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Tiggum
Oct 24, 2007

Your life and your quest end here.


Hey, it's my favourite game I'll never play! :dance:

You can see why it got called a GTA clone at the time, but it's amazing how much better this was than even GTA4 - at least design-wise, even if it could have used a bit more time and care to get it running decently. The sequel obviously improved on a lot of stuff, but already there are a bunch of things that are just less annoying and/or more fun than GTA, some cool new ideas, and a way, way better story. Not that that's saying much.

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Tiggum
Oct 24, 2007

Your life and your quest end here.


I always liked the escort style missions in Saints Row 2: Trafficking, Snatch, Escort. For some reason I always had real trouble with Insurance Fraud, Heli Assault and Trail Blazing. Until SR3 when they became much easier.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Hey, Gat Out of Hell was great. :mad:

Tenebrais posted:

Three manages to straddle the line fairly effectively, I think. The luchadores are definitely the silliest gang concept but Killbane pulls enough story weight to make it feel just enough like it works. Don't know if it would have helped for that game to have had its three gangs be more properly separate.
SR3 is an absolute mess. The plot is all over the place and it can't stick to a tone or genre. And the misogyny is turned up to 11. It's by far the low point for the series. It was fun to play, and I was very enthusiastic about it when it came out, but I'd never actually recommend it to anyone now.

SR4 and GOoH are obviously not trying to be the same type of game as SR1 and SR2, and I can see why that would be off-putting or disappointing if you wanted sequels more true to the series' origins; in fact, I'd be thrilled if someone made a modern version of a Saints Row 1 & 2 style game. But they're good, fun games on their own merits - although they do rely a bit heavily on set pieces, which can be tiresome if you're replaying them. But they work well the first time through. Saints Row the Third, though, can't decide what it's trying to be and ends up going in several different directions all at the same time.

Gothsheep posted:

Honestly, the best villain I think was Zinyak. A refined, cultured, well educated rear end in a top hat with a wit was dry as the desert, whose entire goal in life seemed to be spoiling the Boss's fun.
Zinyak was a great villain for SR4. He wouldn't have worked outside of that game though. A villain like that wouldn't fit in either of the first two games.

Also, he wasn't refined and cultured, he just thought he was. Quoting Shakespeare like some highschool teacher's pet. :rolleyes:

Tiggum
Oct 24, 2007

Your life and your quest end here.


rchandra posted:

When you stash a car, is it one copy or permanent access to it? Is unlocking a car distinct from that?
If it works the same as the later games, the vehicle will be saved in its current state and you'll have to pay to repair it if it's damaged - unless it's destroyed, in which case it's fully repaired for free. Any customisations you've made to it are saved regardless. And unlocked vehicles are just special variants that you can't recreate yourself, but otherwise function exactly the same as any car you store.

And yes, it is objectively better to destroy a vehicle and get it automatically repaired for free than to leave it in a state of disrepair or take it to a mechanic. But after a short while you'll have enough money coming in that you won't care.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Tenebrais posted:

It's my low-key favourite improvement the Saint's Row series made over GTA - once you've stashed a car you don't have to take care to return it to your garage any time you take it out. You can spend a bunch of time and money customising a great car with all the conveniences, and be able to regularly use it!
The way storing vehicles works is possibly the dumbest thing about the GTA games. You can save a car, but then you can't ever use it because if you do it's almost guaranteed that you'll never see it again. What is even the point of that?

Tiggum
Oct 24, 2007

Your life and your quest end here.


rchandra posted:

It's nice that it lets you bring whatever vehicle and then tries to make it fair, even if that doesn't work perfectly.
The bit that always annoyed me in SR2 was that there was no way to know what type of vehicle was required without starting the race, so you'd show up with your super-upgraded car and it turns out it's a bike race so it swaps you into some random, generic motorbike.

Tiggum
Oct 24, 2007

Your life and your quest end here.



A lot of people apparently watched the trailer and concluded that there was no character customisation. If they'd taken five seconds to check the official site they'd have seen it already said the game includes "our most extensive character creator ever".


Oh, and here's the trailer, in case anyone was looking for it.

https://www.youtube.com/watch?v=YgjzDJA1o1E


And the announcement on the official site.


Looks good, imo.

Tiggum
Oct 24, 2007

Your life and your quest end here.


That last Rollerz mission doesn't really make sense. Why is Price trying to get away? He called you out, made one half-arsed attempt to kill you, then drove off. Why? What would happen if he escapes? Where's he going?

Tiggum
Oct 24, 2007

Your life and your quest end here.


FoolyCharged posted:

They're treated like a massive criminal gang, but if it weren't for the stealing cars and selling them thing, they don't really do any crime. It's basically a bunch of illegal street races who occasionally steal cars to fund their hobby. Except they're also involved in a vicious gang war over turf for... reasons?
I figure the low-level members (which is to say, everyone except for Sharp and Price and maybe Donnie) are just a bunch of idiots who like cars and guns and getting into fights. They like feeling like they're big bad gangsters, so they dress the part and claim "turf", but really they're no different than any other yob who likes driving dangerously and making a lot of noise.

Poil posted:

How were they even a thing? The real gangs just couldn't be bothered to wipe them out or kept them around as a distraction for the police?
I think mostly it's just that they're not in competition. Members of the other gangs might get into fights with them if they see them about, but there's no coordinated attempt to get rid of them because they're just stealing cars and scaring the occasional civilian. Why even bother?


Whereas Julius actually does want to make the effort to get rid of them because, from his perspective, they're as much a problem for everyday people just trying to live their lives as either of the real gangs are.

Tiggum
Oct 24, 2007

Your life and your quest end here.


I've always liked the ending to this game. It's really the only definitive way to close out this story. You were a useful instrument, but there was no way that someone like you could be part of Julius's plans long-term. The only bit that doesn't really work is that Gat survived. But maybe Julius had the same sort of sentimental attachment to him as to Ben King, so the plan was for him to be arrested all along.


Cythereal posted:

Honestly, I'm kind of surprised this game did well enough to get a sequel. Seems like a mostly unremarkable GTA clone.
Despite how broken Saints Row was, it still improved on the most recent GTA game at the time in a bunch of ways. And even if it looked like just another GTA, there was definitely room for a direct competitor. For a lot of people, if you'd said "there's a game that's exactly like GTA, but a new city and a new story" that would have been enough to get them to buy it. Add a few improvements and some unique mini-games and it would be surprising if it hadn't done well enough to get a sequel.

Albu-quirky Guy posted:

Woo, you finally showed off Zombie Lin! I couldn't remember if she showed up in SR1 or SR2 so I'd been waiting to see.
They don't start bringing back dead characters from previous games until SR4.

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Tiggum
Oct 24, 2007

Your life and your quest end here.


Quiet Python posted:

Did anyone else play Agents of Mayhem?
I tried to. I found the learning curve pretty insane. You kind of have to learn to play (at least) three characters at once and switch between them repeatedly, and some of them have very different abilities mapped to the same controls. So I kept using the wrong ability because I forgot which character I was playing or I got two characters' control schemes mixed up. There were also abilities that seemed very similar to each other but worked differently so I'd forget which one was which and do the wrong one. And there's different upgrade paths for different things and different characters, which just adds to the confusion. And it doesn't really ease you into any of it, it's all there right from the beginning. You get thrown straight in the deep end and left to figure it out. It seemed like there was some potential for fun buried in there, but getting to it was just too frustrating.

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