Reviews from

in the past


Eu definitivamente não tava esperando gostar desse jogo

É o seguinte, eu sou fã de Saints Row pra caramba, joguei o The Third, quatro e um pouco do 2 (pena que não deu pra zerar por conta dos crashs ridiculo no PC), foram incontável as vezes em que me diverti de montão com essa franquia, obviamente eu fiquei ''hypado'' pro Saints Row reboot quando o anunciaram mas desisti de jogar ele no lançamento já que muita gente falou que ele tava bugadasso e isso ai me desanimou.

Só que os anos passaram e agora eu dei uma chance pro Reboot dessa franquia que eu tanto amo, e o resultado foi bem diferente do que pensei: eu gostei MUITO desse jogo.

Achei tudo nele insanamente divertido, alguns falaram que o roteiro dele era porco mas sinceramente achei bom, claro que é um tanto desconectado ali um pouco as vezes, mas isso é um tanto comum em jogos de mundo aberto de missões desse tipo. Os personagens novos são carismáticos cada um com sua personalidade própria e jeitão próprio, é claro que no começo eu fiz cara de nojinho pra eles porque eu tinha um certo apego pelos personagens antigos e conhecidos da franquia, mas quando foi passando algum tempo eu comecei a criar afeto por eles e claro, pela conexão que eles tem com o protagonista.

Hoje em dia tem bastante bugs consertados e você quase não ve nenhum enquanto joga, aparece um e outro ali na questão gráfica e poucos na gameplay, mas não é nada que de fato te faça sei la perder save ou perder a paciência enquanto joga.

E as explosões.. cara elas tão perfeitas, e explosões querendo ou não faz parte da identidade do Saints Row e eles não falharam em deixar elas catastróficas e belas, o gráfico também ta muito bonito mas em alguns momentos o jogo fica meio feinho tenho que admitir, só que gráfico nunca foi muito o forte da franquia então não me importei tanto.

Dito isso tudo, joguem Saints Row se vocês gostarem de jogos desse tipo meio ''trashzao'' (não sei se existe um termo pra jogos assim), tenho certeza que irão amar a experiência que ele tem a oferecer ultimamente!

(ah.. e tem um sistema de personalização de personagem impecável.. da pra criar até o John Wick)

well *I* liked it a decent amount tbh.

not sure what was going on with both the pre-release promotion for this game or the broader reception to it since it dropped. i can understand complaints about the humor being inconsistent, the gameplay not seeing many shifts/improvements, and the like but this isn't some massive departure or something that one would expect given the reaction.

i wasn't a massive fan of the other Saints Row games i've played (bits of 1 with The Third and 4 in full, just 2 left to go) so with this feeling so similar you'd think it would tank the whole thing but it kinda worked. i think in context of playing this at this point in time when similar games in this wheelhouse have felt so serious and borderline joyless it almost approached feeling refreshing.

messy writing or not, i really enjoyed the friendship dynamic between the cast and i liked Neena and Kev a lot.

I went in with an open mind and Saints Row 2022 still managed to be worse than anything I could have expected.

The narrative isn't silly enough to justify how nonsensical a lot of the characters and world stuff are. It's also not grounded enough for me to care about the stakes it puts it's characters through. I never once cared for the dialogue spouted by the Ryan Reynolds wanabe protagonist. It's so so dull.

The gameplay is just tired third person shooter stuff, but it can't even get that right. Since SR 2022 feels notably worse than 10 year old games. Nothing much of value here.

I haven't even mentioned bugs yet. I'm usually someone who is very generous for bugs and glitches because they're so often either funny or non-intrusive. The bugs in Saints Row just mean core things like opening car doors won't work until you reboot your console. FUN STUFF.

I played 50 hours of this in coop only to have a trophy glitch on me. Dogshit game.

yknow, i gave this game a couple hours to get the feel of it. it got a couple laughs out of me (i can tell the writing had my age group of mid 20 year olds in mind), car explosions were spectacular. but the main take away was that...its just plain boring.

it has the ingredients to make a good or fairly okay saints row, but it seems like the passion was just no where at all. just a game to say, "hey! dont worry, we still think about saints row! heres a game to show we havent killed it entirely!"

it's a shame though we'll likely never see a two to try to fix the major problems this game faced. rip volition

Brain dead MAGA people calling this "woke." They want the same characters to be reused until the end of time because they can't get over their nostalgia, how sad! Fun refreshing gameplay that will put GTA6 to shame. If you're still supporting Rockstar after all the crap they've been pulling, well, it's time to wake up and smell the coffee.


Everyone has their guilty pleasures. Sure, you could make the case that you shouldn't feel guilty for liking anything and that the onus is more on the person complaining than you. That being said, yikes, if I don't feel guilty for enjoying this particular mess.

