SPOILERS Things that could be improved for the next installment

So I realize the game is pretty much a glorified DLC, I don't mean that in a bad way, but I think this game in particular is missing a lot of playability in comparison to the previous 3 games. I'm not talking about the having fun blowing s*** up part, that's fine. What I'm looking at is the lack of things to do.

A big lack of Diversions and Activity, would be my first gripe. The other games had so much to do on the side, hoing, trafficking, gambling, EMT missions, assassinations etc..

Another thing is the lack of secrets/hidden goodies. Apart from the broomstick ride and the MiB gun that's pretty much it as far as i know, not including the old game references such as streets of rage and MGS. With such a big open world you'd think there would be a ton of hidden goodies to find...

Only fighting aliens, whilst this is a vr sim it's also supposed to be throwback to steelport, so where are the gangs? I miss being able to rack up full noretiety with the gangs then p*** off the police and have a good old chase/shootout.

So I'd like to these added in for the 5th.More stuff to do, more hidden goodies, more than one enemy(gang) to face off against.
What would YOU like to see added,removed or improved upon?

Edit: What others have said, some good ideas coming in would be nice to see some of these considered.

  • More variety in Activitys (various types of Mayhem as an example of repetitive tasks)
  • The return of some classic Activitys ie: Fuzz
  • Mission replay, as seen in SR2
  • The return of Layered Clothes
  • Player height slider for customization
  • No hard-coded restrictions to weapon modding (currently speculation?)
  • Street racing
  • A more alive city with more open venues to visit
  • Real Dual wield (pick up 2 actual guns, not an upgrade)
  • A better assassination system
  • Improved crash physics
  • Huge online modes, not just 2 player co-op
  • flying pixie mode???
  • Saints decals for your custom rides
  • Better melee weapon combat, similar to the way SR2 was
  • More diverse landscape, letting us escape from the city into some nice woodland or such.
 
Last edited:
A big lack of Diversions and Activity, would be my first gripe. The other games had so much to do on the side, hoing, trafficking, gambling, EMT missions, assassinations etc..

I'm pretty sure this game has much more things to do than Saints Row 3.
 
I'm with Mikkey here.
It wasn't as ingrained in the main portion of the game, but the hijackings and assassinations were much more numerous in SRTT.

And if they go with the current setup, they might want to consider looking into the end-game. Because it's relatively empty.
The replay value is good as always, but if you do the side missions during the main plot, which is a little more necessitated by the fact that some valuable unlockables are tied to it, you end up with a rather empty sandbox afterward.

But also, I don't think you should take this game as too much of a blue print for SR V, consider the development time of this game and also the limitations they had to face with the current console generation.

Part Le Fifth will have more development time, either a new engine or simply a more fleshed out one and a lot more space to fill up as it's pretty much a given that the new consoles will now also go into 64-bit mode as is already pretty standard for PC gamers.
 
I felt 4 was a massive improvement in Activities not due to number, but because of the introduction of the tiered reward system. However, I would definitely like to see a return of the following for the next game:

-Trafficking
-Escort
-Demolition Derby
-Guardian Angel
-Ethical Reality Climax
-Fuzz or Crowd control

Hitman and Chopshop missions felt far less tedious, but at the end of the day also felt kind of small and shallow. Like what were there... 5 total for both? There should have been about 5 of each per island. I liked most of the new activities quite thoroughly, but I also missed some of the ones from 3 like the Ethical Reality Climax getting its own unique battle maps and such.

Without DLC, SR3 featured 10 unique activities all over the islands. SR4 features 11 without DLC, which we all know future DLC adding activities is a given. So overall its a good attempt to improve upon the number of things to do outside of the main missions, which I honestly felt were much more length and rewarding on their own than SR3's. SR2 had 14 activities alone though.

The obvious move here is whether or not to continue embracing the crazy, or tone it back to SR2 and 3 levels of crazy. The super powers have really worked out well, so maybe the logical conclusion will be to expand upon that and make a brand new larger map. Hopefully something really reminiscent of 5th Element for the new city, I've grown to love this ghetto futuristic cityscape style, while not build on it more?
 
But also, I don't think you should take this game as too much of a blue print for SR V, consider the development time of this game and also the limitations they had to face with the current console generation.

You know, this didn't even cross my mind, with next gen tech and the fact Xbox are finally making the move to Blu ray, we could hopefully see much more content in SR V, not to mention other numerous titles.

But back to the point yes, as Dragon Row says there are about the same amount, IIRC SRIII had 14 activity's to SRIV's 11, so they are very close also you have to look at thing like the assassination, and car jacking and those random calls you get in SRIII, there are over 30 of each to complete, not just 1-3 offered up in IV.
And that's where I am, simulation 100% complete with absolutely nothing else to do bar f******** stuff for pure laughs, and that get real boring real fast when you have 3-5 hours a day spare to play.

