| Return Create A Forum - Home | |
| --------------------------------------------------------- | |
| SR Forum Veterans | |
| https://srveterans.createaforum.com | |
| --------------------------------------------------------- | |
| ***************************************************** | |
| Return to: Reviews | |
| ***************************************************** | |
| #Post#: 1572-------------------------------------------------- | |
| My review of Saints Row The Third | |
| By: Matthias King Date: December 6, 2011, 9:11 pm | |
| --------------------------------------------------------- | |
| 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. | |
| ***************************************************** |