Not that I'm blaming anyone in particular, really; I mean, it is easy to see what people take issue with when you're playing Saints Row.

I dubbed it my GOTY of 2022, and while I don't necessarily regret saying so, it's clear that a sizable portion of that was a combination of the honeymoon period and me forcing myself to enjoy it as much as possible without just relaxing and taking it as it was presented to me.

Now that I've done the latter, it's clear that Saints Row is a game with a lot of charm and heart, but much of that is couched in a plethora of bugs that still persist today, even with several major updates under its belt. There are gameplay mechanics that feel like an afterthought, like the takedown system, for instance, which locks you into an animation that can take several seconds to play out every time.

The key issues, though, are an underdeveloped antagonist who ultimately just amounts to 'evil man' and general tonal inconsistencies, particularly with the player character, who jumps between being a fun, goofy reprobate who's fresh out of university and a ruthless mercenary with a love of murder. Sure, there have been numerous characters across media that fit those criteria, but Saints Row wants to have its cake and eat it too, and it tries to do both but never really sticks the landing.

And yet, I still really enjoy Saints Row. Despite my own criticisms and what super-online folks say, it's clear that this game wasn't just shat out without a moment's thought, and parts of it, like the LARP questline, the sheer depth of customization, and your trio of closest friends and the banter and rapport you have with them, are all things I found to be really charming and definitely worthy of praise amidst its more lackluster elements.

I don't believe Saints Row is a bad game. It definitely has meh-to-bad parts in it, but it's also a great sandbox to play around in, with Santo Ileso being a lot of fun to explore from start to finish, delivered with fun and charming characters and an overall buoyant energy that might be inappropriate for the series it's rebooting but, for better or worse, is still synonymous with the 360/PS3 era of open-world games that the series was birthed from in the first place.

7/10

I'm one of the few people that saw how bad this game looked, watched how bad it played, heard how bad it sounded, read how badly it was written, and still wanted it to turn out to be good.
It's not.

I am by no means a Saints Row fan, and I have a lot of issues with the games, but at their core they were still fun to play even if a lot of it could be cringe and some stuff doesn't hold up at all. So a reboot could be cool, especially since a lot of people long for the days of SR2 and even 3.

Unfortunately, this is more like a bunch of people looked at the franchise and said "Saints Row sucks. I can do better", then took a sledgehammer to everything outside of the color purple. There's nothing left but the writer's ego.

Gunplay is bad, driving is bad, writing is worse, everything just feels so bland and soulless I'd believe you if you told me it was AI generated.
I couldn't care less about the bugs if anything in this game was fun, but it just isn't. Even without comparing to previous SR titles or any other GTA-like, the game just isn't fun.

$100 million down the drain, countless crunch hours wasted, and this is the final result.
"Sad" is the only thing to say about it.

This review contains spoilers

”Who is this for?”

That was the question running through my mind when the Saints Row Reboot (henceforth ‘SRR’) was unveiled. Ostensibly intended to be a ‘more grounded’ Saints Row game, it seemed unsure of whether it was meant to appeal to newer SR fans or the oldies who think everything after 3 (or 2) is abominable. Having been turned off early, I tuned SRR out of my brain and paid it no mind.

…Then I plugged my Xbox back in. Boredom has been overtaking me something fierce, seeing as we’re now in a relative dry period with regards to game releases and everything I care about is a few months out. To my surprise, the person I gameshare with had SRR in their library. Seeing as I’ve only played great games as of late, I figured I’d temper my palate with something irredeemably garbage. Something I can just laugh at and throw on the easy-joke pile with Endwalker, Daemon x Machina, Telltale Games, Arkham Origins and a bunch of other tripe.

I didn’t really get that. Instead I got a game that inadvertently made me reflect on my history with open world games, the open world genre as a whole, and what a ‘Saints Row Game’ even is.

If I had to give you a brief tl;dr so that you can stop the [wordcount] review early, I’d say… This game is the epitome of ‘one step forward, two steps back’. It’s locked in an endless game of twister where its only opponents are its hazy ambitions and the games that came before it. Remember, as of writing it’s currently the most recent big modern-ish open world game, newer than even Cyberpunk 2077. But ultimately its biggest flaw is that it just doesn’t know who it’s meant for.