I would hope they Tone it back at least one notch, Powers are really fun but detracted somewhat from the game, outside of mandatory parts I dont think I ever jumped in a car or on a bike, whats the point when I can just run through them? Fights, easy even on Hard mode, just a mix of tossing people around with teleken or freezing them in place.

I'm not saying the game is baddly developed or lacks whatever, but at the end of the game I was like "ok, what now?" I just didn't get that feel from finishing 1-3.
 
Last edited:
This is more about potential improvements to SRIV than a theoretical SRV, though it applies to both.

We need a second enemy faction, both to increase enemy variety (right now every combat session plays out roughly the same -- the same enemies in the same order, until a damn Warden shows up to interrupt the fun), and so we can have big 3 way battles (Syndicate vs law tug of wars were awesome in SRTT, at least until tanks rolled out and upset the balance). I know mods will eventually sort this out anyway, but I still really hope something like this is planned for the SRIV DLC.

Replayable missions. Things to do! Right now after completing every quest and getting a gold medal on all activities the only thing left to do is cause random carnage, which stops being fun after a while because the enemies spawn in such repetitive patterns. SRTT at least kept offering those optional wave survival missions to break up the monotony. I don't see why beating the game can't unlock a set of sandbox activities that throw waves of stuff (mascots, glitch vehicles, 50s cops, STAG, past gangs, zombies) at us. The assets already exist so I don't think something like this is hard to implement.
 
I have to say there's a limitation on the amount of an activity being a good thing. Were the random calls good? Yes, I thought they were great... but 30 of them? Jesus, I just want to go deal with my current goal. I think that's an issue with SR2 and 3, there were 4 billion things to do, but sometimes they were literally just, "Do this same thing 14 times." SR4 was a good attempt at a more reasonable version of that. Instead of the same thing 14 times, they had the same thing 2 to 4 times and with a bronze to gold ranking system. Meaning you could go back and try to best your last score for an actual reason.

I don't need 40 Hitman missions that result in me just piddling around waiting for an NPC to spawn, but I did like the specific NPC's that you had to do specific things to lure them out. If we shorten the number to 20 and make sure they all feel unique and different, then it seems worth it.

Basically, quality over quantity.
 
And some of the activities in SR4 are almost impossible, atleast for me on my PS3 *cough* Speed Rifts *cough* or they're extremely difficult to achieve gold, because of the small amount of time they give you to do the activity (Superpowered Fight Club). But atleast I can have a good time while doing the Superpowered Fight Club Activity. I cannot say the same about the Speed Rifts though.
 
And some of the activities in SR4 are almost impossible, atleast for me on my PS3 *cough* Speed Rifts *cough* or they're extremely difficult to achieve gold, because of the small amount of time they give you to do the activity (Superpowered Fight Club). But atleast I can have a good time while doing the Superpowered Fight Club Activity. I cannot say the same about the Speed Rifts though.
I have to say that adds more replayability than just adding in 20 some odd levels of it. That was my issue in SR2, is that yeah, we had up to 18 levels of some activities, but there were some that were literally just repeats of older levels with a shorter time limit. What this does is consolidate 3 of those into 1 level with 3 sets of time limit or cash limit based goals.

So where you had 18 levels, multiples of 6, and each 3 to 6 resulting in a large reward; In 4 you get 3 of that mission, but each one has rising levels of reward for the better you do. To me it felt good, but in the sense that working harder to be better meant the game would reward me more for the extra effort rather than the extra time put in just to complete them all.
 
The only activity I fail to get gold in the the Hard M.O.M. challenge.
It requires an almost perfect timing and ready supply of tossable materials without a single miss, in a very tight timeframe.
I just can't seem to pull it off, I keep lacking 2-3 seconds.

And I hadn't realised that it was indeed the lack of 'phone calls' that I'm missing.
It still was a bit too little to keep me interested in the end-game in SRTT, but at least it was SOMETHING other than random carnage.

And with only a single fightable faction that too becomes repetitive much too fast.

But for now I can set my mind to at least 4 playthroughs, 7 if I decide to go with the female voices as well, just to see what the subtle difference in story telling between each voice is during the story.

But give us some END-GAME, please!

ADDIT:
Though I am not a modder and whether or not it's 'adding', I've been reading through some of the posts regarding mods and I'm seeing that people are running into hardcoded limitations as in number of weapons/upgrades etc can be added without overriding existing ones.

I'd let go of such limitations, unless of course it is simply the engine limit and any number beyond what's hardcoded will melt it.
 
Last edited:
Back
Top