Goodbye Volition

Didnt reboot actually turn sr into rpg.. i mean look at the idols Deflect your bullets wow.. heck not even normal enemies can do that just saying if you paying attention reboot its not sr anymore it is RPG game that has guns... Have to agree and disagree here... Since last time only Robots in SRIV can deflect the bullets if you dont shoot their weakness..
 
there's a lot of interesting nuance to this topic because these kinda games have immense amounts of potential for variation in general, but i gotta focus on the narrative/cc aspect here specifically because every single other game in this genre was and is not doing the exact same thing as sr did, because they do not have character customization to the level sr does and presented in the way it was in the series' marketing. many people already play sr like an rpg, they create their own character with their own preferences for clothing and weapons and so on, but the magic of these games is that you're not forced to do that to enjoy the narrative to its absolute fullest. being able to not give a shit about that aspect is a choice all on its own and that is what the true "player choice" in this series always was about for me, it creates a very unique balance with player creativity and being narrative driven that i haven't seen any other game even try to achieve, not in this tiny little genre within a genre or elsewhere. trying to forcefully tug it towards one extreme or the other would just be diluting what makes these games so endlessly interesting to me.

like the series could definitely evolve to bring more variation and depth to gameplay and such, it's been a long time since 2008, but i'd personally be devastated to see such evolution come at the expense of this balance. i think explicitly aiming for a more rpg-like experience is entering some very dangerous waters in this sense.
Is it balance or dissonance though? There is a certain charm to creating a character that "doesn't look the part" so to speak but a lot of times I feel that most people's SR2 bosses tend to chase the same archetype in looks simply because you get the urge to make something that fits the story better.
 
i don't see dissonance, just players choosing to do what they feel like. some people make a "funny" character but then realize they're actually really enjoying the story and want Boss to look the part, others will never give a shit and just want to shoot people while dressed up as a hot dog from start to end. some are playing as the default design while others ignore the actual plot completely and make up elaborate stories about their equally elaborate custom characters in their heads while they play. it all works and they're all having fun. i think it's awesome and super creative that these games can offer such varied player experiences
 
i don't see dissonance, just players choosing to do what they feel like. some people make a "funny" character but then realize they're actually really enjoying the story and want Boss to look the part, others will never give a shit and just want to shoot people while dressed up as a hot dog from start to end. some are playing as the default design while others ignore the actual plot completely and make up elaborate stories about their equally elaborate custom characters in their heads while they play. it all works and they're all having fun. i think it's awesome and super creative that these games can offer such varied player experiences
This comment made me wonder how something like a Silent Hill UFO ending would look like in the context of an SR game with narrative choices. :D
 
This comment made me wonder how something like a Silent Hill UFO ending would look like in the context of an SR game with narrative choices. :D
There is someone Doing good job put all
Those voiceline that makes me fall in love inSR2 even harder that guy also now working for Far cry games.... Im trying to recording this voicelines for my content later since Masako been asked can you do this he said nah i cant too busy... There's alot missed voiceline we didnt recognize like Npcs has voiceline when they dont know who you are in the begininng some talk about you being in coma..
 
i don't see dissonance, just players choosing to do what they feel like. some people make a "funny" character but then realize they're actually really enjoying the story and want Boss to look the part, others will never give a shit and just want to shoot people while dressed up as a hot dog from start to end. some are playing as the default design while others ignore the actual plot completely and make up elaborate stories about their equally elaborate custom characters in their heads while they play. it all works and they're all having fun. i think it's awesome and super creative that these games can offer such varied player experiences
And this is why I keep returning to SR2 even after playing through the newer games. Hell, I could be in the middle of a Portal 2 run, get bored and just think, what would it be like to play as Chell in Saints Row 2... And guess what, with the right ponytail, the prison Jumpsuit, and the futuristic Biker Boots, I can do just that.

And as you said, I couldn't give a field full of bullshit about the context of the story, or having a character that matches their personality in the story... I just wanna see Chell kicking some Brotherhood butt.

But one thing that always kept me entertained is doing nothing. Because 99.999% of the time, the Boss will begin some idle animation that makes them blend in with the NPCs. I don't know why this was the first thing they abandoned in SRTT, it was an integral part of making the city feel alive, making it feel like the Boss lives in the city and is not just "passing through".