It demonstrates this in the first five minutes. Immediately upon starting you’re given a vague prologue and then access to the character creator. The creator itself is pretty much fine, having a ton of returning and new options - like prosthetics, which were a welcome addition as someone who likes to play disabled characters when they can.
It’s great, varied, and… They didn’t bother adding colour channels for a lot of gear, so only one section can be recoloured. The game’s only button-up/waistcoat/tie combo only lets you dye the shirt, so it ends up not matching with more vividly coloured outfits. It’s… strange, and really jarring? SR3 and 4 were a downgrade from 2 on the customization front, whereas this is an odd sidestep.
They finally brought back upper body layering (so the player selects a shirt and jacket rather than just a Top Piece) but skipped out on colour channels, sleeve options and even the option to tuck your shirt in. Arguably, the half-measure makes it more frustrating than the straight downgrade of SR3 and 4.

Immediately after making your character, you’re thrown into a banal corridor shooter segment. It’s strange, but not in the ways you’re probably expecting. For starters, it’s one of the rare funny moments in this game, being a run-on bleak sequence of black comedy that wouldn’t be out of place in a GTA spinoff. It didn’t make me laugh, but it was amusing nonetheless.

Unfortunately it’s also a drag, where control is frequently wrestled out of your hands and the camera frequently pans away from the action to focus on something exploding.To say it sets the tone for the rest of the story’s gameplay is putting it lightly.
Rather curiously, though, it doesn’t set the tone for the actual story. Whereas the openings of SR2, 3 and 4 all told you what you were in for… SRR doesn’t. The most you get from the intro is ‘The Boss takes awful jobs to pay rent’, but even with that in mind nothing you actually do in the prologue even matters. The Nahualli befriends and backstabs you later yet your role in imprisoning him here doesn’t play into it. Gwen disappears from the plot after this mini-arc is over, and only appears in a side mission.

Immediately after, the player is introduced to the Boss’ best friends for life: Neenah, Eli and Kev. It’s instantly apparent after a few minutes with them that they’re amalgamations of previous characters (Shaundi, Pierce, Johnny Gat) but in a way that distinctly feels as though they were sanded down to be palatable to someone’s mother. These characters aren’t really what anyone would think of when asked to conjure up an image of ‘criminal’. They’re decent people - to an extent - and immediately they’re made likeable and human.

And… I think them being human actually makes them more unsettling than SR1-4’s wisecracking murderbots.

When Watch_Dogs 2 came out, a pretty common criticism was that the cast were likeable but Marcus seemed sociopathic if the player didn’t play non-lethally. Before that, GTAV received mild criticism for how strange the narrative feels if they choose to play Michael and Franklin as unrepentant murderers. Before that, people were pointing out how uncomfortable it is to have Nathan Drake and company be so happy and snarky after slaughtering enough people to fill out a cruise liner. The overarching theme being: “It’s unsettling to have characters just shrug off insane amounts of mass murder”.

I would use the term ‘ludonarrative dissonance’ here, but 1) it’s not appropriate, actually and 2) that term was spawned from someone misunderstanding Bioshock 1, it’d be unfortunately fitting to use it here. There is no dissonance because the gang’s penchant for murder, apathy towards collateral damage and willingness to do things like destroy the environment are part of the narrative. They’re chummy and friendly and likeable, sure! They also by and large view human life as a statistic and are purely emotion-driven.

The disconnect is strange, and I actually came away finding them more uncomfortable than the cast from the past games. It’s not helped by the gang being comparatively static, I guess? There’s no development here, individually or collectively. They end the way they started. Which is a little jarring, I will admit, because the game’s story proceeds as if they did have development, but we’ll talk about that when I get to the finale.

For now though… God, it’s a bad sign when even the cast are making me ask ‘Who is this for?’, isn’t it? They feel like a corporate idea of a ‘hip and trendy’ cast which, as we saw during the pre-release, turned off most older SR fans. Except… They are quantifiably the kind of sociopathic impulse-driven maniacs that would fit in with SR3, even if they are a little underbaked. I initially thought they wanted to have more GTA-esque characters, but the complete lack of interpersonal strife and even arguments torpedoes that.

Don’t get me wrong, part of me likes the new cast, but that’s moreso in spite of the writing than because of it. In particular, I really like Kevin for being a masculine himbo character whose bisexuality is only played for laughs in very benign, almost endearing ways…

Fuck. Alright. Okay.

Even if I cut this review short and end it early, I have to talk about the humour. More than the gameplay or the story or the mechanics or the cast, it’s the humour that confuses me.

