Going to add to my previous entry; the emptyness of the end game.
While the main game is very good, I feel that afterward you do hit a bit of a dead-end, the game doesn't have much more than the main story.
There are no real side stories and there's not much else to do, no randomised events popping up.
Generally speaking, the game is a sand-box, but with only a small amount of sand to play with.
Games like The Elder Scrolls or the X franchise (also held by Deep Silver) feel HUGE, with so very many different locations, many different questlines to follow or generally just things to do. In TES you can work with magic/melee/stealth factions and just singular questlines, in X you get fighting/trading, empire building and so much more. With SRIV we get many potential side stuff, but after the main questline is over, you only have (relatively speaking) a handfull of activities and collectibles.
I'm probably trying to hold SR to a standard it can't meet because of how it's structured and how the theme doesn't always lend itself for vastness, but I do hope the amount of stuff to do in Saints Row games is going to increase with the next installments, because at the end of the day, 20 hours to fully complete an openworld game feels a bit short, they were VERY GOOD 20 hours, but most of the open-world games I played could take up to several hundred hours to 'complete'.
Now it's wait and see for the DLC and modding tools, perhaps they introduce some more end-game materials and/or expand on the side-stuff potential, other simulations, the 'Saints of Rage' 2d adventures and whatnot.
But what I'm really missing already is the character interation, it is something that made this game feel more alive than the abovementioned games manage to do, where you're mostly a voiceless drone sometimes.
While the main game is very good, I feel that afterward you do hit a bit of a dead-end, the game doesn't have much more than the main story.
There are no real side stories and there's not much else to do, no randomised events popping up.
Generally speaking, the game is a sand-box, but with only a small amount of sand to play with.
Games like The Elder Scrolls or the X franchise (also held by Deep Silver) feel HUGE, with so very many different locations, many different questlines to follow or generally just things to do. In TES you can work with magic/melee/stealth factions and just singular questlines, in X you get fighting/trading, empire building and so much more. With SRIV we get many potential side stuff, but after the main questline is over, you only have (relatively speaking) a handfull of activities and collectibles.
I'm probably trying to hold SR to a standard it can't meet because of how it's structured and how the theme doesn't always lend itself for vastness, but I do hope the amount of stuff to do in Saints Row games is going to increase with the next installments, because at the end of the day, 20 hours to fully complete an openworld game feels a bit short, they were VERY GOOD 20 hours, but most of the open-world games I played could take up to several hundred hours to 'complete'.
Now it's wait and see for the DLC and modding tools, perhaps they introduce some more end-game materials and/or expand on the side-stuff potential, other simulations, the 'Saints of Rage' 2d adventures and whatnot.
But what I'm really missing already is the character interation, it is something that made this game feel more alive than the abovementioned games manage to do, where you're mostly a voiceless drone sometimes.