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Saturday, 28 January 2023

Why can't I love Saints Row The Third?

 Just tell me to stay, dammit!

There was a time when the Saints Row franchise sat at a very special place in my heart and on my shelf of games to play, a time of laughs and fun, and a time that was over far before this new remake series was even a twinkle in Volition's eye. Whereas once it the total epitome of any and everything I could possibly seek out of an open world game, it wasn't long at all before I grew out of the temporary charms the property once offered and consequently grew totally out of this franchise of games. It was never a question of the crassness of the jokes, it was just the style of this approach to open world development, with irrelevant silliness and customisation given paramount importance- all that just no longer aligned with what I wanted from gaming. But that drop-off did not come around the time of Saints Row the Third either, it was definitely in the interim gap between 4 and the reboot. So if that's the case; why can't I fool myself into liking Saints Row the Third?

Though I recognise it's many failings and have since found a series that did the thing I once thought Saints Row was the master of ten times better than those games could ever conceive of, my boyhood love of Saints Row 2 has pretty much grandfathered it into a place of love and reverence within my heart. I couldn't possibly, as I am, bring myself to dislike Saints Row 2. But I cannot spare the same leniency towards it's direct sequel. Where as Saints Row 2 bought me this expansive and distinct open world dripping with side activities around an irrelevant action-gangster movie style plot peppered with dashes of melodrama to make the world feel grounded and thus of some small consequence- Saints Row the Third seemed to spit in the face of most all of that. The open world felt bland and uninspired, the side activities felt laborious and  uncreative and the narrative lost any and all allusion to grit, purpose and consequence and yet still expected anyone to care about it's drastic split-choice ending. I didn't and I never could.

And it's odd for me to lay all of this down when Saints Row the Third was a game I followed like a hawk during it's marketing phases. You must remember that Saints Row 2 was a masterclass of how to make a great crime action game to my inexperienced eyes; I worshipped that game enough to play it to completion no less than 5 times. That's perhaps not 'full completion', but I'm talking finishing all of the side activities, all properties purchased, all missions done, most collectables- pretty much everything of consequence I finished in those 5 playthroughs. For the time, Saints Row 2 was my easy 'forever game' that I could pick up to fulfil any wanting mood. If I wanted to roleplay, I'd go fashion shopping and force my insane games upon the residents, if I wanted to fight zombies I would load into the special zombie wave minigame mode, if I wanted to feel like a TV star I'd grind out the cop-show minigame. Anything I could ever want was in Saints Row 2. So when word started spreading about the newest entry to follow up my love, I could all but faint.

But beyond the honeymoon period of that first playthrough, I've found it truly difficult to justify picking up Saints Row The Third for a second playthrough. I've tried, again and again. I tried at the time, I tried again when I got an Xbox One through the backwards compatibility, I tried again with the Remaster on my PC, I'll probably try again at some point in the future when I forget how easily that game manages to consistently lose me. Some part of me wants desperately to like Saints Row, but the other part of me can't help but see a game that was designed specifically to exorcize all the elements of the Saints Row formula that I thought made that franchise. Because you see, I could have made any openworld game my playground- but Stillwater from Saints Row 2 was special because I felt like it mattered, I felt like it was real to some level and I was playing with that world's strings whenever I departed on my, often somewhat demented, machinations. But as the developers of The Third have been on record stating: all those grounding elements of Saints Row 2, the street-level stakes, the melodrama and the occasional threat of grime, those were considered necessary limitations towards the ultimate vision of the Saints Row franchise. That vision, for the time of it's release, was completed with Saints Row The Third.

Now to be clear, I don't think that Saints Row the Third is a bad game- hell, I think some parts, characters and missions are the best the franchise has to offer. In particular there's the flagship mission in which you infiltrate what will soon become your penthouse whilst Kanye West's 'Power' plays in the background, and it's all an increadibly hype mission. The spectacle and the action hits its vast heights, the mission doesn't overstay its welcome, and if you're fast enough it's totally possible to wrap up events by the time the song is over. But unfortunately, that mission is something of an outlier in a game full of missions that the developers desperately want to be big spectacle headliners. They detailed as much in the press tour for the game wherein Volition developers and designers claimed it was their goal to have at least one unique objective in every level- which itself seems like a fairly reasonable expectation, only for that desire to end up being achieved in technicality rather than in gameplay practice.

I think the limitations of the scale first became apparent to me on the introductory level, a level which was hyped to hell and back before the game released. Why? Because of how whacky and zany it sounded on paper, of course! The Saints, disguised as mascots of their now-celebrity selves, attempt to rob a bank and end up in a wild shootout which has them dangling the entire vault of the bank in the air by the hooks of a flying skycrane whilst it demolishes the top floors of a skyscraper. Doesn't that sound crazy and exciting beyond belief? And it would be... in a live action show. What you must remember is that the concept of 'spectacle' is handled differently in a video game than it is on a show- on TV the events themselves are what wows the audience, with the controller in hand it's how we have a direct influence on those events. That's partially why Quick Time Events never feel as satisfying as those epic in-action flourishes we get to pull off with the right skill, timing and/or luck.

Break down the first mission of Saints Row the Third into it's base gameplay components and you're looking at a mission which goes like this: Basic shooting gallery followed by a small three wave 'ambush' scene finished off by an on-the-rails shooting section against a boss helicopter. Those are the bare bones we have. Fleshing those bones out is what completes the product, but when it comes to Saints Row 3 the developers preferred to play up the wackiness of the cutscenes rather than the substance of the gameplay. Ultimately, a lot of mission end up feeling really straight forward or unintelligently bloated as the design direction gets lost in the pursuit of absurdity above all else- and if that absurdity managed to translate back to the gamepad, maybe they would have had something.

As it stands, the reason I can never find myself playing through Saints Row the Third again is because whenever I play through these opening acts, trying to rekindle something worthy in this package, I just end up getting bored. The sandbox feels inconsequential, the missions look fancy but play hollow and I don't feel anything for the progression of the plot or the story. Not that Saints Row 2 was a genius in any of these categories, but that game at least catered to each listed category somewhat. Saints Row 3 fails even that and what remains is a game that, for me and my tastes, aged like a grape. Now the shrivelled raisin that is Saints Row 3 bares more in common with the modern Saints Row franchise than the previous game I loved ever will, and despite lip service being played to fans of similar sensibilities, it's clear that the restraint of Saints Row 2 is still regarded as a prevailing weakness. As such, for better or for worse, Saints Row just isn't my type of franchise anymore. 

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