This game really wants to be funny, and unlike the other SR games it has trouble nailing a particular style of comedy, because it goes for… All of them. Contemporary humor, political satire, lol-so-random funnies (shotgun chimp? seriously?), overly referential, punching down… This game tries to be funny in every single way imaginable and the end result is that it rarely is actually funny. Every now and then it just tells a straight joke and ends up being actually amusing - like getting fired as an ‘unlock’ - but then it pivots into a mean spirited jab at furries, or a boring and tired jab at bigots, or mocking activists, or mocking-

Hmm. Yeah. SRR mocks a lot of things. Like half the humour, regardless of flavour, is mockery. This game is overly referential and overly mean in ways that were gauche when Saints Row 4 came out a decade ago.
In a way, it feels like the only way in which SRR lives up to the shadow of GTAV it lives in, seeing as that game is also an irony-poisoned wasteland with mostly flat characters and a serious downgrade compared to the games it came after. Of particular note is the Dustmoot chain of missions, which seems to exist only to make hamfisted post-apocalyptic media shoutouts and spitefully poke fun at LARPers. It reads like the worst of Doug Walker’s Nostalgia Critic back catalogue.
Once again falling back to ‘who is this for?’, I also feel the need to point out that this game contains a number of jokes that boil down to ‘HAHA SOCIAL MEDIA IS STUPID ZOOMERS ARE STUPID’. It’s really crass and childish, like they’re aimed at an audience who never would’ve played SR to begin with.

I would be kinder to this if the entire game didn’t feel like it was afraid of saying anything or standing out. Its mockery doesn’t feel sincere or even meaningful, just a reflex reaction to something the writers don’t get.

And what better avenue to explore this game’s fear of standing out than the gameplay?

If you’ve played any open world game since 2008, you’ve probably played SRR. If you’ve played lots of them, you’ve definitely played SRR. The game borrows elements from pretty much every major open world title over the last few years. It has a wingsuit and roof riding like Just Cause, it has side swiping and vehicle combat like Mad Max, it has command abilities using a meter like Agents of Mayhem (or any anime fighter released in the last decade), cool glory kills like Yakuza or Doom and it has shooting.
It’s very transparently trying to appeal to as many open world fans at once, and as you might’ve predicted halfway through that paragraph, I don’t think it succeeds. Just to go down the list:

The wingsuit handles strangely and they haven’t bothered to give it the momentum control that other games with wingsuits needed, plus using it isn’t very intuitive given how clunky roof riding is and the general lack of spots to wingsuit from. This game’s map is very flat, after all.
Vehicle combat feels like an afterthought. The player’s vehicles do so much damage that everything else is tantamount to a metal egg waiting to get cracked. While car handling is much improved from its predecessors, the physics engine is a little overzealous and it’s prone to sending you careening into the sky (or worse, into water) when you meet a slight incline.
Skills are… Weak, they’re weak. The only good one is - tellingly - the very first one, which is a cheap command grab that does huge damage in an AoE, makes you invincible for the duration of the animation. The rest are superficial at best. Shooting your opponent in the face will do better damage.
The takedowns are just straight up bad. They’re a very obvious rip from DOOM 2016 (right down to giving you health and ammo on usage) but they go on far too long and on higher difficulties you don’t actually get enough back from doing them to justify sitting through an animation that can potentially go on for half a minute.
While the shooting is an upgrade from previous games, it’s actually marred by the enemies you fight. They oscillate between squishy and bullet spongy seemingly at random, and a lot of weapons don’t actually do enough damage to make fighting the spongier enemies less painful. You can upgrade them, but it does little to alleviate the issue. That the shooting itself is still a bit flaccid and unsatisfying doesn’t help.

More than anything, though, the game just feels dated in both gameplay and humor. My main thought while playing it was ‘Huh, this feels like it’s stuck in GTAV’s shadow’. Which would’ve been fine ten years ago when GTAV was current, but 2013 was a long time ago. If it’d come out back then I could’ve easily declared ‘Oh yeah, this is clearly trying to be more GTAV’, but now I’m not so sure. It feels trapped, both by GTAV and its identity crisis.

Before talking about the story from a narrative point of view, I need to say a few things on the gameplay front.

Back in the 2010s, singleplayer gaming ran into a pretty major problem: Setpiece addiction. Unwilling to let any mission be forgettable, every mission devolved into a handholding setpiece that was often scored with licensed music or some other ‘hype song’. It was cute the first few times, but by 2012 it’d become exhausting. The setpieces often took priority over anything else - including character writing - and by the time they grew out of fashion, everyone was tired of them. Too much of a good thing, and all.

SRR feels like going back in time on that front. Way back, to the days where every game wanted to be Uncharted. Pretty much every mission goes off the rails at some point, dragging you into a boring murderfest or giving you a front row seat to a corridor setpiece that would’ve been considered dated in 2012. This is something the other games in the series - and of course, GTA - managed to avoid, often devoting smaller missions to character building. Sure they were ‘filler’, but the game benefited from them.

