So little experimentation yet so few
mistakes in a genre that’s littered with
notorious misfires. More freedom would
have wowed us, but this is one for
impatient GTA fans to investigate.
SCORE
25/AUG/06
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Go on. You might as well say it.
We’re all friends here at X360.
Just one glance at any of the
screenshots adorning this page has no
doubt set off questioning thoughts in
your mind as to the striking similarity
between Saints Row and a certain bestselling
series of games from a certain
British publisher. You see, this title makes
no attempt to conceal its influences
– from the in-car radio through the
wanted levels to the Forgive And Forget
drive-through police pay-off, this is
very much an attempt to take the GTA
mould and go on a screaming rampage
with it. That’s fine by us, after all, you
would have to be a very naive person
indeed to anticipate the decline of thirdperson
free-roaming action games on
current technology, following a handful
of abortive attempts on Xbox and PS2.
With this in mind, it becomes rather
lazy criticism to dismiss an offering like
this out of hand – the focus instead
should be on seeing where it fits into an
emerging genre, and letting the whole
world know whether we have another
Getaway or, God help us, another True
Crime on our hands.
The good news is we most certainly
haven’t, as there are plenty of positives
– some of them quite innovative
– to go around. Strangely enough, the
frontrunner among these is the game’s
map. Brought up via the Pause menu, it
allows you to theoretically pinpoint any
area of the city of Stilwater setting before
embarking towards it using a suggested
main-road-based route highlighted in
your HUD. A modest sounding element
perhaps, but one that completely wipes
out the sense of disorientation that
would usually go hand-in-hand with
an environment of this size. Better yet,
it does so without giving away the
positions of the wealth of jumps and
hidden short cuts, leaving you room to
explore the terrain in search of ever more
efficient ways to escape. The background
story, too, leaks quite nicely into aspects
of the game aside from the basic cutscenes.
Without giving too much away:
one second you’ll have assisted another
gang member to fake their own death
using the combination of a stretched
limo and a rather large bomb, the next
you’ll be hopping into another stolen car,
flicking the radio on and listening to the
news being transmitted to all and sundry.
Other times, you’ll hear tongue-in-cheek
adverts for in-game stores and mission
providers, reminding you of the services
they can render. Also tying in with the
whole gangland story, the chance to
call in back-up ‘homies’ is pretty quickly
dealt out – a function you’ll only start to
use more than ten hours into play, but
anything that helps to create the illusion
of a permanent world shouldn’t be
sniffed at.
Before we drown in criticism, it might
be useful to relate a little of the game’s
structure. Once you power up your 360,
you’ll be requested to create an avatar
for your underworld self. The whole
process bears a reasonable degree of
similarity to EA’s GameFace system in
terms of potential variety of outcome
and ease of use. Suffice to say you could
create many hundreds of thousands of
credible appearances before you’d have
to delve into the whole ‘David Dickinson
with an Afro’ thang. Now, the amount
of character model detail available takes
a hit due to the existence of this system,
but the flip side of that particular coin is
the fact that no two people you will then
go on to meet will look the same.
Pretty much the second your feet
finally touch Stilwater turf, you gain
access to a set of ‘activities’, numbering
around a dozen, spread liberally across
the city landscape (which, incidentally,
is fully unlocked from the game’s
outset). These show the same extreme
lack of imagination that they do in
variety, covering such diverse subjects
as stealing cars to order, doing as much
damage as possible to the environment
and protecting a drug dealer as both a
pillion passenger in his car and as a lone
gunman on foot. All prove immensely
enjoyable, even strangely relaxing, due to
an automotive control system that shows
the true difference between each of
the available vehicles and the lack of an
automatic targeting mechanic, replaced
instead by an icon just large enough to
make you believe each fallen opponent is
all your own work.
Every time an activity is completed,
you’ll receive the standard cash bonus,
plus a number of respect points, based
on difficulty. Said respect points build
up, RPG-style, until eventually you’ll have
earned enough to take part in one of the
game’s full-on missions. Once you’ve got
that out of the way your respect points
will drop once more, leaving you to try
out increasingly difficult activities to gain
another story segment (happily, if you
failed you can opt to simply restart the
mission). Victory, however, gains you a
neighbourhood from the triumvirate of
other gangs fighting to control the turf,
earning you the proceeds of any criminal
goings-on from the district, easily
collectable from your safe house at any
point. Once you’ve gained control of all
36, of course, the city is yours.
Now, if you’re sitting there thinking:
‘Haven’t I heard all of this somewhere
before…?’ allow us to take you back
again to Rockstar’s classic series,
specifically San Andreas. As obscenely
unnecessary as the blocking off of story
elements may look, it’s a very different
animal to CJ’s personal quest to keep
himself fit, loved and full of badly cooked
chicken. While it may artificially elongate
the game somewhat, the variety of the
activities on offer, combined with more
incidental stuff such as holding up stores,
robbing people in the street and hostage
missions (timed exercises in losing a tail,
activated by a quick tap of the Y button
as you make off with a car occupied
by more than one person) give the
game a ‘more than the sum of its parts’
feel. Often, you’ll become sidetracked
as becoming the world’s greatest
cat burglar becomes momentarily
more interesting than the story itself.
Modifying cars at in-game garages,
remoulding your face at the plastic
surgeon’s and kitting yourself out in a
feathered pimp hat also prove worthy of
a mention when it comes to expressing
the variety on offer, even though these
can be of concrete use when you need
to lose the cops or increase your respect
levels, respectively.
And so we come to the point in every
review wherein resides the ‘but’ – and
Saints Row is no exception to the rule.
Top of the great list of irritations this time
around is the relative futility of trying to
keep yourself alive. The many fast-food
outlets provide health packages in the
shape of various cheeseburgers and soft
drinks which, in theory, are accessible
during the heat of battle by holding
down a button and using the D-pad. In
reality though, the second your health
bar begins to drop in a gunfight you’re in
serious trouble, so much so that running
away often does little good – such a
fiddly control mechanism just frustrates.
Eventually, you’ll take to running down
opponents, simply switching from car to
car. While playing golf with pedestrians
does have a certain tactile charm, desires
to go in Matrix style remain well and
truly unsatisfied. Some sort of automatic,
Metal Gear Solid-inspired system would
have gone down a treat, and actually
allowed you to enjoy prolonged armed
combat rather than spend the entire time
anxiously tiptoeing around.
At number two on the hate list is the
fact that gangs will attempt to reclaim
territory you’ve already earned, through
an all-out battle in which you must
destroy a handful of enemy lieutenants.
Engaging in large-scale combat like this
is quite atmospheric, particularly as you
skirt between isolated smaller stand-offs,
but the delicious fancy of having access
to RPG launchers becomes about half as
amusing as each of the scores of times
you’re hit by one while in a car, dying
instantly. In addition, these feel so much
more like an artificial attempt to water
down the game than the activities ever
could. A lesser complaint might revolve
around the fact that Saints Row feels a
little like it’s cheating you out of a proper,
next-gen title. Sure, it looks nice, but if
you’re after the next revolution in this
newly established genre, you won’t find
it here. Your surroundings are still loaded
on the fly, the majority of buildings are
still off limits and there’s no dialogue
from your lead character (though the
script rather pointedly and humourously
highlights that fact on several occasions).
Nevertheless, the mostly successful
recreation of perhaps the greatest
videogame of all time will suffice to make
you return to spend many a happy hour
cruising the streets, looking for trouble.
Sure, Rockstar’s next effort will probably
be the next big shift in urban action, but
until that happens, what’s wrong with
having another virtual playground inside
your TV? Nothing, that’s what.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson