       To me it actually seemed like Volition was experimenting with
       the game, see'ing how people would react to the fact the story
       did really have any value to it and was more laid back and
       wacky, to see if getting rid of the gang aspect was a good idea
       or not. And I think I liked being in a gang and taking out the
       gangs in their individual turns. blah blah blah you know the
       rest!
       #Post#: 1598--------------------------------------------------
       Re: My review of Saints Row The Third
       By: jameson18 Date: December 7, 2011, 3:49 pm
       ---------------------------------------------------------
       I think they were starting to feel that taking out gangs one at
       a time like in the previous games was getting too repetitive. I
       agree with it from that aspect, though I would have liked to see
       a more updated version of that. As for weapons, I'm very
       disappointed with the weapons this time around. I like the ones
       that are in the game now, but just adding one at a time and so
       far all the guns added suck ass... Well that just sucks. I mean
       seriously, a shark gun?? It is a waste of time, the grenade
       launcher? It is something that has potential to be cool, but
       isn't. And what's the deal with the guns that you can't ever
       actually have? Like the minigun, the flamethrower, and the
       luchadores grenade launcher? You can pick them up, but can't
       keep them. In SR2 you could have a flamethrower and minigun.
       Also the shock hammer would be really cool if you could actually
       keep. I don't get it, you can keep the sword, which is about the
       same size as the shock hammer. Wtf?? The satchel charges are a
       nice update to the previous lunchbox wrapped in tape that was
       used in SR2, and waaaaay better than the pipe bombs from SR.
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