Here? It’s all action all the time, and by the endgame I was debating turning down the difficulty just so I could get it over with. I said there were a lot of setpieces, yeah, but they’re hardly good ones. They boil down to ‘kill a lot of guys while licensed music plays’. It’s very Marvel in all the worst ways, and at times it feels as though they’re trying too hard to aspire to the glory days of SR3. As if they have no greater goal than to make people feel the same emotions that they did when Power played… In 2011.

I’ve mentioned SR3 a lot, because this game does read like an attempt to recapture those glory days. Would you believe me if I told you that, by all accounts, the devs were seeking to return to the days of SR2? Speaking to Eurogamer, one of the developers said:

“[Saints Row 4 is] so far beyond the realms of reality. Where do you possibly go from there? So you've got to go back to your roots. The only place to go when you've gone that far is to pull it back in.”

Other interviews make a point to reference Volition’s desire to return to the ‘mix of drama and comedy’ that was present in SR2. All throughout the pre-release, this is their guiding star: “We’re going back.”

And they sure did. I just don’t know what they went back to.

The story, perhaps more than anything, is very emblematic of this uncertainty. Very immediately, it falls into the SR3 format: Get missions by phone, here are 3 very big bad factions to be afraid of, here’s a 4th wildcard for near the end. It’s very painfully derivative, to the point where it recycles a lot of plot points from SR3 - including one of the main threats getting unceremoniously offed in the middle of the game!

Unlike 3, though, the opening has a markedly different tone. Rather than a group of sociopathic murderers who ‘sold out’ and got betrayed, the nu-Saints are college graduates willing to do whacky things to pay off their exorbitant student loan and make rent. It’s a very grounded beginning that ultimately just makes it more disappointing when the story falls back on ludicrous action setpieces and more murder.

Yet… I don’t know, there are moments when it feels as though SRR crosses into a reality where it was more like SR2. Early in the game, you disrupt a convoy formed by Los Panteros and piss off their leader, causing a rising series of escalations that culminate in the leader destroying Neenah’s beloved car and triggering a rampage of revenge.
If you’ve played SR2, you might be getting deja vu. If you haven’t: The Boss in SR2 pisses off Maero of the Brotherhood and it triggers a string of brutal escalations that culminate in cruel executions and all out warfare.
The mini-arc with the Panteros is very clearly trying to allude to this. The gang even share a ton of visual similarities with the Brotherhood, have the same palette, drive the same vehicles and their leader is even a Big Dude who isn’t keen on reason. It wants to be the new Brotherhood arc, and it simply isn’t. There’s no meat to any of the escalations, and the plot being a straight line means that the Panteros are an afterthought. They’re even dispatched abruptly during an otherwise unrelated mission by a character who has no stake in the conflict. That the Boss lampshades this does not make it less confounding.

This isn’t an isolated incident. Even before that, during the intro missions, an allusion is made to conflict between the gang stemming from their initial allegiances to the main three factions but it amounts to nothing. It’s there to make a joke about the ‘roommate code’, and then the Saints are formed about a mission or two later.

Even worse, the ending seems to have been written with this hypothetical alternative story in mind. Later on in the story, the Boss recruits the Nahualli (every single slightly concerning Dangerous Hispanic trope in one) despite the apprehension of their friends. Even though they attempt to befriend him, the Nahualli betrays them and stabs them in the gut. What follows is a hallucination sequence where the Boss alludes to having ‘lost something along the way’, and they’re then condemned by hallucinations of their allies for going too far in the morality swimming pool, being told that the Nahualli stabbing them is a comeuppance for their actions. In the final confrontation, the Nahualli is brought down by the power of friendship, with the Boss declaring “They don’t need me, I need them”.

None of this has any relevance to what comes before. It is grotesquely out of place with the rest of the game.

No lip service is paid to the Boss’ allegedly decaying morality. In fact, they arguably become a better person after founding the Saints given that they make it a point to give their gang members salaries and pension plans. All of their victims are people who unambiguously deserve it and routinely incite their ire. The Saints themselves don’t even truly escalate the way they did in prior games - especially 2, which the developers purport to be inspired by. The character arcs in this game are a straight horizontal line.
Most importantly, the sudden ‘power of friendship’ reference truly comes out of nowhere and is demonstrably false. Besides the Boss, the Saints are frequently damsel’d and require the Boss to bail them out. Their suggestions that aren’t ‘kill things’ often fall on deaf ears and the Boss ignoring them is vindicated by their wanton murder being the correct choice in almost literally every situation bar one - a situation which is not resolved by a member of the Saints, by the way.

It is a strange, flat and headscratching story. Not difficult to understand textually, but utterly bewildering in a meta context. It is at once SR2, SR3, and GTAV in the same game. Even as I type this, 3.3k words into a review, I don’t have a clue as to what the actual point is.

