4 Saintly Things About Saints Row IV
A PROFILE OF EXCELLENCE BY PETER FRANKO
The game is absolutely hilarious.
Good thing Saints Row still doesn't take itself too seriously. Whether I was escaping an alien mega-base to Haddaway's "What Is Love," listening to alien overlord, Zinyak recite his favorite lines of Pride And Prejudice, or customizing my voice to be a chipmunk Paula Deen, Saints Row IV never lets up.
Superpowers.
Initially, I was unimpressed by what I saw of superpowers and didn't think I'd ever pick up the game. Clearly, I did pick up the game, and superpowers were one of the most satisfying experiences I've had in a game this year (matched only by the blood rush of Far Cry 3 and the thug-splatting of Hotline Miami). The powers serve as new weaponry and transportation. They completely eradicated driving cars from my playing regimen - souped up whips don't really match up to running up walls and flying. Your arsenal starts feeling badass, but as you realize how much better you're getting with upgrades—more power, more explosions—its downright absurd. Flinging around aliens and having them turn into thunderbolts of pain is sweet too.
Allusions, allusions, allusions.
Roughly 40% of events in Saints Row IV are referencing something. It's an estimate, and probably wouldn't match the likes of Borderlands 2, but Saints provides a plentiful plethora of cultural jabs. For instance, their take on Mass Effect's romance system consists of asking crewmates if they "want to fuck."
Great characters.
The series is now played within a simulation of Steelport, giving the game complete narrative freedom to do, well, whatever the f*ck it wants -- yet, Saints Row IV begins and ends without a hitch in its writing. Characters feel like people, and behave like any jeer-happy, infinitely-quarreling team does. Regardless of their xeno-liberator status, time with the Saints feels like time with a raunchy sitcom cast.
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