The group cooooooould pick up some side gigs like food delivery or dog walking, but this is a Saints Row game we’re talking about here - the mean streets of the desert oasis Santo Ileso have far more opportunity in crime, crime, and more crime, so that’s what the crew immediately sets out to do. Saints Row opens up on four friends from different factions struggling to pay the bills. With a consistently inconsistent series like this, that’s saying something. After sitting through two hours of in-depth footage and a Q&A session hosted by key members of the dev team, I’m of the opinion that not only has Saints Row delivered their special brand of delightful chaos yet again, they’ve done so in a way that - I believe - could genuinely please every player. Is it possible to simultaneously appreciate the enormous risks that make the franchise distinct while recognizing they weren’t always well-received for arguably valid reasons (even if I personally don’t agree with them)? Can a dev team even hope to make everyone happy with their work - should they even hold that hope?Īlthough I may have initially had some concerns with the new direction Saints Row is brazenly careening into with shirts off and guns blazing, participating in the Saints Row Hands-Off Preview last week cleared those doubts entirely. From a game journalist’s perspective, however, there are some surprising challenges when maneuvering around the ever-evolving series, as each new iteration is wont to abruptly change direction or scale dramatically into insanity. From a gamer’s point of view, I can’t get enough - even the so-called “misses” leave me roaring with laughter, or at least a stupid grin on my face. From a game developer’s standpoint, I’ve long maintained that the Saints Row series is one of the most unique major gaming franchises in the industry.
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