An answer can perhaps be found in the real world.

SRR often has the Saints declare that they’re ‘here to stay’ and that they’re not a fad or a ‘flash in the pan. Outside of the game, it was clear from the onset that Volition saw this as their big comeback. Their parent company gave them as much money, time and space as they wanted and the game was allegedly cooking for quite some time. Pre-release, numerous people involved were publicly confident that this would be it, that Saints Row would be BACK. One of the last things IdolNinja ever publicly said before his death was:

”Our new Saints Row game is absolutely going to blow the roof off. I am beyond proud to have been a part of bringing it to life.”

Morale was high. These people were clearly confident that Saints Row would be a household name again. And yet, the parent company all but said that SRR was never going to give them a good return on investment. It failed to meet expectations and it only took a few months before Embracer Group pulled them away from Deep Silver and threw them at Gearbox. To this day, they’re still too ashamed to post sales figures.

I don’t think I’m wrong in saying that SRR was meant to be the resurgence of the entire franchise. In retrospect, it touches on a lot of the same beats that SR1 did and it’s more digestible if viewed as the start of a new series rather than a standalone reboot. It wasn’t just going to be ‘a new Saints Row’, it was going to start a new Saints Row.

And it failed.

While writing this, I flicked through my library and came face to face with Crash Bandicoot 4. A game that ignored everything after 3 and explicitly aimed to design itself as “a sequel to Crash 3” rather than just a Crash game. In many ways, I feel this sort of explains why SRR is the way it is. They evidently wanted to make the reboot a spiritual sequel to SR2 but failed to realise that 2008 was 14 years prior to SRR’s release and the game itself came out a decade after SR’s peak in popularity.
If this game came out in 2008, it’d probably be viewed more positively, but it’s 2023. Just Cause, Mad Max, another GTA, Cyberpunk 2077, Crackdown, Prototype, Ghost Recon Wildlands… There have been so many better and more engaging open world games in the intervening decade that SRR was never going to be exceptional even if it did manage to be a perfect recreation of SR2.

Sometimes I feel like being kinder to the game. The deck was stacked against it and the SR fanbase is so polarized as it is that it was never gonna unify them. There simply isn’t a world in which this game succeeded without being a radically different one.

But…

In 2007 I got my first Xbox 360, and with it a handful of games. Among them was a little game called Saints Row 1. It was a bit of a janky mess, lacking direction beyond “be a GTA clone” and having an oddly paced story with a weird betrayal ending. Despite this, I liked it and could forgive it. It didn’t feel bad to shoot things up and I liked the characters in spite of everything, plus very rarely it was genuinely funny. I could even forgive the bugs, the pacing and shallow gameplay.

However, it had this minigame called Insurance Fraud where the player had to rack up points by hurling themselves in front of cars. On paper it was fine but it was subject to numerous issues: The traffic controller sometimes failed to spawn appropriate amounts of vehicles. The physics were prone to bugging out and failing to launch you. Collision on ragdolls was wonky and oftentimes getting hit at 60mph lead to no points. Ultimately the entire mode was decided by RNG.

It’s 2023 now. SRR has come out and been out for nearly a year now.

It’s a janky mess, lacking direction, and it has an oddly paced story with a weird betrayal ending.

Now? I don’t know if I can give it a pass despite the endearing characters, the rare moments where shooting is fun, and the odd moment of genuine humor. I don’t know if I can forgive the bugs, the shallow gameplay or the pacing.

It’s been 17 years and Insurance Fraud still has the exact same issues.

Says everything, don’t it?

Very very over hated I really enjoyed this game 🤷🏽‍♂️

This game got done dirty. One of the most joyous, fun, well-written, bitingly smart open world games I've played. On par with Saints Row 2 for me personally. Difficulty is slightly unbalanced and a little overly punishing on default, but there are so many different tweaking options that it really doesn't matter. Also a rare game where the DLC expansions are on par with (or even better than) the best of the base game's content. Don't be put off by that absolutely godawful launch trailer, the game is nothing like that.

é um jogo divertido, tem um historia muito enxuta, gameplay divertida. é bom pra passar o tempo, mas não me prendeu o suficiente pra querer fazer side quests.
No geral é isso, divertido.

Bayağı hevesliydim bu oyun için. Fakat daha ilk dakikalarında hayal kırıklığına uğratması bir yana, bozuk fizik kuralları, oynanış derken çabuk bezdirdi. Keşke firmalar artık "Ya hadi çıkaralım da sonra düzeltiriz" kafa yapısından bir çıksa artık. Gerçi benim senaryoyla da problemim var, onu çıktıktan sonra düzeltmelerine pek imkan yok gibi.