You can change the story or move to a new location, but you can't take away the things that make a game feel like you're living in it. City interaction/idle interactions are features I always look for in an open world game, that's why I haven't bothered with GTA 5 much. It has a big map, but beyond the named stores, there really isn't much to interact with outside missions and events. And being able to use emotes does not make the open world feel more interactive.

I can't help but wonder where we'd be today if Saints Row The Third had all the extra features from Saints Row 2:
- Idle animations
- Job diversions
- Gambling
- Full layered clothing
- Customizable crib interiors
- More planes, boats, & helicopters
- Secret off-shore islands
- An Easter egg hunt
- Safe cracking
- A city worth exploring
- And anything else that was cut for time/budget
Seriously, I think if SRTT (and the following games) did have all these features, it would definitely redeem them from their subpar storytelling in the more recent games.
 
Didnt reboot actually turn sr into rpg.. i mean look at the idols Deflect your bullets wow.. heck not even normal enemies can do that just saying if you paying attention reboot its not sr anymore it is RPG game that has guns... Have to agree and disagree here... Since last time only Robots in SRIV can deflect the bullets if you dont shoot their weakness..
Wanted to react to this sooner but didn't have the time.

I get that there is a divide between SR 1-2 and 3-4 fans when it comes to the tone of the games but was there really a problem with those special enemies? I think they spiced up the combat a bit and made SR more unique too. There are some elements in later SR games that are good additions I feel, mainly the near future setting along with the tech that comes with that and the more stylized gang designs. If someone really knows the genre then it's quite obvious that these elements come from GTA 2 but in GTA 2 these were purely aesthetic things and people don't even really remember those early top down games anymore anyway.

Enemy variety won't make SR into an RPG though, really what the reboot and even some of the earlier games suffer from is the need to have an RPG-like progression system in everything even if that's very shallow with no choice for character builds whatsoever.
 
Anyone else think their song choice for the initial trailer was foreshadowing at this point?

Shut 'em Down

Just a thought is all

Edit:
And that whole bit with the "Be your own Boss", it seems like a hidden message telling us to not let our companies be sold to a greedy Silver-lined Deep-pocketed corporation, because you will lose your freedom to make your game the way you want to make it.

In fact, if you replay the Reboot, but think of the Saints as Volition, and Marshall as DeepSilver, things might just make more sense... Might

Maybe I'm reaching, but I do see a connection there.
 
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Wanted to react to this sooner but didn't have the time.

I get that there is a divide between SR 1-2 and 3-4 fans when it comes to the tone of the games but was there really a problem with those special enemies? I think they spiced up the combat a bit and made SR more unique too. There are some elements in later SR games that are good additions I feel, mainly the near future setting along with the tech that comes with that and the more stylized gang designs. If someone really knows the genre then it's quite obvious that these elements come from GTA 2 but in GTA 2 these were purely aesthetic things and people don't even really remember those early top down games anymore anyway.

Enemy variety won't make SR into an RPG though, really what the reboot and even some of the earlier games suffer from is the need to have an RPG-like progression system in everything even if that's very shallow with no choice for character builds whatsoever.
It really is seeing you kill enemies to regenerate your health thats how RPG mechanics work... And only reboot did that... Another lazy work they dont let you pick the health icon so they made it like rpg in here when i see it...(This is happened when you scam the player with food trucks ads too in the end people disappointed you cant eat and drink lul)

Hell not even GTA or open world has enemies deflect the bullets unless they using Barricade shield i still gonna accept that.. not with spinning stick wheel
 
I really don't understand this whole RPG debacle? RPG literally stands for "Role Playing Game", not "Enemies Regen Health", or "Enemies Deflect Bullets".

It's a game where your character plays a role chosen by you. If the character has a preselected role that can not be changed, then it's not a "Role Playing Game", it's just a game with a fixed narrative.

I don't understand how the enemies having specific abilities or being given multiple options alongside the fixed narrative can classify the game as an RPG?

Either way you still have to defeat the gangs and take over the city, so the end is always the same, you're just given a little more freedom on which order you do everything to reach that ending.

An RPG let's you select the Character's background, skills, "ROLE", and various other things to make sure you get a unique playthrough every single time.

Saints Row just gives you a few tutorial missions, then dumps you in the open world with everything available to do from the get-go. It all leads to the same outcome, you just get to chose which order you do it all in.
 
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