Every time I try to give this game another chance, I almost immediately put it back down, and every time I think "Wow, this game seems like it had so much potential but studio meddling has ruined it." I used to think that was just extreme levels of cope, but ever since Volition went under, I have seen articles come out that straight up say "Yeah, we wanted to make a good game with things fans wanted but Deep Silver kept telling us no."

Saints Row (2006) if it was remade by r/fellowkids.

se vc ignorar que é saints row e toda a ausência de qualidade tu pode até se divertir.

This game literally killed Volition

Eu poderia fazer uma piada sobre a estética horrorosa que parece ai generated, sobre o gunplay medíocre, a dirigibilidade e física cagados, os péssimos personagens, o mundo aberto vazio e sem graça, as missões repetitivas.

Mas vou só falar que uma missão bugou após o checkpoint e me colocou em uma situação de softlock onde eu precisei ficar 10 minutos quebrando e bugando o proprio jogo pra consertar ele e progredir. Esse dia foi cinema

The Poochie of videogames. All flavor and interest drained from the series. Even worse than the hamfisted board room/focus group manufactured attempts of the story to appeal to a certain demographic and nobody else, are the flabby controls and gameplay-- worse than any other version of the game. Nothing about the gameplay or the city is unique and interesting enough to warrant wasting any time on this. Thank god I got for free.

Saints Row is the latest entry in the action-adventure video game series created by Volition and published by THQ and Deep Silver. This game was released in 2022. and due to negative reviews Volition shut down in August 2023. and the IP was transferred to Plaion.
You are taking control of the boss to create a new criminal empire led by The Saints in Santo Ileso. Along with that, you have three other companions (Neenah, Kev and Eli) to help you achieve that.

*Note: Since this is the first Saints Row game I've played, I will not be able to compare it to previous titles nor I don't know what is the set standard for a Saints Row game.
Also, I won't be able to say anything about the coop features this game offers since I didn't have the possibility to try them.

I already knew about all the backlash towards this game, but I wanted to try it anyway, having low expectations. At first, I was amazed by the game, but the more I played it, the more issues, bugs and unrealistic features I encountered.
Vehicles having a health bar is okay, but somehow you don't take any damage except visual when you crash into a vehicle on purpose, you take damage only if you're crashing into the environment or when someone else crashes into you.
The traffic system is great, but if you're standing, waiting for a green light, the vehicles behind you think that you're obstructing traffic on purpose and they will try to surpass you even though the light is still red (I know no one will be obeying the traffic laws, but since this is an open-world with traffic, I wanted to try to see how realistic the game is).
The story overall was funny at times and unrealistic at others, especially when you're hijacking the Panteros' convoy and Marshall's train and while doing that, the convoy and train are driving in an infinitely long straight map.
The difficulty options are adjustable along the way, which is great, since the more I was upgrading my weapons, the easier the chosen difficulty seemed to be.
You have the possibility to upgrade both cars and weapons up to three times with money, cars also have a few other upgrade options, but all of them have a Signature Ability which is unlocked after completing a certain challenge for that car/weapon.
The best part of the game is the customisation, cars, weapons and you (the boss) can be customised in many ways. You have many options to customise the appearance of your boss. You can get clothes in shops found around town. It is worth noting that there is a bug when adjusting the colours of clothes. Many of the clothes will not give you the possibility to change the colours at first, especially clothes with some brands and underwear. To be able to change them you just have to switch back and forth a bit until you get the option since all clothes can change colours.
The physics in this game are also unrealistic at times, but nothing too severe to disrupt the gameplay.
The city of Santo Ileso is in my opinion quite deserted, there aren't as many people wandering or driving around the city as someone would expect.

Unfortunately, this game pays more attention to venture missions rather than story missions since you're building a criminal empire and by doing that, the game has many repetitive missions. Well, you don't have to do them, but if you want to earn as much money as possible to be able to build the last building as soon as possible, you will have to do them. The game also contains several types of side hustles (side missions) which are also repetitive and not required to complete. The story itself wasn't quite long and you will spend more time doing side activities.

All in all, wherever there was a good feature not far a bug or something unrealistic would be hidden to make the game less enjoyable. The game in its current state (April 2024.) is still filled with various minor bugs that do not affect the gameplay much, but they do make the game less amusing, it's probably much better than what it was when it was released.
To sum up, this game is good, but there is much that needs to be done to make it a more pleasurable experience.

This game isn't perfect, but it definitely gets way more hate than it deserves. The biggest downside of this game is the story, but not even for being poorly written. I wouldn't say there's anything real "cringe" dialogue, but the characters really don't make much of an impression throughout the main campaign, but there are some highlights still. Neenahs side missions did a lot to really endear me to her while Eli has a great multi part RP side quest that's a ton of fun. Kevin is the only real character that I feel falls flat. He really doesn't have any side missions or real moments that endear me to him, but he's not unbearable to be around. The other problem with the story is that since it's a reboot the whole game is centered around building the Saints as an organization, so the game ends where you feel that it should just be starting. Definitely all problems that could be sorted out if they were given the chance to do a sequel to it. Outside of the story problems, the game plays exactly like Saints Row and is just as fun as it was in the other 4 entries. Fuck Embracer for sabotaging the release of this game and shuttering Volition.

I went into Saints Row expecting it be the worst of the series - an unpolished, unfocused mess with poor writing and annoying characters. Through the first act, that is what Saints Row is. This game does not put its best foot forward. The game has a slow start, the writing is at its worst, which leads to the unlikable characters. However, once the Saints start becoming Saints, things get better and better. By the end, I was loving my time with Saints Row's last hurrah.

Not to say it was a great game by the end. The business venture side missions (which honestly felt like the bulk of the game) became tired and repetitive fairly quickly. Each business has its own unique side mission, which are mostly fun. The problem is I do the side mission, had fun, and the game says do it ten more times. Its those last ten times that are no fun.

Most criticism I heard about the writing and characters were one hundred percent accurate based on the first cut scene with the companions. It was a bad scene. Fortunately, the characters got better. They don't compare to the original Saints; the new Saints have plenty to like about them. The story focused more on the companions and less on the rival gangs. I would have liked more story to flesh out the other gangs; maybe focus less on the business ventures.

Additionally, the game's story was oddly paced. It felt like it took forever for the Saints to form. Then before I knew it, all the rivals gangs were defeated (in a span of three consecutive missions) and I was on the last mission. It could be because during act two, I was mostly focused on the business venture side missions, but thinking about the story, it definitely felt the first act was the longest, which each successive act being shorter. Which is a shame since the first act is definitely the weakest.

Stand alone, Saints Row is a decent game with writing and pacing issues. As an entry in the Saints Row franchise, it definitely falls beneath the heights of 2 and 3. Volition and Saints Row deserved another go around to get things right (I say the same thing about Agents of Mayhem). Unfortunately, the volatility of the video game industry means neither Volition or Saints Row will get to return to glory. While it wasn't the studio's or franchise's best, Saints Row was worth a playthrough, and I had plenty of good times with it.

just super flimsy and annoying. there's like no soul or anything inside this game. it is hollow and empty. nothing to grip or hold on to. i had hoped maybe there'd be a spark inside of it, but nope. nice setting though. the bright orange amalgamation of New Mexico and Nevada is really soothing on the eyes. but it, too, is a hollow nothingness ultimately.

Even with a pirated copy i felt like i got scam

It killed Saints Row and Volition

If you saw me playing it, nah, I didn't play the game. I just know it's bad.


Well, it's more Saints Row than Saints Row 4 which is honestly a Matrix game mostly. Pretty close to Saints Row 3 by its structure. Enjoyed it, not all of the game, but most part. Just like SR3 you need to deal with some others gangs and do some silly stuff. Maybe it's not as crazy as SR3, but hey, this one is a reboot, this one supposed to become the start of new SR series and the very first SR game wasn't really crazy too. I've seen much more boring games and this one is OK related to them. Only got bored trying to build a skyscraper after the ending because you need to grind money really hard for that.

It's not THAT bad... Sure, it was a glitched mess at start, but now it is fairly playable. Sure, like 80% of a game is repetitive junk quests, but it was very similar in previous instances. Main missions are okay, sometimes quiet cringe, but enjoyable. I wouldn't really recommend it to anyone, but it doesn't hurt that much.

i 100%'ed this game; let it be known that I'm the truest most dedicated Saints Row fan out there
this game's a 2.5 out of 5 and I'm being pretty generous with that.

Man, this game is so mediocre. it's still quite buggy, it was way worse on launch apparently so If I had paid for it in that state I'd probabky give it 1 and a half stars. The story is meh, there's a couple of nice moments and missions but that's it. The gameplay is a bit clunky but it gets the job done, you can do takedowns and some special moves. There's good weapon variety and it's the same thing with cars. The city felt mostly very boring, the side activities didn't interest me in any way. There's a really good thing about this game which is the character customization, you can change lots of things to make your character's design stand out! If this game had been in dev for a couple more years it could've been great. It's insane how GTA V (a 9 year old game when this released) does everything better and I'm not a huge fan of GTA V lol. I'm still hyped to play SR3 and 4, which I both have on Epic.